recursal/Fanatic-Fandom huggingface dataset:
Thras

## Traditions

+25.0% Spy Network Construction

+20.0% Privateer Efficiency

## Idea 1

+25.0% Core-Creation Cost

+250.0% Hostile Core-Creation Cost on us

## Idea 3

-1.50 Diplomatic Reputation

-15.0% Diplomatic Annexation Cost

-10.00% Liberty Desire in Subjects

## Idea 5

-5.0% Movement Speed

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Idea 6

-2.5% Missionary Strength

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

## Ambitions

May Raid Coasts

* Is free or a tributary
* Is not at war
* Own Agonio (320), Astrile (321), Klietro (323), Morane (324) and Esson (2110)

* Change country to Thras
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Sload ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Shada

## Shada

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+10.0% Production Efficiency

+15.0% Morale of Armies

## Idea 5

+2.00 Tolerance of Heretics

+4.00  Tolerance of Heathens

-20.0% Hostile Core-Creation Cost on us

+50.0% Foreign Core Duration

## Idea 7

+10.0% Manpower Recovery Speed

+10.0% Reinforce Speed

## Ambitions

+5.0% Discipline

+5.0% Recover Army Morale Speed
Summerset Islands

## Ambitions

-10.0% Administrative Technology Cost

* Is free or a tributary
* Is not at war
* Own Alinor (271), Vulkhel Guard (308), Cloudrest (263), Lillandril (249) and Firsthold (299)

* Change country to Summerset Islands
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Altmer ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Wooden Orsinium

Wooden Orsinium is a formable country, and can be formed by any nation with Wood Orsimer as their primary culture. It is most commonly formed by starting as Moonmont. Their powerful ideas combined with the Orcish Fury modifier makes them formidable. However, They must contend with the massively powerful Camoran Dynasty which is comprised of a personal union between Falinesti and Southpoint, with 5-7 subjects underneath this union. Allies can be found to the north and east, and Falinesti can be taken down once it has begun integrating its vassals and PU subjects, drastically decreasing the force limit it can muster.

## Traditions

-0.05 Monthly Autonomy Change

-15.0% General Cost

## Idea 2

-25.0% Prestige from Land battles

+33.0% Army Tradition From Battles

## Idea 5

+25.0% Hostile Core-Creation Cost on us

+25.0% Looting Speed

## Idea 6

+15.0% Monthly Gold Inflation Modifier

-33.0% Gold Depletion Chance Modifier

## Idea 7

-33.0% Fort Maintenance

-10.0% Fort Defense

## **Events**

 **Trigger Conditions*** Is in the Orsimer Culture Group
* Does not have the country modifier *Orcish Fury*
* Does not have the Orcish Fury timer

 **Effects*** Add country modifier *Orcish Fury*. It has the following effects for 10 years:
	+ **+10%** Discipline
	+ **+25%** Land Morale
	+ **+15%** Infantry Combat Ability
	+ **+15%** Cavalry Combat Ability
	+ **+15%** Artillery Combat Ability
* Add hidden country modifier *Orcish Fury Timer* for 25 years. (This prevents the event from firing during that time)

## **Decisions**

### Form Wooden Orsinium

* Primary culture is Wood-Orsimer

* Is free or a tributary
* Is not at war
* Own Dra'bul (4948), Abamath (4981), Lhurgash (875), Barkbite (2375) and Mobar (2418)

* Change country to Wooden Orsinium
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Wooden Orsinium ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Zuelta

## Zuelta

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-15.0% Fire Damage Received

-15.0% Shock Damage Received

## Idea 1

+5.0% Technology Cost

+5.0% Land Fire Damage

+5.0% Shock Damage

## Idea 3

+25.0% Prestige from Land battles

+50.0% Army Tradition From Battles

## Idea 6

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-25.0% Improve Relations

## Ambitions

-25.0% Fort Maintenance

+15.0% Fort Defense
Upper Akavir

## Traditions

+5.0% Reform Progress Gain

-10.0% State Governing Cost

## Idea 3

+15.0% Naval Force Limit Modifier

+10.0% Trade Steering

## Ambitions

+7.5% Discipline

* Is free or a tributary
* Is not at war
* Own Tilrunna (751), Al-Kamal (508), Edena (2611), Atiliana (2675) and Gilard (3492)

* Change country to Upper Akavir
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Akaviri ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Skyrim

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Ambitions

May Raid Coasts

* Can't form Skyrim again if you already have EXCEPT if you are Eastern Skyrim or Western Skyrim

* Is free or a tributary
* Is not at war
* Own Solitude (1342), Windhelm (1275), Whiterun (1319), Rifton (1268) and Falcreath (1291)

* Change country to Skyrim
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Nordic ideas

Note: AI is designed with partial aggressiveness to form this nation if possible

### Skaals

* Is Skyrim
* The Skaals do NOT exist
	+ OR the Skaals are not your subject nation

* Own all provinces in the Skaal area within the Vvardenfell subcontinent

* Skaals are now a vassal subject of the decision maker
* The require provinces above cede to the Skaals and gain cores

Note: AI is designed with high aggressiveness to use this decision if possible
Roseguard

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Root-Whisper Tribe

## Traditions

+20.0% Improve Relations Modifier

-12.5% Idea Cost

## Idea 1

+20.0% National Tax Modifier

+0.05  Yearly Corruption

## Idea 2

+15.0% Global Trade Power

-15 Opinion of same Culture Group

## Idea 3

+2.00 Diplomatic Reputation

+15 Opinion of Non-Accepted Culture

## Idea 5

+1.00 Attrition for Enemies

+1.00 Max Hostile Attrition

## Idea 7

+10.0% Production Efficiency

-15.0% Trade Company Governing Cost
Xivilai's Clan

## Traditions

+1.00 Diplomatic Reputation

-15.0% Core-Creation Cost

## Idea 3

+0.2 Yearly Army Professionalism

+25.0% Army Drill Gain Modifier

## Idea 4

+15.0% Artillery Damage from Back Row

+10.0% Reduced Morale Damage Taken By Reserves

## Idea 5

+20.0% Infantry Cost

+10.0% Infantry Combat Ability

+5.0% Discipline

## Idea 6

+5.0% Production Efficiency

+5.0% Global Trade Power

## Ambitions

+20.0% Income from Vassals

+20.0% Vassal Force Limit Contribution

* Is free or a tributary
* Is not at war
* Own Dagon's Citadel (4075), Aluyeth (4067), Yinlyn (4164), Lucaryn (4174) and Zecre (3764)

* Change country to Xivilai's Clan
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Xivilai ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Three Feather Tribe

## Three Feather Tribe

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+15.0% Land Force Limit Modifier

-25.0% Cost to fabricate claims

## Idea 1

+10.0% Morale of Armies

+1.50 Tolerance of Heretics

## Idea 3

+5.0% Production Efficiency

+5.0% Cavalry Combat Ability

## Idea 4

+1.00 Land Leader Fire

+1.00 Leader Siege

+1.0% Missionary Strength vs Heretics

## Idea 6

+5.0% Infantry Combat Ability

-10.0% Regiment Costs
Runu

## Runu

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-15.0% Fire Damage Received

-15.0% Shock Damage Received

## Idea 1

+5.0% Technology Cost

+5.0% Land Fire Damage

+5.0% Shock Damage

## Idea 3

+25.0% Prestige from Land battles

+50.0% Army Tradition From Battles

## Idea 6

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-25.0% Improve Relations

## Ambitions

-25.0% Fort Maintenance

+15.0% Fort Defense
Silyanorn

## Traditions

+10.0% Production Efficiency

-10.0% Aggressive Expansion Impact

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Ambitions

+7.5% Discipline

* Is free or a tributary
* Is not at war
* Own Silyanorn (3226)

* Change country to Silyanorn
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Ayleid ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Sanctun Ophidia

## Sanctun Ophidia

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+10.0% Production Efficiency

+15.0% Morale of Armies

## Idea 5

+2.00 Tolerance of Heretics

+4.00  Tolerance of Heathens

-20.0% Hostile Core-Creation Cost on us

+50.0% Foreign Core Duration

## Idea 7

+10.0% Manpower Recovery Speed

+10.0% Reinforce Speed

## Ambitions

+5.0% Discipline

+5.0% Recover Army Morale Speed
Sotha

## Traditions

-25.0% Infantry Cost

+25.0% Goods Produced Modifier

## Ambitions

+25.0% Innovativeness Gain

* Own at least Ald Sotha (1043), Sandas (4241), Telasero (3288), Seyda Neen (4248) or Tel Branora (4230)

* Government is NOT a tribe
* Is free or a tributary
* Is not at war
* Own Ald Sotha (1043), Sandas (4241), Telasero (3288), Seyda Neen (4248) and Tel Branora (4230)

* Change country to Sotha
* Country is flagged as a "Great House"
* Gain the Duchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Sothan ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Teeth of Sithis

## Traditions

+20.0% Improve Relations Modifier

-12.5% Idea Cost

## Idea 1

+20.0% National Tax Modifier

+0.05  Yearly Corruption

## Idea 2

+15.0% Global Trade Power

-15 Opinion of same Culture Group

## Idea 3

+2.00 Diplomatic Reputation

+15 Opinion of Non-Accepted Culture

## Idea 5

+1.00 Attrition for Enemies

+1.00 Max Hostile Attrition

## Idea 7

+10.0% Production Efficiency

-15.0% Trade Company Governing Cost
Tribe of Frozen Giants

## Traditions

+0.50 Yearly Army Tradition

+15.0% Fort Defense

## Idea 3

-15.0% Liberty Desire from Subjects Development

## Idea 4

Lowered impact on stability from diplomatic actions

## Ambitions

+1 Military Free Policies

* Is free or a tributary
* Is not at war
* Own Broadwall (357), Moraheim (367), Skalrheim (384), Braruhund (382) and Hallstein (2306)

* Change country to the Tribe of Frozen Giants
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Frost Giant ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Visarran

## Visarran

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+25.0% Naval Force Limit Modifier

+15.0% Ship Trade Power

## Idea 1

+10.0% Galley Combat Ability

+50.0% Global Ship Repair

## Idea 2

10.0% Trade Efficiency

+20.0% Goods Produced Modifier

## Idea 3

+10.0% Movement Speed

+50.0% Movement Speed On and Off Ships

## Idea 4

+10.0% Morale of Armies

+10.0% Morale of Navies

## Idea 7

+15.0% Global Trade Power

+25.0% Trade Range

## Ambitions

-25.0% Cost of Advisors with Ruler's Culture
Whiterun

## Whiterun

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Decisions

### Whiterun Centralization

* Does not have "Centralize Skyrim" flag
* Has "Decentralize Skyrim" flag

* Own all the provinces in these areas in Skyrim:
	+ Drajkmyr Marsh
	+ Whiterun
	+ Greymoor
	+ White River Basin
	+ Ilinalta

* Cede one of the needed areas above to Whiterun
* Whiterun is turned into a march subject for the decision maker
* Whiterun's government changes to a monarchy
* Whiterun changes its primary culture and religion to its master's
* Whiterun loses **-99999** government reform progress
Seleda

## Traditions

+25.0% Naval Force Limit Modifier

+15.0% Ship Trade Power

## Idea 1

+10.0% Galley Combat Ability

+50.0% Global Ship Repair

## Idea 2

10.0% Trade Efficiency

+20.0% Goods Produced Modifier

## Idea 3

+10.0% Movement Speed

+50.0% Movement Speed On and Off Ships

## Idea 4

+10.0% Morale of Armies

+10.0% Morale of Navies

## Idea 7

+15.0% Global Trade Power

+25.0% Trade Range

## Ambitions

-25.0% Cost of Advisors with Ruler's Culture
Solitude

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Decisions

### Solitude Centralization

* Does not have "Centralize Skyrim" flag
* Has "Decentralize Skyrim" flag

* Own all the provinces in these areas in Skyrim:
	+ Solitude
	+ Deepwood
	+ Northcoast
	+ Highland

* Cede one of the needed areas above to Solitude
* Solitude is turned into a march subject for the decision maker
* Solitude's government changes to a monarchy
* Solitude changes its primary culture and religion to its master's
* Solitude loses **-99999** government reform progress
Zecre

## Zecre

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+1.00 Diplomatic Reputation

-15.0% Core-Creation Cost

## Idea 3

+0.2 Yearly Army Professionalism

+25.0% Army Drill Gain Modifier

## Idea 4

+15.0% Artillery Damage from Back Row

+10.0% Reduced Morale Damage Taken By Reserves

## Idea 5

+20.0% Infantry Cost

+10.0% Infantry Combat Ability

+5.0% Discipline

## Idea 6

+5.0% Production Efficiency

+5.0% Global Trade Power

## Ambitions

+20.0% Income from Vassals

+20.0% Vassal Force Limit Contribution
The Sharmat

## Traditions

-25.0% institution Embracement Cost

+15.0% Institution Spread

## Idea 1

-15.0% Construction Cost

-10.0% Construction Time

## Idea 5

-10.0% Cost of Advisors with Ruler's Culture

## Idea 6

+10.0% Morale of Armies

-10.0% Movement Speed

## Ambitions

-5.0% All Power Costs

The decision to form The Sharmat is currently not used.

* Is free or a tributary
* Is not at war
* Own Vvardenfell (1062)

* Change country to The Sharmat
* Gain the Kingdom rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Dwemer ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
The Tribunal

## Traditions

+25.0% Land Force Limit Modifier

+10.0% Discipline

## Ambitions

+0.50 Yearly Devotion

* Is free or a tributary
* Is not at war
* Own Ald Sotha (1043), Mournhold (3248), Necrom (1017), Orecea (995) and Valenhal (958)

* Change country to The Tribunal
* Gain the Kingdom rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Trierian ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible

### Empower Tribunal

* Culture group is Velothi
* Religion is The Tribunal

* Own Salandus (1002), Kragenmoor (970), Narsis (990), Balfalls (976) and Orecea (995)

* Trigger "Great Schism: Tribunal" event

## Events

### Great Schism: Tribunal

* Change country to The Tribunal
* Change religion to The Tribunal
* Gain **25** prestige
* Can obtain Trierian ideas
* If rank not Grand Principality or higher, gain Grand Principality rank
* (Both custom outcomes below require NOT to be the Emperor of Cyrodiil or Nordic Emperor)
* If NOT a theocracy then:
	+ Change government to a theocracy
	+ Lose **-99999** government reform progress
	+ Gain Tribunal government reform
* If a theocracy then:
	+ Gain Tribunal government reform

* Gain **1** Stability
* Gain country modifier "*The Tribunal"*
	+ **-10.0%** Stability Cost Modifier
	+ **+1.0%** Missionary Strength
	+ **-1.00** National Unrest

Note: AI has a equal chance of picking either options
Starkad

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Ambitions

May Raid Coasts

* Is free or a tributary
* Is not at war
* Own Olenveld (7115), Starkad (1309) and Giant's Tooth (1303)

* Country changes to Starkad
* Government changes to a Pirate Republic
* Gain 100 Republican Tradition
* Gain a Duchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Nordic ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Shady Grove

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Skingrad

## Traditions

+1.00 Monarch Administrative Skill

-30.0% Cost of Advisors with Ruler's Culture

## Idea 3

+33.0% Prestige from Land battles

+1.00 Tolerance of the True Faith

## Idea 5

+10.0% National Tax Modifier

+0.15 Global Prosperity Growth

## Ambitions

-10.0% States Governing Cost

* Is free or a tributary
* Is not at war
* Own Southern Skingrad (1144), Wolf Castle (1150), Ales (1173), Aetherius Stone (5665) and Derilict Mine (5607)

* Change country to Skingrad
* Capital is moved to Skingrad (1144)
* Gain the Duchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Skingrad ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Stendarr's Crossroad

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Wretched Spire

## Wretched Spire

### Culture

Dremoran (Daedric)Accepted: House Dunmer (Velothi)

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-10.0% Regiment Cost

+50.0% Looting Speed

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Republican Tradition

+0.50 Horde Unity

+2.5% Administrative Efficiency

+0.50 Yearly Meritocracy

## Idea 2

-20.0% Culture Conversion Cost

-10.0% Cost of Advisors with Ruler's Culture

## Idea 3

+5.0% Shock Damage

+5.0% Land Fire Damage

## Idea 4

+1 Free Military Policies

+0.25 Yearly Army Tradition

## Idea 5

+0.50 Diplomatic Reputation

-25.0% Fabricate Claims Cost

## Idea 7

+1 Diplomatic Relations

-25.0% Establish Order Cost
Skull Breaker Tribe

## Skull Breaker Tribe

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+15.0% Land Force Limit Modifier

-25.0% Cost to fabricate claims

## Idea 1

+10.0% Morale of Armies

+1.50 Tolerance of Heretics

## Idea 3

+5.0% Production Efficiency

+5.0% Cavalry Combat Ability

## Idea 4

+1.00 Land Leader Fire

+1.00 Leader Siege

+1.0% Missionary Strength vs Heretics

## Idea 6

+5.0% Infantry Combat Ability

-10.0% Regiment Costs
Tsakara

## Traditions

+25.0% Naval Force Limit Modifier

-20.0% Ship Costs

## Idea 2

+10.0% Production Efficiency

-10.0% Shock Damage Received

## Ambitions

-20.0% Core-Creation Cost

* Is free or a tributary
* Is not at war
* Own Volatra (724), Meralang (695), Ionith (700), Laromedia (702) and Kigaxa (688)

* Change country to Tsakara
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Tsaesci ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Satakalaam

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Shornhelm

## Shornhelm

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+1 Diplomatic Relations

-33.0% Fort Maintenance on border with rival

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Idea 2

+25.0% Spy Network Construction

-50.0% Change Rival Cost

## Idea 3

+15.0% Galley Combat Ability

+20.0% Ship Trade Power
The Fury Spike

## Traditions

+15.0% Morale of Armies

+50.0% Army Tradition From Battles

## Idea 1

+10.0% Technology Cost

-25.0% Aggressive Expansion Impact

## Idea 2

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Idea 4

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Idea 6

-10.0% Advisor Costs

+1 Possible Advisors

+25.0% Cost of Advisors with Ruler's Culture

## Ambitions

+10.0% National Manpower Modifier

+10.0% Reinforce Speed
Sunkeep

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Shadowfen

## Traditions

+20.0% Improve Relations Modifier

-12.5% Idea Cost

## Idea 1

+20.0% National Tax Modifier

+0.05  Yearly Corruption

## Idea 2

+15.0% Global Trade Power

-15 Opinion of same Culture Group

## Idea 3

+2.00 Diplomatic Reputation

+15 Opinion of Non-Accepted Culture

## Idea 5

+1.00 Attrition for Enemies

+1.00 Max Hostile Attrition

## Idea 7

+10.0% Production Efficiency

-15.0% Trade Company Governing Cost

## Ambitions

+0.15 Goods Produced

* Is free or a tributary
* Is not at war
* Own Stormhold (1069), White Rose (983), Alten Corimont (6587), Hissmir (6566) and Thorn (1064)

* Change country to Shadowfen
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Archein ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Sealtiel

**Sealtiel, Espellion,**
* The Light Bringer
* The Moonlight Butterfly
 Nature
* Slumber
* Balance
* Time
* Commitment
* Communion
* Instrumentation
 Sacred Number
 Lesser Manifestation(s)
 Followers

Overview

Light Moth\* (sentient spectrum of light seeking physicality) - light

## Nature

* Peace
* Slumber
* Balance
* Time
* Commitment
* Communion
* Instrumentation
* Resonance
Saintsport

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Second Empire

## Traditions

-25.0% institution Embracement Cost

+15.0% Institution Spread

## Idea 1

-15.0% Construction Cost

-10.0% Construction Time

## Idea 5

-10.0% Cost of Advisors with Ruler's Culture

## Idea 6

+10.0% Morale of Armies

-10.0% Movement Speed

## Ambitions

-5.0% All Power Costs

* Is free or a tributary
* Is not at war
* Own Bthanual (3832), Vvardenfell (1062), Volenfell (6091), Raldbthar (2949) and Markarth (1355)

* Change country to the Second Empire
* Gain the Empire rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Dwemer ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Vakka-Bok Tribe

## Traditions

+20.0% Improve Relations Modifier

-12.5% Idea Cost

## Idea 1

+20.0% National Tax Modifier

+0.05  Yearly Corruption

## Idea 2

+15.0% Global Trade Power

-15 Opinion of same Culture Group

## Idea 3

+2.00 Diplomatic Reputation

+15 Opinion of Non-Accepted Culture

## Idea 5

+1.00 Attrition for Enemies

+1.00 Max Hostile Attrition

## Idea 7

+10.0% Production Efficiency

-15.0% Trade Company Governing Cost
Tonal Architects

## Traditions

-25.0% institution Embracement Cost

+15.0% Institution Spread

## Idea 1

-15.0% Construction Cost

-10.0% Construction Time

## Idea 5

-10.0% Cost of Advisors with Ruler's Culture

## Idea 6

+10.0% Morale of Armies

-10.0% Movement Speed

## Ambitions

-5.0% All Power Costs

* Is free or a tributary
* Is not at war
* Own Vvardenfell (1062), Bthanchend (4304), Nchuleft (4138), Bthuand (4307) and Galom Daeus (4233)

* Change country to the Tonal Architects
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Dwemer ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Tribe of Sea Giants

## Traditions

-10.0% Heavy Ship Cost

+20.0% Colonial Range

## Idea 2

May Raid Coasts, including coats of countries with same religion

## Ambitions

+30.0% Chance to Capture Enemy Ships

* Is free or a tributary
* Is not at war
* Own Jorun (479), Winter's Isle Peak (2506), East Edge (393), Creingolosh (2225) and Werralcrea (477)

* Change country to the Tribe of Sea Giants
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Sea Giant ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
White Skin Tribe

## White Skin Tribe

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+15.0% Land Force Limit Modifier

-25.0% Cost to fabricate claims

## Idea 1

+10.0% Morale of Armies

+1.50 Tolerance of Heretics

## Idea 3

+5.0% Production Efficiency

+5.0% Cavalry Combat Ability

## Idea 4

+1.00 Land Leader Fire

+1.00 Leader Siege

+1.0% Missionary Strength vs Heretics

## Idea 6

+5.0% Infantry Combat Ability

-10.0% Regiment Costs
Snow Elves

## Traditions

+10.0% National Tax Modifier

-10.0% Culture Conversion Cost

## Idea 1

-5.0% Technology Cost

-5.0% Idea Cost

## Ambitions

-15.0% Advisor Costs

* Is free or a tributary
* Is not at war
* Own Rifton (1268), Pengstead (1286), Kynesgrove (2926), Alcaire (7091) and Saarthal (2783)

* Change country to the Snow Elves
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Snow Elven ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Winterborn Clan

## Traditions

+15.0% National Tax Modifier

-20.0% Unjustified

## Idea 4

-1.00 Diplomatic Reputation

-15.0% Aggressive Expansion Impact

## Ambitions

+1 Leader(s) without Upkeep

* Is free or a tributary
* Is not at war
* Own Jehanna (7070), Farrun (1413), Murcien (1423), Frostbreak (6902) and Karthgran (1411)

* Change country to the Winterborn Clan
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Winterborn Clan ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Fixing Installation Errors

### Vanilla EU4 Loads Instead of ESU

This is an issue with either Steam Workshop or the Paradox Launcher. To fix it, you should follow the steps for Reinstalling ESU.

### ESU Crashes While Loading

Ensure that you are not using any other mods while running ESU. Due to the sheer scope of the changes that ESU makes, it is unfeasible to maintain compatibility with other mods. If ESU still crashes despite being the only mod enabled, then there is likely an issue with the installation. In that case, follow the steps for Reinstalling ESU.

### Country and Province Names Appear Incorrectly

ESU only supports playing EU4 in English. Changing your game language to English in the launcher will display the proper names for countries and provinces.
The Chaos Stronghold

## Traditions

+15.0% Morale of Armies

+50.0% Army Tradition From Battles

## Idea 1

+10.0% Technology Cost

-25.0% Aggressive Expansion Impact

## Idea 2

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Idea 4

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Idea 6

-10.0% Advisor Costs

+1 Possible Advisors

+25.0% Cost of Advisors with Ruler's Culture

## Ambitions

+10.0% National Manpower Modifier

+10.0% Reinforce Speed
Vos-Uxith Tribe

## Vos-Uxith Tribe

### Religion

The Hist Syncretic Faith: Cult of Sanguine

## Traditions

+20.0% Improve Relations Modifier

-12.5% Idea Cost

## Idea 1

+20.0% National Tax Modifier

+0.05  Yearly Corruption

## Idea 2

+15.0% Global Trade Power

-15 Opinion of same Culture Group

## Idea 3

+2.00 Diplomatic Reputation

+15 Opinion of Non-Accepted Culture

## Idea 5

+1.00 Attrition for Enemies

+1.00 Max Hostile Attrition

## Idea 7

+10.0% Production Efficiency

-15.0% Trade Company Governing Cost
The Great Ones

Great Ones - Immortal Gods

* Description of the Spheres
* Description of the Outsiders
	+ The 729 Great Enemies
* Description of the Domains and the Outsiders that comprise them

* Needs to be added to the "Map'

Overview

## The Spheres

The City of Doors

The Sunless Sea

The Drowned Roads

The Dreaming City of Verum

The Lodge of Dreaming

Isle of Faces

The Black Wood - Betzaiel

The Weave

The Night-lands

The Far Harbor

The Grey Haven

The Red City

The Midnight Halls

The White Room

The Radiance - Sealtiel

The Silver City

The Grand Geode

The Spire

The Kindred Constellations - Ialdoboethiahum

The Blind Geometries - Leliel

The Red Garden - Azaziel

The Distributary - Zaphkiel

The Ziggurat

The Oasis

The Blade Grave

The Pit

The City of Masks - The Faceless King

The Great Machine - Mechteth

The Black Gallery - Raziel

The Silent Reef - Camaiel

The Roiling Expanse - Gaghiel

The God Quarry

The Asylum

The Cold Beacon

The Great Library\* - The librarian

The World that Never Was\* -

The Labrynth\* - The Maze Maker

- The Great Harlot (Lust)

(Chastity)

(Gluttony)

(Temperance)

(Greed)

(Charity)

(Sloth)

(Diligence)

(Wrath)

(Forgiveness)

(Envy)

(Kindness)

(Pride)

(Humility)

## The Outsiders

### The 729 Great Enemies

* The Mind Flayers - Hiveminded, thought form entities which possess extreme psionic powers combined with a mastery of the mind and bdoy and breed by implanting themselves as an idea in a host
* Aboleth - Ancient and unknowable creatures which swam the feotid blood of realities long since dead
* The Cenobites - High priests of a depraved god from beyond our reality, seeking a foothold
* The Flood - A disease which devours not only the body, but the mind and soul, converting it all into 'something'
* The Serpents - Great Wurms which feast upon the carcasses of realities
* The Eldrazi - Creatures which exist outside of any given realities, and seek to 'perfect themselves by consuming
* The Plagued -  An extradimensional plague which seeks to infect all realities
* The Darkness - A Symbiotic entity which has acheived its 'perfect form' after surviving the pattern, and wishes to share its perfection
* The Strogg - Techno-Organic refugees, escaping the consumption of their reality
* The Hive -
* Angels - Unfathomable entities from beyond creation that serve some unknown purpose
* Necromorphs - Borrowed flesh serving psionic avatars which seek a singular purpose, to reshape themselves from their echos within the pattern
* Virtuals -
* The Great Womb - A massive, colossal entity covered in undulating wombs which has the capacity to spawn endless tides of horrors
* The Great Snail
* Fart - Extradimensional, gaseous entities which hold the power to manipulate matter at its lowest level, they view all carbon based life to be evil
* The Star Eye - Perceived as a massive, unblinking eye which glows with a dull light mounted upon a stone star
* The Golden Black Slug -
* The Stone Skin Tower - A massive, towering figure with skin of ivory stone which ripples and pulses with otherwordly life
* The Key that is The Gate -
Stonechewer Tribe

## Stonechewer Tribe

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+15.0% Land Force Limit Modifier

-25.0% Cost to fabricate claims

## Idea 1

+10.0% Morale of Armies

+1.50 Tolerance of Heretics

## Idea 3

+5.0% Production Efficiency

+5.0% Cavalry Combat Ability

## Idea 4

+1.00 Land Leader Fire

+1.00 Leader Siege

+1.0% Missionary Strength vs Heretics

## Idea 6

+5.0% Infantry Combat Ability

-10.0% Regiment Costs
Nations

Africa - Alkebulan

* The Kingdoms of Kush
* The Black Kingdom
* The Southerlands
* The Riverlands
* The Kingdom of Hust
* The Desert Kingdoms
* The Kemet Tribelands

Middle East - Pars

* The Yarikh Tribelands
* The Makan Tribelands
* The Ira Tribelands
* The Sumer Kingdom
* The Kingdom of Iram

Asia - Old Assuwa

* The Lechite Tribelands
* Pakistan
* The Veddic Tribelands
* The Myanmin Tribelands
* Thailand
* Anatolia
* Sumiru
* The Skylands
* South Russia
* Indonesia
* Malaysia
* North Russia

Europe - Hyperborea

* The Elderlands
* The Hurite Tribes
* The Norselands
* The Winterlands

Oceania - Pacifis

* Papua New Guinea
* Australia
* New Zealand
* The Nameless Isles

North America - Assuwa

* British Columbia
* The Third Lands
* Mexico
* East North America
* North Alaska

South America - Far Assuwa

* The Children of the Forest
* Central South America
* East South America
* South South America
* Southeast South America
The Primordium

The Primordium
 Constructed
 Planet
 Population

"It existed before there was time, before there was anything, even before there was nothing. From this primordial place, the first monsters arose. Within, the one essence of ON split into many, each one devouring the other and becoming stronger as they grew and took for themselves the first shapes. The first Primordials." - Unknown Source

Overview
The Brooding Fortress

## Traditions

+15.0% Morale of Armies

+50.0% Army Tradition From Battles

## Idea 1

+10.0% Technology Cost

-25.0% Aggressive Expansion Impact

## Idea 2

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Idea 4

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Idea 6

-10.0% Advisor Costs

+1 Possible Advisors

+25.0% Cost of Advisors with Ruler's Culture

## Ambitions

+10.0% National Manpower Modifier

+10.0% Reinforce Speed
Velothi Exodus

## Traditions

+1 Missionaries

+25.0% Land Force Limit Modifier

## Ambitions

+2.5% Missionary Strength vs Heathens

* Is free or a tributary
* Is not at war
* Own Balmora (1045), Kogorhun (4305), Ebonheart (984), Necrom (1017) and Narsis (990)

* Change country to the Velothi Exodus
* Gain the Kingdom rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Velothi Exodus ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Camaiel

Camaiel,
* The Silent
 Nature
* Stillness
* Stagnation
* Stasis
* Death
* Winter
* Cold
* Preservation
 Sacred Number
 Lesser Manifestation(s)
 Followers

Overview

Star Coral\* (embodiment of silence and stagnation as a form of survival - sister to mould) - silence

## Nature

* Silence
* Stillness
* Stagnation
* Stasis
* Death
* Winter
* Cold
* Preservation
* Memory
Leliel

**Leliel, Heironomus, Acranedradan,**
* The Smith
* The Many Angled
 Nature
* Suffering
* Dedication
* Artfulness
* Refinement
* Creation
* Heat
* Summer
* Order
* Structure
* Building
* Science
* Mechanisms
* Machines
* Puzzles
 Sacred Number
 Lesser Manifestation(s)
 Followers

Overview

## Nature

* Forging
* Suffering
* Dedication
* Artfulness
* Refinement
* Creation
* Heat
* Summer
* Order
* Structure
* Building
* Science
* Mechanisms
* Machines
* Puzzles
* Enigmas
Grey Haven

Grey Haven
 Constructed
 Planet
 Population

Built atop the ancient ruins of eons which came before, This endless city hides many secrets and acts as the final resting place for all those forgotten by reality.

## History

Gods from stone rise

Gods from stone rule

God from air arrive

Lithomachy

Gods from stone die (mostly)

Gods from air rule

Gods of the Sky and the Deep arise and bring with them The Opposition

The Opposition destroys the Gods from air (mostly)

The Gods from flesh arise from The Opposition

Titanomachy

Old gods scatter or die as the new gods rise and pursue

## Locations

**The Far Harbour**

**Bleak Path**

**The CIty of Tears**

**The Convaluted Waterways**
**The Archives**
***The Map Maker***
**The Colossuem of Fools**
**The Grey Market**
***The Relic Seeker***
**The Red Church**
**The Painted Vale**
**The Barren (Mines)**
**The hive at kingdoms edge**

The Mines\*
**The society of mantid**

The Mines\*
**The greenpath**

The Mines\*
**The fungal wastes**

The Mines\*
**The Deep**

The Mines\*
*The Mask Maker*
**The Ancient Stone Basin**
The Grand Geode

City Name
 Constructed
 Planet
 Population

## Overview

The home of the Skain, a species of crystaine lifeforms/Gods that form a single massive consciousness throughout the omniverse as they grow, evolve, resonate and connect with each other. Spreading themselves throughout the Omniverse via 'Spores', crystaline living crystals which feed and grow until able to manifest greater forms.

The Inhabitants call it The Grand Geode, or The Glittering City. Its halls are carved from Diamond and Jade, its walls are woven with Opal and Beryl, its paths, Alexandrite and Sapphire with portals of Garnet and Quartz

Halls

Gardens

Walls

Paths

Tapistries

Towers

Bridges

Gates

Diamond

Jade

Opal

Alexandrite

Beryl

Sapphire

Garnet

Quartz

Emerald

Ruby

Amythyst

Aquamarine

Jet

Malachite

Obsidian

Onyx

Lapis

Pearl

Peridot

Topaz

Tourmaline

Ichor

Qualities

* Semi-Organic
* Semi-Biological
* Semi-Synthetic
* Non-Emissive
* Nanite Matter Plague

Origin

Spread

Stage 1

Land

* The Trees (Plants)
* Arteries & Veins
* The Spore Pods (Mushrooms)

Sea

Air

Stage 2

Land

* The Trees (Plants)
* Arteries & Veins
* The Spore Pods (Mushrooms)

Sea

Air

Stage 3

Land

* The Trees (Plants)
* Arteries & Veins
* The Spore Pods (Mushrooms)

Sea

Air

Those who enter the city are changed, hardened, made sharper in body and mind. Not all at once, but always eventually, for the longer they stay, the harder they must become.

The 23 Shapes which can be Sharpened

* Eyes
* Ears
* Tongue
* Nose
* Skin
* Bones
* Muscles
* Teeth
* Brain
* Lungs
* Spleen
* Gallbladder
* Intestines
* Heart
* Brain
* Liver
* Kidneys
* Stomach
* Pancreas
* Spine
* Blood
* Veins & Arteries
* Nerves
Bergama

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
The Silent Reef

City Name
 Constructed
 Planet
 Population

Imagine if you will, a universe filled with constellations of rainbow bismuth and nebulas of iridescent pyrite. where oily streams of liquid iridium scatter opalescent patterns across worlds of frozen, silent beauty.

These motes of jade depict entire octagonal realities, delicately preserved at their apex that they may never fade into the pattern. Such is the will of she that dwells here, she that built this place within the flesh of her own seed.

Overview
The Roiling Expanse

The Roiling Expanse
 Constructed
 Planet
 Population

* Change
* Evolution
* Growth
* Determination
* Survival
* Metamorphosis
* Lust
* Sex
* Desire
* Indulgence
* Violence

==
Overview==
While it appears as little more than a wind swept desert from the outset, The Roiling Expanse is much more. Having been built from the ashen, decayed ruins of long since fallen empires, kingdoms and cities, that had succumb to change and did not survive.

Each grain of sand having once been a chunk marble pillar, each half buried stone, once a piece of a golden throne. This is the way of the expanse, greatness built of the failing and decay of others, deep within the heart of which, is held the jewel of the bone white dunes.

The great city of The Worm, The Blinding Heptahedron.

## Locations

### The Blinding Heptahedron

* ===The Tortured Wall - Envy===
* ===The Burning Labrynth - Wrath===
* ===The Hollow Temple - Pride===
* ===The Pale Promenade - Sloth===
* ===The Glittering Vaults - Greed===
* ===The Banquet Gardens- Gluttony===
* ===The Palace of Excess - Lust===
Club Eckdesis

**Crow**

* **Represents the interests of Crow, Crow and Crow**
* **Has no direct interaction with Club Eckdesis aside from its trade in Silver Coins and the acquisition of rare materials for patron use**

**The Employees**

**The Scarlet Artisans**

* **The broken, lost and forgotten that have abandoned their humanity for something greater, they are malleable shapeshifters with no single identity, that choose forms most pleasing to their customers**
* **Are trained in polymorphous arts**
* **Are all branded with magically inked tattoos of avatar animals, binding them to the chorus and giving them command over the tattoo creatures**
* **Are all expected to be both deadly and seductive, able to kill other immortals if the need should arrive as well as offer ‘safe’ avenues for their passions**
* **Are all magic users of the highest degree and none can truly seek the greatest mysteries without spending a period amongst their numbers**
* **Specialize in various forms of entertainment from dancing to singing to painting to sensual pleasures**

**The Patrons**

**The Silver Coins**

* **Those, both immortal and mortal that attended the nightly cabarets of the Club, paying in the only coin accepted by the venue**
* **May exchange other ‘material’ for favours, but can only pay a price in Silver Coins**
* **Come for many things, be it entertainment, pleasure, knowledge, or even to hire workers for particular jobs**

**Club - Eckdesis (‘Gentlemans Club’ specializing in ‘alternative’ pleasures and attractions, especially transformative or extradimensional performances)**

Overview
Azaziel

Azaziel, **Lithelvun, Maharamazda, Hermasturian,**
* **Of The Flute**
* **Of The Song**
* **Of The Spring**
* **Of The Wood**
* **Of The Garden**
* **Of The Lost**
* **The Shepherd**
* **The Kind**
* **The Generous**
* **The Bountiful**
* **The White Goat**
* **The Horned**
* **The Teacher**
* **The Wise**
* **The Learned**
* **The Tricky**
 Nature
* **Life**
* **Nature**
* **Growth**
* **Wilderness**
* **Merryment**
* **Sharing**
* **Adventure**
* **Sleep**
* **Dreaming**
 Sacred Number
 Lesser Manifestation(s)
* **Nymphs**
 Followers

**Azaziel (As-as-eye-el)**

Loves

* Hats
* Music
* Wine
* Perfume

Hates

**The Youngest of The Nine, Azaziel is known to be both the most active and beneficent of his kin, readily seeking students or seekers that wish to know of the hidden truths. To this end he happily teaches any who would hear and guides many lost souls towards a better fate (As defined by him). The ultimate goal of many of these being admittance into The Red Garden, the realm of Azaziel, where ever-green trees bare enchanted fruits, beasts hunt and are hunted without sorrow and endless gardens bloom eternal against streams of savoury wine waters.**

**Dwelling within The Red Garden, an arcadian paradise beyond mortal comparison, Azaziel has cultivated many species to tend his leisures and whims, chief amongst these being those he has directly sired, the cloven hoofed Satyrs who roam the vast woodlands, singing dancing and praying to their lord in orgies of food, wine and sex. The secretive Nymphs that swim the seas of air, earth and water, watching and whispering of all that transpires. And the Great Beasts, monstrous creatures of varied and vigorous forms that stalk the land as both hunter and hunted, giving sport to all who dare to risk, and devouring those who foolishly follow.**

'*‘'***The Red Garden**

**Fairyland style Fae world**

**Acadian paradise**

**Has every thriving biome**

**Air is filled with ‘drug clouds’**

**Water is ‘potent wine’**

**Meat and fruit are decadent**

## Nature

* **Pleasure**
* **Life**
* **Nature**
* **Growth**
* **Wilderness**
* **Merryment**
* **Sharing**
* **Adventure**
* **Sleep**
* **Dreaming**
* **Messages**
Valus Mountains

## Traditions

-10.0% Idea Cost

+50.0% Innovativeness Gain

## Idea 1

+15.0% National Garrison Growth

+10.0% Fort Defense

## Idea 2

-10.0% Technology Cost

-15.0% Institution Embracement Cost

## Idea 4

+10.0% Advisor Costs

-5 Years of Separatism

## Ambitions

+1.00 Leader Siege

* Is free or a tributary
* Is not at war
* Own Malada (1244), Mackamentain (1234), Hame (1243), Isona (5923) and Fanacas (1217)

* Change country to the Valus Mountains
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Valus Mountains ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible