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Michadr

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The World Of Perisno >> Latest Downloads, Features, and Links
« on: August 28, 2013, 06:30:15 PM »
Downloads
Current Download: Version 0.611

Download Links
Warband Nexus
ModDB





Perisno Links:
Facebook
Google Plus
Wiki
Russian language thread
How to use a Perisno Patch



Current Perisno dev team:
Michadr - Mod Leader, Coder, Mapper
The Dark Robin - Coder, Scener
habeo -  Item/Troop Balancing, Coder
Something unusual - Coder
Abot - Coder, Developer
Revspartan - Modeler
Silberfalke - Music, Artwork & 2D Graphics, Research
Dark_Hamlet - Scener
KoTuk - Animations, Textures
Gryffindor - Lead Tester, Writer/Lore

Apprentice Devs:
Flyingmonkey789
Gerard_bob
hugrt - coder
Knight of calradia

Inactive
Lucas_the_Benevolent - Modeller
Tpikol - Banner Maker
Xsavias - Scener
Rakrak - Scener

Previous Devs.
Zephilinox - Coder *Honorary status
DarkGenius - Lore & Writer
Thuro - Coder
draquer666 - Modeller
Belendor - Coder


Signatures:
By Zephilinox >>
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By Nikihak >>
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By Michadr >>
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By Abot
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By Thuro
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By Silberfalke
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By Neo~TheChosen
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The World Of Perisno
(Year 365) The land of Perisno is at war, with 7 factions fighting for control. There is hardly ever peace, and every faction has their own goals for conquest. Can you build a empire and claim this land for your own? Can you rule Perisno with your might?
Factions in Perisno at the moment:
Redwoods Elves (year 321)
Perisno (year unknown) (Player kingdom, not established yet)
Hakkon Empire (year 330)
Tolrania (year 342)
Maccavia (year 346)
Drahara (year 359)
Reich des Drachen (year 363)
Unknown seventh faction
Minor Factions
-Volheere Raiders
-More to be announced
(History)
   The first settlers of Perisno were the Redwood Elves (In the year 321). They settled in the woodlands of Perisno and quickly beat the other inhabitants into submission through military might and power. There is very little known about the Redwood Elves and where they got their name. Natives and outsiders soon learned that the Elves were a force to be reckoned with. If you faced them in battle, you had to fight or die, because the Redwoods caught all deserters and executed them brutally.
 
 The year 323 brought something new for Perisno: people seeking a new home. The Tolranians ran from the oppression of Hakkon. Hakkon is an island nation far to the east of Perisno and its leader is King Comrey I, who was a vile and indolent man. He taxed his people excessively and held lavish feasts daily. Life was hell for the peasants and minor nobles. One day, a group of peasants took a risk. During one of King Comrey's feasts they commandeered a ship and sailed away. They did not know where they were going but they knew that maybe, just maybe a new life was out there for them. In the following week, three more ships were taken by the peasants who now called themselves Tolranians to sail into the lands beyond the great sea. These peasants arrived in Perisno and settled down in small villages scattered throughout the East coast. After five years these peasants had inhabited the eastern, central, and the northern lands of Perisno. They became a Monarchy
called the Kingdom of Tolrania.

   The year 330 brought a shiver down the spines of the Tolranians.  A fleet of ships had landed on the eastern shores and these ships were filled with nobles and soldiers from the Hakkon Empire. Nobles and kngihts alike came to this great vast land seeking a home. Back home,mKing Comrey was going mad and his loyal knights had turned Hakkon into ruin and bloodshed. No longer could it show off its proud cities and illustrious ports. The tyrant had the kingdom under his grasp and it was getting harder and harder to make it through the day without fear. The new Hakkons considered the Tolranians traitors and hostilities from the two nations began. A few hundred Tolranians joined the newcomers and  by the year 340, they declared themselves a sovereign nation and were known as the Hakkon Empire.

   The Hakkon Empire was prospering and were enjoying the riches that the land of Perisno had to offer. But the year 342 once again brought more adventure seekers. This time it was a group of people from Nisaynia, who landed on Western coasts. They rapidly moved inward when the constant threats of the Volheere raiders became to much for the newly settled villages. The year 344 brought the biggest blow to Tolrania's short history. From a small beginning to  an unforseen rise, the Maccavians began clamining more and more land. The Maccavians have always been in Perisno (Though they weren’t really noticed by anyone for a long time), inventing, creating things, raiding, innovating. They were a rather strange group, who then expanded into a tribe, and then quickly become a village. Then, they became a prosperous city and soon a wealthy kingdom of various cultures mixed together. Their society was always split - there were many differences and beliefs in their kingdom that led to several civil wars that grew meaningless and useless for both sides.  When all those doubts were ended, the Maccavian Kingdom grew, and was set to become a major faction. Maccavians are very talented with metal and  many of their crafts come from metal. Metal has many purposes in the Maccavia Kingdom, and it is said that the Maccavian army was the strongest yet in Perisno. Their army uses heavy armor and almost every soldier wears heavy armor as if it were their own skin.  Maccavians could also be called the  iron men and iron women, and ironeers. Their main trade is the export of raw metal materials and crafts, horse armor, infantry weapons, silverworks and others. However, with all their power, even the Maccavians stayed away from the Redwood Elves.

   More migrations happened. In the year 359 the Drahara Tribes who had lived in the deserts of Perisno banded together and declared themselves a nation. Then in the year 363 mysterious ships once again landed on the shores of Perisno. Nobody knows where they came from and nobody knew anything about them. Some inhabitants spread the word that they had spotted dragons in the skies over the ships. Thousands of armored knights and soldiers marched off.  For days people had emptied off of over thirty ships. Then they marched for days and stopped.  Pretty soon spies from other nations brought back information that these new outlanders had rapidly built fortifications and villages. In under a year they had grown to a alarming size. People were afraid to confront this mysterious nation, believing the stories of the dragons even though there were no confirmations or sightings after they had apparently been first spotted at their landing site.
 
 (Year 365) Tolrania was tired of fighting a seemingly fruitless war with the elves and called for a truce. The Hakkon Empire was thriving, as were the Maccavians.. The Reich des Drache was a major world power, and the Tribes of Drahara had build a kingdom in the desert.  Perisno became inhabited by six kingdoms and various minor factions, which meant one thing: WAR! 
   A ship sets sail with a silhouette showing at the head of the ship looking into the sunset...
« Last Edit: Today at 05:52:24 AM by Michadr »

Michadr

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Perisno Features (Updated For Version 0.6)
« Reply #1 on: August 28, 2013, 06:33:40 PM »
> Diplomacy 4.3
Everything that comes with the Diplomacy mod.
As vassal
Persuasion attempts to convince your king to start a war
Appoint a chamberlain, who will decrease tax inefficiency by 10% and gives you the ability to set tax rates.  Taxes also have an effect on center relation and prosperity. In addition he will take care of paying wages and collecting income as well as giving you the possibility to secure your money
Let your companions pick items from the chamberlain item pool (autoloot)
Appoint a constable who recruits and trains troops and provides information about garrisons and troops of lords
Send patrols to important locations
Appoint a chancellor who sends gifts and messengers to other lords
Village and town riots may occure if the people hate you and have to pay high tax rates. Counter them or negotiate with the leader.
Let your spouse buy some food (I know, it has nothing to do with diplomacy but it's fun  :mrgreen:)
Pay staff salary (you knew that a woman will cost money before you married her  :P)
Troops will start running away if you go into debts (this also applies to garrisons)
Return fiefs to your king, he won't like this, though
Move your residence (via spouse)
Negotiate Mid-siege surrender/walk-out terms if defending your own keeps and towns
Affiliate to families
Send scouts to settlements
Pay to avoid defeat

As king
Threaten other kingdoms with war and try to squeeze money out of them
If a faction sues for peace you will have the option to set terms
Possiblity to send a gift to another faction (fief or money)
Send a spy to another kingdom
Form an alliance, conclude a defensive pact, sign a trade agreement or conclude a non-aggression treaty with another faction.
Change the domnestic policy of your kingdom. Choose between Centralization/Decentralization, Aristocracy/Plutocracy, Serfdom/Free subjects, Quality/Quantity which affects trade income, vassals armies size, AI army strength, relation between king and vassals as well as tax inefficiency
When asking for a truce you will get the option to pay and/or give fiefs to conclude a truce.
If another faction recognizes you as king you will have the option to ask for help against your enemy and in certain circumstances support the decision by paying money
Choose your faction culture so all your lords will recruit the same type of troops
Exchange or release your (own) prisoners
Distribute spoils of war after you conquered a town or castle
Send emissaries to persuade lords to join your kingdom

> New Music
All new music for better gameplay.

> Better Sounds
Most of the sounds have been replaced with better ones which enhance gameplay. From someone getting shot with a bolt to a horse trotting. It's all here.

> New Horses
Do you love horses? Well we have horses, and lots more where they come from. So enjoy them all from the black saddle horse to the heavy plated warhorse. It's all up to you.

> Better Landscapes/Field Of View
New trees and better textured grasses, skies and everything else you see in the world of Perisno. Look beyond the great horizen without needed a all powerful pc.

> New Crosshair
The boring old crosshair is now replaced with a red one.

> New/ More Items (currently: over 2,200+, that’s more then 1,600 then Native!)
Perisno features more items then most other mods.

> New Banners
New banners all around, from knights in shining armor to a very undressed lady. Uh-huh, that's right.

> New Map
One of the most important features in a mod is the map. Who wants to play the old boring one? Perisno is much bigger in size and boosts lots of trees, snow, deserts, and some bridges.
(Expanded Map In Version 0.6)

> New Graphics (Menus)
Many menus now have new graphics for a better outlook.

> Dynamic Troop Trees
Wonder how the troop trees look? Well it's easy now, just open up reports >> troop trees and there you have it.

> New Troops
There are now tons of new troops, unique with every faction, and bandits.

> Tavern Additions
More NPCs in taverns to talk to, + tavern keeper now has more options like sell prisoners and flip a coin.

> New Factions
7 new unique factions all with all new troop trees and 1 invading faction.

> More/New Quests
More info to come...Self Explanatory. Yours to find them all.

> Household Troops
Some Kings And Lords Now have their very own troops that no one else has.

> Color Coded Messages
Messages are now color coded, adding a nice organized feel to notifications

> Roaming Parties
Perisno is filled with roaming war parties and outlaws who are very willing to test their blade against yours.

> Lore Characters (for immersion)
Now you can find some lore characters in Perisno for the purpose of immersion and story in certain places.

> Unique Places
There are now 2 new unique locations for you to visit and discover

> Random events & spawns
Now, there are random events that happen on the world map and medium sized spawns to kill for loot that spawn anywhere on the map every few days.

> New Mercenaries
This includes a whole different mercenary troop tree and a Freelancer Guild where you can hire special mercenaries from.

> Fog Of War
FOG can be on or off. It is recommended to play with FOG as Perisno has unique feature where you can buy maps to unveal the lands, and thus giving the player a better play through with more surprises.

> Sea Travel
Travel the sees and the unknown places or engage in battles on the open water

> Freelancer Mod v.1.51
Now you can join the ranks of Lords and Kings alike and become a warrior!

> Formations
Formations are expanded adding more detailed ranks and many other deployment methods.

> New kingdom management features
There are many new kingdom management features and unique new advisers - the Spymaster and the Highmarshal. 

> More Ridable Mounts
List of Ridable Animals In Perisno
- Horses
- Camels
- Elephants
- Wyvern
- Wolves

> There are many, many more features for you to discover!
« Last Edit: January 17, 2014, 04:28:15 AM by Something unusual »

Michadr

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Credits/Contributions
« Reply #2 on: August 29, 2013, 12:52:07 AM »
Credits/Contributions

For Latest Updated Credits, go here: http://forums.taleworlds.com/index.php/topic,294021.0.html

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« Last Edit: April 21, 2014, 08:03:22 AM by Michadr »

Michadr

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Persno Gloassary
« Reply #3 on: November 15, 2013, 05:19:28 PM »
The Perisno Glossary

A

B

C
Church of Faith
The Lord of Faith is the most commonly worshipped deity in Perisno. In lands like Tolrania, the Redwood Nation, and the Hakkon, where no one religion is dominant, the commoners and many nobles worship the Lord of Faith, who is said to be the one true god. The secretive Church of Faith serves to worship the Lord of Faith and they are the enemies of the Demon Worshippers, whose every teachings contradict the Church of Faith’s teachings.

D
Demons
The Demon Worshippers worship and believe in demons - namely, the Dreaded One. Their god, the Dreaded One, is their cult leader and every single Demon Worshipper serves him. The Demon Worshippers are a very secretive order and little is known about them except they have a strict hierarchy and their center of activity is the mysterious Demon Shrine located somewhere in Tolranian lands.

Drachen Gods
The Drachen (Dragon) Gods are the gods that are worshipped by the Reich des Drachen. They are a mysterious group of gods, and little is known about them, but there are rumors that these dragon gods are living in the Isle of the Dragon and the Drachen people must pay tribute to them yearly. There are three High Priestesses and three High Priests in the Drachen religion, and the role of each differ. One High Priest and High Priestess are in charge of war, another pair is in charge of intelligence, and the final pair is in charge of religious matters. The Drachen Gods are said to be unforgiving and failure is not an option for their followers. While the religion is mainly popular in the Reich, it is beginning to spread into Maccavian culture as more and more neutral Maccavians hope to avoid their dreaded upcoming civil war.


E

F
Fountain Goddess
While the common Redwood Citizen is free to worships their god and belief, ancient noble Redwood houses has always worshiped the Fountain Goddess, said to be the very first ancestor of the elves, who had the power of blessing. All Elvarie newborn are to be blessed at the Fountain Temple of Redwood, though only the more "pure" blood are greatly blessed and often become a noble of the Redwood. Interesting fact is that all who are greatly blessed will be showing the sign very soon after with much more intellect, better far sight (some has even acquired clairvoyance level for example the Priestess of the Fountain) and quick adaption to learning archery.
Why is she called Fountain Goddess? It's the unanswered question for all foreign scholars and history researchers, but it is rumored that in the Redwood's homeland, the Goddess is actually still alive and living at a magical Fountain, where she can channel her power through mirrored Fountains across the World, giving her blessing through the mean of clairvoyance,

G
Goddess's Blessing of the Newborn
Every Elvarie newborn is to be blessed by the Priest-Priestess of the Fountain. It is mandatory, must be given right after the time of birth. Although all newborn are blessed, the more gifted individuals are oftentimes greatly blessed and immediately join the rank of Redwood Noble, no matter their previous standing. And the same goes for Noble newborns, they will not become a Noble if they are only poorly blessed.

H
High Inquisition of Hakkon
Most Hakkonese believe in the Lord of Faith, although they have a twisted version of the religion that comes from their homeland in the Old Hakkon Empire. A corrupt group of priests in the Hakkon nobility, called the Hakkon Inquisition, are the ones leading the religion and they obtain absolute power from that. It is said that even the Emperor must defer to their High Inquisitor, and if an inquisitor deems a Hakkon lord to be a heretic, they can put him on trial anytime and kill him. For this reason, most of the Hakkon nobility live in fear of the High Inquisition and follow the Lord of Faith, whether they actually believe in him or not.

I

J

K

L

M

N
New Gods
The New Gods are a group of gods that are worshipped by many commoners of Maccavia and minor nobility, including the noble Dietrich and Prince Drachus Flywing. The most prominent New God is their king, Mal’Kij, the one who protects his worshippers and helps them. Mal’Kij is the God of Honor, and he was the one who was cast out by his brother, Mal’Kiarj. It is said the reason he was cast out was because he was too honorable, and refused to kill someone who had already surrendered. The New Gods religion is growing rapidly, but the Old Gods religion still remain dominant, especially among the higher nobility.  The New Gods religion upholds honor, chivalry, and forgiveness. 

O
Old Gods: These are a group of gods that are worshiped by many of the Maccavian nobles, including their king, Agathor. The most prominent Old God is their king, Mal'Kiarj, the one who watches over all of his worshipers. Mal'Kiarj is said to be the God of Revenge, and it was he who cast out his brother, Mal'Kij for being too honorable in battle. The Old Gods Religion upholds victory, glory, and conquest. Although the New Gods religion is growing, the Old Gods remain the dominant religion in Maccavia.

P
Priest - Priestess of the Fountain
The blessing of the Fountain Goddess can rarely gives much better far sight, sometimes even able to see through objects, and very far away. But once in a thousand years (not precise) the most gifted newborn of the Redwood is given something much greater than just far sight. It's clairvoyance. Once an individual is blessed with such power, it is obliged that that individual is to be raised in the Temple, by the previous Priest-Priestess, destined to become one one day. The priest or priestess will be the one giving visions  and guidance to the ruler under circumstances that endangered the whole kingdom, or give blessing to newborn.


Q

R
Redwood Lineage
The Redwood sees the Goddess's Blessing as the way to recognize the lineage. The closer you are to the ancient "true" lineage, the greater blessing you will get. Hence the lineage of the Redwood is far different from the human.

S

T

U

V

W

X

Y

Z
« Last Edit: December 23, 2013, 02:52:27 AM by Michadr »

Michadr

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Polls
« Reply #4 on: December 25, 2013, 02:08:37 AM »
Poll 1: Total Members Voted: 113
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Poll 2: Wie soll das "Deutsche Reich" benannt werden
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Poll 3: Total Members Voted: 15
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Poll 4: What newly added feature to 0.7 are you most excited about?
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Poll 5: What race do you want to see in a future version the most?
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« Last Edit: April 10, 2014, 05:15:11 PM by Michadr »