The Kingdom of Perisno is the final faction that can emerge within the land of Perisno, carrying the name and will of the ancient. This faction will be formed once the player becomes a monarch under his/her own name.
Perisno, being a flexible nation, allows its policies to be determined by the ruler. It can be a monarchy or a republic. The ruler can bring justice and prosperity to the people, or cruelty and despair for aeons to come.
Lore[]
The Original Kingdom of Perisno was made up of Perilo (original Humans). It officially became a Kingdom around the year 795 BE.
History records it as the one true kingdom within the continent’s borders. The Kingdom of Perisno was once a glorious and prosperous empire, until the Great war with the Klymorian Empire.
House Melandrius was the first to rule the kingdom. Macarius Melandrius was crowned in the year 755. This house held rule until 592, when the last king had no heir to the throne.
The kingdom had absorbed a few smaller tribes and villages early on. There was a small group of people that from the start didn’t agree with the customs and religion of the Perisnoan People. They broke away in the year 693 and eventually became known as the Tsaugheim Empire.
The first King under House Garrcick, who took over kingship from House Melandrius in the year 592, was King Aviontis Garrcick. The Kingdom flourished under Aviontis. Smaller surrounding tribes were soon consumed by the growth and Garrcick claimed even more land through diplomacy. His armies never really had to fight the much smaller fragmented tribes as they saw there was no need to oppose Garrcick’s rule. The central plains and forests soon belonged to his growing Kingdom.
In the year 550 BE, a scouting party ran across a village belonging to the Klymorian tribes, (eventually known as the Klymorian Empire). Aviontis sent out emissaries to see and learn more about these Klymorians. Without warning, they were slain and returned to the king beheaded. This gruesome act would lead to the eventual spark of the greatest war the land had ever seen.
In the year 549 BE, Prince Kangrive Garrcick of Perisno was leading a scouting party on the orders of King Aviontis to scout out the vast woodlands to the west. He grew more and more suspicious of the surrounding lands and what lay beyond his maps. This led to his discovery of the Naphali realm of Elintor.
Popular support[]
Many lords and citizens are sympathetic to the cause of the Perisno Pilgrims and the vision of the Kingdom of Perisno, and choose to fight for these beliefs. The following lords and companions utilize Perisnoan troops in their armies:
- Duke Raunaeril, a vassal of Elintor
Cunning Archduke Bregedon and his son Duke Naraglad use Perisnoan troops, too, but for purely monetary reasons and not because they care at all about this culture. They find them much cheaper to recruit, train and maintain than their fellow Naphali.
The leader of the Perisno Pilgrims, Nox of Zephilli, also leads an army of Perisnoan troops in his unique spawn.
Government[]
The form of government of the newly established Kingdom of Perisno is flexible because the policies can be determined by the player. Therefore, they can either become the king/queen of Perisno or create a Perisnoan republic. The ruler can create justice and prosperity for the people or bring cruelty and despair for ages to come. Such is the flexibility and volatility of a new kingdom that could adopt a completely new culture and doctrine for its military at the whim of its monarch.
Lords[]
- The player is the leader of the faction
- Companions who are turned into vassals (companion will remain as vassal afterwards and can never return as a party member)
- Vassals from other kingdoms join your faction through several means.
Military[]
v•e Perisno Troops | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
T | Common | Noble | ||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Recruit | Squire | ||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Militia | Great Knight | Ranger Knight | |||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Bowman | Footman | Paladin | |||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Archer | Defender | ||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | Sunrise Archer | Cavalry | Warrior | |||||||||||||||||||||||||||||||||||||||||||||||||||
6 | Rune Archer | Sunrise Cavalry | Champion | Guardsman | ||||||||||||||||||||||||||||||||||||||||||||||||||
7 | Rune Ranger | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Household Troops | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Arcane Defender | White Knight | Runed Knight | ||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Maiden Troop Tree
Pilgrim Troop Trees
Strengths[]
- A variety of powerful units encompasses most (all, if including maidens) roles.
- Shielded units use highly-resistant shields that prevent most crossbows from penetrating
- Fields T7 archers that have the highest damage per shot among all archers due to equipment
- Powerful and cost-efficient noble cavalry, with the great knights able to be upgraded to one of the strongest cavalries in Perisno
Weaknesses[]
- Most troops use swords, making them lack good armour-piercing options save for lances or spears
- Noble troops can only be obtained from the Mercenary Guild or Nox of Zephilli before forming the Kingdom of Perisno
- Rune Rangers and especially Paladins are very difficult to train
Territories[]
Town[]
- Any town that is captured from other factions (the first town captured becomes the seat of the court if a town is the first conquered and not a castle).
- Alternatively, any town that belongs to the player prior to them rebelling from their liege lord. The last town requested that was denied by the monarch becomes the seat of the court
Castle[]
- Any castle that is captured from other factions (the first captured one becomes the seat of the court, if a castle is the first conquered and not a town).
- Alternatively, any castle that belongs to the player prior to them rebelling from their liege lord. The last castle requested that was denied by the monarch becomes the seat of the court
Villages[]
- The villages that are connected to the captured town or castle.
Special Feature[]
There are 5 vassals eligible to be wed by male player characters. The five vassals are Princess Linthradil of Elintor, Princess Birgit of the Reich Des Drachen, Liana of the Cretas Monarchy, Sayeda Alexis of the Hakkon Empire, and Eriallen Krysanna of the Geldar (note that Krysanna has further requirements for a wedding). This marriage will allow the player to ask his wife to rebel and join her husband's kingdom or ask her to rebel and become the leader of her own kingdom. By choosing the second option the Kingdom of Perisno will be formed, and the player will become the first vassal and marshal of the kingdom.
Kingdom Cultures[]
The culture of the kingdom and types of troops that can be recruited from within its villages can be set via Chancellor and it is up to the player to adjust the Kingdom of Perisno to whatever culture suits their fancy. Here are the cultures available and prices:
Culture | Price | Additional Notes |
---|---|---|
Perisno | Free | |
Tolrania | 40k | |
Drachen | 80k | |
Draharan | 80k | |
Maccavian | 60k | |
Elintoran | 160k | |
Hakkon | 80k | |
Valahir | 120k | |
Realm of the Falcon | 1,000k | Relation with Falcons >= 75; Relation with Field Marshal Gunnar >= 50; Honor >= 500; RtR >= 80; Player character's level >= 38; Renown >= 5000 |
Kaikoth | 240k | |
Geldarin | 300k | Price becomes 180k if you have positive relation with the Geldar. |
Cretas | 80k | |
Kuu-Lan | 100k | |
Bakhal | 200k | |
Sut | 200k | |
Aroulo | 100k | |
Zannese | 240k | Only after Zann Invasion occurs. |
The Third Legion | 500k | Must finish the Venetoran Empire Quest first. |
Switching culture changes the following:
- Recruits from villages and castles.
- Type of weapons/armour/horses towns might sell.
- Will influence the type of troops your vassals use only when you tell them to do so.
Additionally, a player monarch can force his/her vassals to switch the type of troops that they hire and use for their garrison, the options are as follow:
- I want you to start training troops from the culture of my kingdom.
- I want you to sign a contract with the Freelancer Guild and start recruiting their soldiers.
- I want you to start training the same soldiers that are trained for me by the Mercenary Guild.
Bear in mind that choosing any of these options will yield a -10 relation to the vassal regardless of their personality. As of 1.4, you can choose whether they get to keep their household troops when asking them to change troops.
Trivia[]
- Sending a recruiter on a mission to get Falconian troops will result on him getting Farmers instead, which can then be trained into Perisno Recruits.