Recent comments

  • Unable to process payment for Order   1 year 10 weeks ago

    workaround does not solve the payment scrollbar issue, not yesterday and not today

  • Unable to process payment for Order   1 year 10 weeks ago

    Thanks for reporting this! This is a JavaScript bug that somehow returned after being fixed several months ago. We're working on solving this. In the meantime, please try the workaround I suggested in the second post of this thread.

  • Unable to process payment for Order   1 year 10 weeks ago

    Thanks for reporting this! This is a JavaScript bug that somehow returned after being fixed several months ago. We're working on solving this. In the meantime, please try the workaround I suggested in the second post of this thread.

  • Maritime Rules   1 year 10 weeks ago

    Would love to see this appear. Now, if only there was a Siege Warfare guide..

  • Maritime Rules   1 year 10 weeks ago

    Would love to see this appear. Now, if only there was a Siege Warfare guide..

  • Unable to process payment for Order   1 year 10 weeks ago

    Tried this morning, and last night, with the same result. Scrolling bar on the payment method kept going, and would not let me complete the order.

  • Unable to process payment for Order   1 year 10 weeks ago

    Tried this morning, and last night, with the same result. Scrolling bar on the payment method kept going, and would not let me complete the order.

  • Unable to process payment for Order   1 year 10 weeks ago

    The payment method bar keeps scrolling, making it impossible for me to complete my order. Seems to be a recurrence of Gunnar's problem.

  • Unable to process payment for Order   1 year 10 weeks ago

    The payment method bar keeps scrolling, making it impossible for me to complete my order. Seems to be a recurrence of Gunnar's problem.

  • Emélrenè Interactive Map   1 year 10 weeks ago

    Thank you for the quick reply and fixing the issue

  • Emélrenè Interactive Map   1 year 10 weeks ago

    Thank you for the quick reply and fixing the issue

  • Emélrenè Interactive Map   1 year 11 weeks ago

    Same issue for me, all other purchases worked :(

  • Emélrenè Interactive Map   1 year 11 weeks ago

    Same issue for me, all other purchases worked :(

  • Firis & Points East   1 year 12 weeks ago

    The Nordakas in Telen are working on getting funding to construct a road to a new port on the Gulf of Chakro. Cutting Moleryn out of the Salt Route potentially. So there’s that going on in the west.

  • Firis & Points East   1 year 12 weeks ago

    The Nordakas in Telen are working on getting funding to construct a road to a new port on the Gulf of Chakro. Cutting Moleryn out of the Salt Route potentially. So there’s that going on in the west.

  • Gypsies   1 year 12 weeks ago

    IMC I’ve filled this role with itinerant Lia K’vair, and they’re often enough related to the Navehan wanderers the Night People.

  • Gypsies   1 year 12 weeks ago

    IMC I’ve filled this role with itinerant Lia K’vair, and they’re often enough related to the Navehan wanderers the Night People.

  • Firefighting   1 year 12 weeks ago

    I filed the serial numbers off the Roman vigeles( not sure on spelling). The night watch in my Shiran has tarred rope buckets as part of their kit. The gates watchmen have a ready supply of same to hand out to community volunteers in time of need.

  • Firefighting   1 year 12 weeks ago

    I filed the serial numbers off the Roman vigeles( not sure on spelling). The night watch in my Shiran has tarred rope buckets as part of their kit. The gates watchmen have a ready supply of same to hand out to community volunteers in time of need.

  • Emélrenè Interactive Map   1 year 14 weeks ago

    I am also missing the Emelrene interactive map on my download list after purchasing it. Please fix this when you get a chance.

    - Ed

  • Emélrenè Interactive Map   1 year 14 weeks ago

    I am also missing the Emelrene interactive map on my download list after purchasing it. Please fix this when you get a chance.

    - Ed

  • Coráni Empire - Architecture   1 year 18 weeks ago

    I agree. "A picture is worth a thousand words" and is only backed up by the artist(s) involved. Getting artwork and paying for it is one thing, getting the right artist is like finding an architect that can draw what you tell him without much personal variation away from what you want. The time and money spent is one thing, the design and fulfillment is a different beast.

    If you look at the artistic style and evolution, and have heard of Kingdom Come: Deliverance, that is taken from concept to finalisation into what is desired by the designer, then the artist has created what is required, rather than what they think it should look like. Have a look at Tomáš Duchek's concepting, or Pavel Beskeyd's application of art pieces, who were directed by Mikuláš “Miki” Podprocký to create hitoric artworks to enhance what will become the true atmosphere of what the player feels and sees as "real". Even down to taking a person from real life and creating a medieval artpiece that not only feels right, buut fits in well to the overall aim. (see: https://forum.kingdomcomerpg.com/t/warhorse-studios-weekly-torch/29593) to see what I mean.

    Various snippets from Summa do make it easier to build a concept of the task here, as you said like the cement, domes and their use/development, down to the Anzelôrians different technique allowing for a good range of styles and overall look.

    A good starting point, as an example of where to start, would be say Golótha's Temple of Agrik, which seems to be based/influenced by the Ottonian architecture found in Germany and lasted from the mid 10th century until the mid 11th century (see Ottmarsheim monastery for example). The temple being first constructed between 380 & 390, with the vaulted second floor and dome being added in 501.

    Then other examples are: Jmôrvi Chantry at Glenoth, established in BT700 by Emélrenè scholars, goes on to bring a new style, and then over time, develop it's style for this local region. ie. influence factor 101.

    Another would be the Temple of Save-K’nor in Karveth founded in 515, using a Azeryani architecture. Now this can be seen in Beldira, Ekenon, in Tharda have a number of institutions having a Azeryani pedgigree and good evidence of it's influence on Tharda's legions, so this would indicate a major influence on defensive structures (in my opinion) as well. The you can have a look at the trappings that show lavish variety in decorations used on and within a particular building, which may or may not influence all the buildings around it's completion.

    If you also look at this from another perspective, the Caer Karveth (sp per COL5723 page 7) have evolved from 120 onwards with new additions over four stages in time. Most artwork seems to not take this into consideration, from either the artist making a drawing, or from the map creater, how does each stage look from each period, and a good artist would be able to show the evolvement of style but take into account the blending of each into a structure that does not look like it was built in one go, or making it look like an eyesore that breaks the illusion of the surrounding setting.

    As for Shek-Pvar and P'varism being backwards, this does conjure up elements that would be preferred by such construction of each new Chantry. So for example, maybe they're holding onto some sort of tradition such as the "classic" style and the trapping be something like the Masons of Freemasonry, they have their own unique style and way of doing things, yet the outside may show the era it was constructed by the style of the building, yet the inner trappings and internal architecture (form and style) could be almost "old-style" if the outsiders got a chance to see it.

    Like stepping into a freemasonry hall or like looking at some old Knights Templar Byzantine influenced style. Which can add intrigue to players and the locals and look odd, like the Templar Temple Church in London: "The church building comprises two separate sections. The original circular church building, called the Round Church and now acting as a nave, and a later rectangular section adjoining on the east side, built approximately half a century later, forming the chancel."

    Now this is the type of things that I conjure up when thinking of creating an additional building not mapped. You take say the Knights of the Checkered Shield on a crusade (my favourite) or any other Fighting Order that has ventured far on their crusade, they get some form of religious inspiration from lands afar and then bring that style home and inspire a new approach to constructing the new building. Like taking the newly begun Catherdral at Korri, how is it's design is influenced not only by the contributors (money) but moulded by the desire to inspire and amaze those using the building from this point onwards.

    In essence, architecture is the artists' canvas, set only by the timestamp when a part is built. ~ "Venârivè has seen a resurgence in localism in architecture" - this should apply every where by what is happening at the time.

  • Coráni Empire - Architecture   1 year 18 weeks ago

    I agree. "A picture is worth a thousand words" and is only backed up by the artist(s) involved. Getting artwork and paying for it is one thing, getting the right artist is like finding an architect that can draw what you tell him without much personal variation away from what you want. The time and money spent is one thing, the design and fulfillment is a different beast.

    If you look at the artistic style and evolution, and have heard of Kingdom Come: Deliverance, that is taken from concept to finalisation into what is desired by the designer, then the artist has created what is required, rather than what they think it should look like. Have a look at Tomáš Duchek's concepting, or Pavel Beskeyd's application of art pieces, who were directed by Mikuláš “Miki” Podprocký to create hitoric artworks to enhance what will become the true atmosphere of what the player feels and sees as "real". Even down to taking a person from real life and creating a medieval artpiece that not only feels right, buut fits in well to the overall aim. (see: https://forum.kingdomcomerpg.com/t/warhorse-studios-weekly-torch/29593) to see what I mean.

    Various snippets from Summa do make it easier to build a concept of the task here, as you said like the cement, domes and their use/development, down to the Anzelôrians different technique allowing for a good range of styles and overall look.

    A good starting point, as an example of where to start, would be say Golótha's Temple of Agrik, which seems to be based/influenced by the Ottonian architecture found in Germany and lasted from the mid 10th century until the mid 11th century (see Ottmarsheim monastery for example). The temple being first constructed between 380 & 390, with the vaulted second floor and dome being added in 501.

    Then other examples are: Jmôrvi Chantry at Glenoth, established in BT700 by Emélrenè scholars, goes on to bring a new style, and then over time, develop it's style for this local region. ie. influence factor 101.

    Another would be the Temple of Save-K’nor in Karveth founded in 515, using a Azeryani architecture. Now this can be seen in Beldira, Ekenon, in Tharda have a number of institutions having a Azeryani pedgigree and good evidence of it's influence on Tharda's legions, so this would indicate a major influence on defensive structures (in my opinion) as well. The you can have a look at the trappings that show lavish variety in decorations used on and within a particular building, which may or may not influence all the buildings around it's completion.

    If you also look at this from another perspective, the Caer Karveth (sp per COL5723 page 7) have evolved from 120 onwards with new additions over four stages in time. Most artwork seems to not take this into consideration, from either the artist making a drawing, or from the map creater, how does each stage look from each period, and a good artist would be able to show the evolvement of style but take into account the blending of each into a structure that does not look like it was built in one go, or making it look like an eyesore that breaks the illusion of the surrounding setting.

    As for Shek-Pvar and P'varism being backwards, this does conjure up elements that would be preferred by such construction of each new Chantry. So for example, maybe they're holding onto some sort of tradition such as the "classic" style and the trapping be something like the Masons of Freemasonry, they have their own unique style and way of doing things, yet the outside may show the era it was constructed by the style of the building, yet the inner trappings and internal architecture (form and style) could be almost "old-style" if the outsiders got a chance to see it.

    Like stepping into a freemasonry hall or like looking at some old Knights Templar Byzantine influenced style. Which can add intrigue to players and the locals and look odd, like the Templar Temple Church in London: "The church building comprises two separate sections. The original circular church building, called the Round Church and now acting as a nave, and a later rectangular section adjoining on the east side, built approximately half a century later, forming the chancel."

    Now this is the type of things that I conjure up when thinking of creating an additional building not mapped. You take say the Knights of the Checkered Shield on a crusade (my favourite) or any other Fighting Order that has ventured far on their crusade, they get some form of religious inspiration from lands afar and then bring that style home and inspire a new approach to constructing the new building. Like taking the newly begun Catherdral at Korri, how is it's design is influenced not only by the contributors (money) but moulded by the desire to inspire and amaze those using the building from this point onwards.

    In essence, architecture is the artists' canvas, set only by the timestamp when a part is built. ~ "Venârivè has seen a resurgence in localism in architecture" - this should apply every where by what is happening at the time.

  • Coráni Empire - Architecture   1 year 18 weeks ago

    . . . but getting the artwork would be a huge challenge. Usually getting the artwork for a module takes longer than writing it - by a factor of two or three. Oh, well. For now, Summa is what we have. I'm looking forward to seeing what you can add to that slender frame.

    Summa does mention cement. It describes the invention and diffusion of certain types of domes. And even mentions at least one way in which the Shek-P'var influenced architecture. "Unlike Anzelôrians, who often carved stone columns to look like palms, the Venârivans never engaged in ‘petrification’. Even in their earliest works, the distinction between stone and wood was unambiguous. P’vâric philosophy almost certainly contributed to this attention to the properties of their materials." So there has been a little bit of thought put in these directions.

    My opinion of the Shek P'var would be that they would be a conservative force. P'varism generally is backwards-looking - there isn't a general notion of progress and the ancients are generally assumed to be superior to the moderns. But I don't know how much that matters - there aren't a lot of *new* chantries being built. With the Mangai, you could argue otherwise, but my feeling is that as parvenues, they would copy shamelessly from the "classics". However, in recent decades, "Venârivè has seen a resurgence in localism in architecture", and perhaps the Mangai has been part of that trend.

  • Coráni Empire - Architecture   1 year 18 weeks ago

    . . . but getting the artwork would be a huge challenge. Usually getting the artwork for a module takes longer than writing it - by a factor of two or three. Oh, well. For now, Summa is what we have. I'm looking forward to seeing what you can add to that slender frame.

    Summa does mention cement. It describes the invention and diffusion of certain types of domes. And even mentions at least one way in which the Shek-P'var influenced architecture. "Unlike Anzelôrians, who often carved stone columns to look like palms, the Venârivans never engaged in ‘petrification’. Even in their earliest works, the distinction between stone and wood was unambiguous. P’vâric philosophy almost certainly contributed to this attention to the properties of their materials." So there has been a little bit of thought put in these directions.

    My opinion of the Shek P'var would be that they would be a conservative force. P'varism generally is backwards-looking - there isn't a general notion of progress and the ancients are generally assumed to be superior to the moderns. But I don't know how much that matters - there aren't a lot of *new* chantries being built. With the Mangai, you could argue otherwise, but my feeling is that as parvenues, they would copy shamelessly from the "classics". However, in recent decades, "Venârivè has seen a resurgence in localism in architecture", and perhaps the Mangai has been part of that trend.


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