Crusader Kings III

Crusader Kings III

ASoIaF | Crannogmen Traits
15 Comments
xiChann 30 Nov, 2024 @ 1:27pm 
Hope this gets implemented!
CalaunDragon 27 Sep, 2023 @ 7:52am 
Any possible chance of an update for this mod?
what is reddin 9 May, 2023 @ 1:01pm 
ive been getting that bug too, didnt know it was this mod tho. also sometimes the crannogmen traits turn your character to dwarf height and give them blonde hair
PHILEGS  [author] 9 May, 2023 @ 12:45am 
Are you pairing the mod with another? If so it may be that some traits are clashing with each other causing it to happen.
MakaveliZee 7 May, 2023 @ 5:53pm 
Not sure what the cause is, but using this mod turns white-haired Daynes red.
what is reddin 28 Apr, 2023 @ 3:29pm 
I really hated how underpowered the neck was in base AGOT, this mod is a gem
Renown 20 Oct, 2022 @ 10:41pm 
It'll go along well with the valyrian blood mod I've been playing!
Renown 20 Oct, 2022 @ 10:41pm 
Good luck bud! can't wait to see what you come up with.
PHILEGS  [author] 20 Oct, 2022 @ 10:11pm 
That’s an even better idea! Though this will take some time to complete.
Renown 20 Oct, 2022 @ 9:56pm 
Or maybe what you could do is separate the crannogman trait out to a prowess/relationship specific sort of trait (maybe something that makes them smaller - but not as small as dwarf - to make them stand out too but still fierce). and then with the greenseer trait you've got your steward/intrigue/learning bonuses, and then you could also have a martial commander specific trait like "Crannogman Commander" or "Swamp Expert" or "Marsh Lord" or "Crannog Chief" and have those traits be specific to the marshal traits to allow for the individual commanders who used those crannog tactics so well. This way allows you to have the various crannog aspects of their culture without homogenizing it into one trait that accounts for ALL of their personalities/etc.
PHILEGS  [author] 20 Oct, 2022 @ 9:56pm 
I’ll see what I can do with it, thanks again for the suggestion! :)
Renown 20 Oct, 2022 @ 9:49pm 
Sure - I view in my mind the average Crannogman as a sturdy individual who is perhaps more focused on staying alive, and the like. So I could your base stats working for them, while allowing for their greenseers to be of a different flavor . They were vicious defenders, so they really need an ambush/defense bonus on all their characters (I recommend looking at the commander traits and seeing if anything there is a good fit). If you can give them a swamp bonus or something somehow specifically for the territory that'd be best.

They definitely need more negative diplomacy bonuses as the rest of the world should look down on them as swampdwellers. I like the attraction negative, perhaps that's enough, but perhaps more wouldn't be undue.
PHILEGS  [author] 20 Oct, 2022 @ 9:39pm 
Thanks for your suggestion:)

The trait is supposed to represent the inhabitants of the neck in the north, which had a strong connection to the old gods.

I do like your suggestion! So I’ll be adding two more traits to flash this out a bit.

Firstly the „Crannogmen greenseer“ trait which will feature what you suggested and will have a certain chance of being inherited.
Secondly the normal „Greenseer“ trait which will be similar but this one will be able to appear randomly ingame.
Renown 20 Oct, 2022 @ 6:38pm 
minor debuff to prowess I meant to say. But to each their own
Renown 20 Oct, 2022 @ 6:37pm 
Do you mean these folks to be representative of greenseers? if so, you should remove the penalties to stewardship, and leave it as a penalty to martial/diplomacy. Bonus to Stewardship (minor), intrigue (major), and learning (standard). A minor bonus to prowess.