Societies

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Societies are associations of characters who share a common interest. Each society enables special abilities, quests, and interactions among members. Most societies require the DLC icon Monks and Mystics.pngMonks and Mystics expansion.

DLC Society Secrecy Attribute Requirements Description
DLC icon Monks and Mystics.png Monastic Order Open Varies Religious activities, may toggle celibacy
DLC icon Monks and Mystics.png Hermetic Society Open Icon learning.png Learning 10+ learning Scientific experimentation, intergenerational stat boosts
DLC icon Monks and Mystics.png The Assassins Secret Icon intrigue.png Intrigue Muslim, or near a Shia ruler Defend Shia Islam through intimidation and murder
DLC icon Monks and Mystics.png Demon Worshippers Secret Icon intrigue.png Intrigue At least one of the seven vices or cynical Powerful abilities at the cost of possible soul corruption
Holy Fury.png Warrior Lodge Open Icon martial.png Martial Tribal, Nomad or pagan Combat advantages against enemies
Depends on religion Secret Cult Secret Icon diplomacy.png Diplomacy Secret religion Promote your secret religion

Monastic Order[edit | edit source]

Monastic Orders are about learning and teaching virtues, removing wicked traits and converting realm religion. Common practice to have tutors of those societies, since their wards receive attribute bonuses and virtues. Rank of level 4 gives some serious strategic bonuses to character.

  • Theology focus
  • Perform Charity
  • Help build new Temples
  • Go on Pilgrimages
  • Engage in prayer or meditation
  • Encourage other characters in their realm to end their sinful ways
  • Take a vow of celibacy (Oblatus)
  • Renounce vow of celibacy (Oblatus)
  • Invite an ascetic to court (Comissus)
  • Permanent stat bonus to Wards through events
  • Convert province
  • On mission success, the member may receive one of the virtuous traits Chaste , Temperate , Charitable , Diligent , Patient , Kind , Humble (also Content , Honest , or Kind ), or have one of sinful traits Lustful , Gluttonous , Greedy , Slothful , Wroth , Envious , Proud (also Ambitious , Cruel , Deceitful , or Cynical ) removed. This is very helpful in order to reach the conditions of Sainthood.

Variations[edit | edit source]

Monastic order Religion Attribute Description Notes
Benedictine Order.png Benedictine Order Catholic Stewardship The Benedictine Order is an old monastic community with 'Ora et Labora', meaning 'pray and labor', as their motto. Often recognized by their black habits, they worship God and find purpose in prayer and quiet contemplation as well as scholarly work. Stewardship bonus unlike other orders.
Dominican Order.png Dominican Order Catholic Learning The Dominican Order are able to listen to the confessions of any Christian – dressed in white and black, they lead the holy inquisition, charged with a mission to identify heretics. As a lay member of their Order you are expected to not pursue material wealth, but strive to be a seeker of truth. Bonus to Learning stat.
Community of Saint Basil.png Community of Saint Basil Orthodox Learning The followers of Saint Basil lead an ascetic life, finding purpose in prayer as well as work, often in the name of aiding their fellow men and women. A lay member of the Order is not required to take on the life of a hermit – instead focus should be placed on helping the members of your community. Megaloschemos get higher incomes from religious vassals.
Community of Saint Abraham.png Community of Saint Abraham Nestorian Learning The order of Abraham the Great follow the monastic rules set by Abraham of Kashkar. Members swear to observe to strict obedience and to spread the word of the three great Nestorian doctors, Nestorius, Diodore of Tarsus, and Theodore of Mopsuestia. Only the literate may join the order and strict celibacy is required. Study and proselytism are the corner pillars of the order and as a member you are expected to spread the Nestorian faith ever eastwards. Megaloschemos get higher incomes from religious vassals.
Community of Saint Anthony.png Community of Saint Anthony Miaphysite Learning The Community of Saint Anthony follows the oldest of monastic rules, set originally by Saint Anthony of Egypt, Saint Paul of Thebes, Saint Macarius and Saint Pachomius. In the spirit of the Great Fathers of Egypt's deserts we value simplicity, submission and humility. It is the duty of Miaphysite monks to work to spread the word of Christ, building on the oldest Christian monastic tradition in the world. Megaloschemos get higher incomes from religious vassals.
Adavita Matha.png Adavita Matha Hindu Learning The Monks of the Hindu Mathas aim to be an integrative and supporting force in society. Monks can seek to achieve spiritual enlightenment through meditation and scriptural studies or through charity and participating in the local economy. The Mathas are honored and often patronized by the rulers of India. Give fertility and health bonus as Acharya.
Savaka-Sangha.png Savaka-Sangha Buddhist Diplomacy Members of Buddhist monasteries are expected to follow a strict set of rules aiming to attain Nirvana through a simple and meditative life. Foreswearing all physical property except the bare necessities Bhikkus vow to live only of what others give them. Diplomacy focus instead of learning. Overall risk of revolt greatly reduced as Arhat.
Sravaka-Samgha.png Sravaka-Samgha Jain Learning Jain monks swear to abide by a number of vows, regulations, essential duties and restrictions. They dispose of all personal property, seeking purification and self-realization. Acharya get a high relationship bonus towards all dharmic religions.
Stoic Intelligentsi.png Stoic Intelligentsia Hellenist Learning The Hellenic School of Stoicism is based on the shunning of excesses and passions in favor of a balanced and rational approach to life, centered around the virtues of Wisdom, Courage, Temperance, and Justice. Most Stoics believe that happiness can be achieved by studying philosophy and leading a virtuous life. Must be created by decision
Also allows Christians, Jews, Bon pagans, and Buddhists to join with Roman culture.

Monastic orders can change religion since they always follow the main religion if heresies exist.

Monastic Society Currency[edit | edit source]

Each Trait gives you +Devotion (society currency) and +Member Score%.

Benedictine Order Dominican Order Remaining Christian Adavita Matha Savaka-Sangha Sravaka-Samgha Stoic Intelligentsia
Primary Stat Stewardship Learning Learning Learning Diplomacy Learning Learning
Chaste +3 +30% +1 +10% +1 +10% +0 +0% +1 +10% +1 +10% +1 +10%
Temperate +3 +30% +1 +10% +1 +10% +1 +10% +1 +10% +1 +10% +4 40%
Charitable +1 +10% +1 +10% +1 +10% +1 +10% +1 +10% +1 +10% +1 +10%
Diligent +3 +30% +1 +20% +1 +20% +1 +10% +1 +10% +1 +10% +4 40%
Patient +1 +10% +1 +10% +1 +10% +1 +10% +3 +30% +3 +30% +1 +10%
Kind +1 +10% +1 +10% +1 +10% +1 +10% +3 +30% +3 +30% +1 +10%
Humble +1 +10% +1 +10% +1 +10% +1 +10% +1 +10% +1 +10% +1 +10%
Celibate +3 +30% +2 +20% +2 +20% +0 +0% +1 +10% +1 +10% +1 +10%
Zealous +1 +10% +3 +30% +1 +10% +0 +0% +0 +0% +0 +0% +0 +0%
Honest +1 +10% +1 +10% +1 +10% +1 +10% +1 +10% +1 +10% +1 +10%
Erudite +1 +10% +1 +10% +1 +10% +3 +30% +0 +0% +0 +0% +3 +30%
Pilgrim +1 +10% +1 +10% +1 +10% +0 +0% +0 +0% +0 +0% +1 +10%
Scholar +0 +0% +3 +30% +3 +30% +3 +30% +0 +0% +0 +0% +4 40%
Theologian +1 +10% +3 +30% +3 +30% +3 +30% +1 +10% +1 +10% +4 40%
Gardener +1 +10% +0 +0% +0 +0% +0 +0% +0 +0% +0 +0% +0 +0%
Content +0 +0% +0 +0% +0 +0% +3 +30% +3 +30% +3 +30% +0 +0%

Monastic Society Details[edit | edit source]

Abilities[edit | edit source]

Ability Society Level Cost Target Effects
Hunt Apostates Dominican Order 1 Free Passive Court chaplains who are members of the Dominican Order receive significant boosts to hunting apostates. This is based on the court chaplain's own membership, and not the liege's.
Dharmic Wisdom - Sravaka-Samgha
- Savaka-Sangha
1 Free Self Makes you lose wicked traits and gain pious ones over time.
Wisdom of <Society Saint> All except
- Sravaka-Samgha
- Savaka-Sangha
1 Free Ward Your wards have a chance to gain increased attribute points during their education and upon reaching adulthood have a chance to lose wicked traits and gain pious ones.
Take a vow of Celibacy All 2 Free Decision Enables you to become celibate by using decision in the Intrigue Screen.
Renounce vow of Celibacy All 2 Free Decision Enables you to stop being celibate by using decision in the Intrigue Screen.
Give Spiritual Guidance All 2 300 - realm landed characters
- relatives
- fellow society members
Enables you to right-click on landed characters within your realm, relatives, or fellow society members, in order to remove one of their vices. You can only remove a vice that you don't have yourself.
Invite Holy Ascetic All 3 300 Decision Enables you to invite a learned ascetic member of the order to your court.
Teach Virtue All 3 500 - realm landed characters
- relatives
- fellow society members
Enables you to right-click on landed characters within your realm, relatives, or fellow society members, in order to give them a new virtue. You can only add a virtue that you have yourself.
Benedictine Diligence Benedictine Order 4 Free Self Upon reaching rank 4, you will be approached by a fellow member of the Benedictine Order who will help you to become more diligent.
Convert County All except
- Stoic Intelligentsia
4 1000 County Enables right-clicking the title shield of a county to convert the local population to your religion.
Civilize Province Stoic Intelligentsia 4 1000 County Enables right-clicking the title shield of a county to convert the local population to your culture.

Ranks[edit | edit source]

Common effects

Society Level Effects
All 1 +0.05 Monthly Piety
-15% Fertility
All 2 +0.1 Monthly Piety
+1 Attribute
-15% Fertility
All 3 +0.2 Monthly Piety
+2 Attribute
-15% Fertility
-0.25 Temple build cost modifier
All 4 +0.5 Monthly Piety
+3 Attribute
-15% Fertility
-0.5 Temple build cost modifier

Order specific effects

Society Level Effects
Dominican Order 4 Common Effects Lvl 4
Significant boost in court chaplain's ability to convert province religion
Community of Saint Basil 4 Common Effects Lvl 4
+10% Clergy Vassal Tax
Community of Saint Abraham 4 Common Effects Lvl 4
+10% Clergy Vassal Tax
Community of Saint Anthony 4 Common Effects Lvl 4
+10% Clergy Vassal Tax
Adavita Matha 4 Common Effects Lvl 4 except Fertility
+15% Fertility
+1 Health
Savaka-Sangha 4 Common Effects Lvl 4
-8% National Revolt Risk
Sravaka-Samgha 4 Common Effects Lvl 4
+30 Same Religion Opinion
+15 Hindu Opinion
+15 Buddhist Opinion
Stoic Intelligentsia 3 Common Effects Lvl 3 except Attributes and Temple build cost
+1 Learning
+1 Diplomacy
-0.25 City build cost modifier
Stoic Intelligentsia 4 Common Effects Lvl 4 except Attributes and Temple build cost
+2 Learning
+1 Diplomacy
-0.50 City build cost modifier

Hermetic Society[edit | edit source]

"Hermetics believe that there are deeply hidden secrets about this world that only the worthy can uncover. As a member of the Hermetics you will seek the truth in the stars and planets, through diligent experimentation, and by careful interpretation of ancient texts and symbols."

Hermetic Society.png While being Hermetist incurs a moderate opinion penalty of -10 with all clergy members, its benefits are numerous. It is available to all Christian, Jewish, Muslim, and Mazdan religions, as well as Taoists, Zunists, Hellenics, and religions with the Astrology doctrine.

Entry into the society can be made as long as the character is adult, has 10 Learning and follows one of the religions aforementioned. It is instantaneous. You can not join if you have a Tribal or Nomadic government. If after you join you change religion to one that doesn't allow entry, you will remain in the society.

Upon entry, your character will start at the lowest rank. Apart from a +1 bonus to Learning, and a -10 malus for clergy opinion, no special powers are associated with this rank.

The minor title of Apprentice becomes available, granting +15 opinion with the holder. Your Apprentice will help you on your missions and suggest some of them to you. After several years at your service, he will be able to become a Hermetist by himself, granting you 300 Esoteric Knowledge.

Missions[edit | edit source]

Upon joining, various missions will be available for you. They will be suggested to you by either your Mage or a fellow Hermetist. There are 4 categories:

Infiltrate Laboratory

A fellow Hermetist will ask you to help him infiltrate a rival's laboratory. If you accept, you will receive an event chain several weeks later. You will then choose between a safe and a risky infiltration, with risky having potentially more rewards.

After choosing between sabotaging and stealing, the outcome of the mission will be known. If you succeed, you will gain 200-300 Esoteric Knowledge, depending on the risks. The victim will have to pay reparations, and lose 100 Esoteric Knowledge.

If you fail, one will either escape or (more probably) be imprisoned. The event chain will continue, and a choice will be offered by the captor. The imprisoned character will either surrender part of his knowledge (and lose 300 Esoteric Knowledge), and be freed, or decline and start a rivalry with the captor, thus impeding any liberation or ransoming. The character imprisoned is then very likely to end his life in prison, which can be catastrophic if he is an independent ruler.

Build a laboratory

Once a member reaches rank 2, he will be offered the opportunity to construct a laboratory. A special decision will then become available, triggering an event chain. The member will then have to finance the materials (for a total cost of ~150, if he pays all) and to decide whether to prioritise security over efficiency.

At the end of the event chain, the character will receive a permanent modifier which grants +1 or +2 Learning and a small amount of Prestige each month (around 0.10). The mission will be completed and the character will be granted 200-300 Esoteric Knowledge depending on how impressive his new laboratory is. This mission can only be completed once, unless your laboratory is infiltrated and destroyed, in which case it will eventually be offered again.

Search for a text of the Hermetists

At any rank, and with no limit to the number of times it may be done, a member can be solicited to go on a quest for lost knowledge. After accepting the mission, a Hermetist will be presented a choice on the place to go:

  • Go for a search in the ruins of "...". The risk varies with the Learning of the venturer, but usually hovers around a 60% chance of success. The reward for completion is 300 Esoteric Knowledge.
  • Go in search of a book in an antiquary in "...". This option has good chances of success (~80%) and is more cost-effective, as upon success the venturer will earn 200 Esoteric Knowledge.
  • Go in search of a parchment in your local library. This option is far less expensive, as it costs only 100 wealth or so, and is almost certain to succeed. However, one will only gain 100 Esoteric Knowledge upon completion.

Note: Critical success in the first option may add a lost tablet to your treasure vault. For instance, the Emerald Tablet can be found, granting + 2 Learning, 5% Technology spread rate, and 1.00 monthly Prestige. If such a thing happens, you will also gain 1000 Esoteric Knowledge. The Emerald Tablet can only be found in Alexandria. The level of learning of both characters in the event increases the chance of success. Failure may make you and your mission-giver rivals.

Study the Stars

One last mission type is to study the stars. Once accepted, an Event chain will start, and the Hermetist will receive a modifier adding 0.05 monthly Prestige. Seven types of events may occur from there.

  • Firstly, the Hermetist can receive a decision. If he is a ruler, he will have the choice between firing a council member and replacing his modifier by another to grant +0.05 more monthly Prestige; and losing Prestige but keeping his Council member. Firing the council member increases insight, a modifier which increases the odd of good outcome to this mission.
  • Second, he will receive another decision, involving his wife. He will either dismiss her complaints and replace his modifier with a better one, but have a -35 opinion hit with his wife, or gain nothing but only incurring a -15 opinion loss.
  • Third, his Steward may complain that he is neglecting his realm. Again, the Hermetist will have to choose between losing one month of income, acquiring a bad "Neglected Comptability" modifier and improving his old one with + 0.05 Prestige; or accepting their prompt to dedicate more time to governance, neither gaining nor losing anything.
  • Fourth, the Hermetist may randomly improve his modifier without losing anything.
  • Fifth, the Hermetist may use ingredients to increase the modifier.
  • Sixth, the Hermetist may choose to ignore a friend for a modifier.
  • Seventh, the Hermetist may upset his child (or use ingredients to calm his child) for a modifier.

After each decision, the Hermetist will have to choose between continuing or concluding his research. Once the modifier reaches 0.20 monthly Prestige, he will only be able to conclude. A last event will follow. The odds of a good outcome depend on how many modifiers you get from previous events. 4 is best, 2 is the minimum to increase good outcome odds (1 is the same as 0). The good outcomes are:

  • The character will have discovered a new star, and has to choose between naming it after himself, a child, his wife or a friend. The one he chooses will receive the "Named after a star" modifier, gaining 1 diplomacy and some monthly Prestige. If he chooses himself, he will also gain the Proud trait. The mission succeeds, and he gains 200 Esoteric Knowledge.
  • The character may have calculated a date for a rain of falling stars. He has to choose between organising an event, or remaining silent. If he chooses to organise the event, either he will be right, gain 300 Esoteric Knowledge and succeed, or he will fail, and lose Prestige.

Intrigue menu decisions[edit | edit source]

A Hermetist will have a set of decisions at his disposal to gain Esoteric Knowledge.

  • Search for ingredients . Upon choosing this decision, the player chooses whether to search for herbs, animal parts, or miscellaneous ingredients (this costs money). The player character goes for a venture with his apprentice to gather ingredients and gains 100-300 Esoteric Knowledge depending on the amount they find. The amount of ingredients/Esoteric Knowledge is dependent on how successful the search is. The following characteristics of both the player and their apprentice can help in increasing one's chances: for finding herbs high Stewardship Stewardship & Gardener is best; for animal parts high Martial Martial & Hunter ; and high Diplomacy Diplomacy & Gregarious serve best in finding miscellaneous ingredients. The failure chance for finding ingredients is increased if either character is a Drunkard . If a character fails to find any herbs, there is a chance he may become poisoned or ill. If a character fails to find any animal parts, he will lose 25 Prestige and gain the Failed Hunt modifier. Regardless of how a search for miscellaneous ingredients ends, the character will lose money, but successful searches will cost more.
  • Write a theorem paper . The character starts working on a theorem. He can decide to make a normal effort, or an exceptional one and lose money and prestige, as well as a chance to acquire the Stressed trait. His article will have a certain quality, and then has to be approved. Approval depends on the raters' opinion of you and the quality of the paper. If there are too few Hermetists in diplomacy range, the paper won't be approved (need 3 for approval). If it is approved, the character will gain a modifier for 2 years, granting 2 Learning. He will also receive 200 Esoteric Knowledge. With a high (15) intrigue skill, you can get the offer to copy another persons work, which if found out can give large opinion penalties, and makes approval impossible, but probably increases the quality of the paper. With a high (15) diplomacy, you can ask for help, providing a bonus to the quality of the paper, without any penalty.
  • Hold a grand debate . This option is available only to those of Magus rank. A chain of Events will start, and a hidden debate score is created for each debate participant. The debate score is initially equal to each participant's Learning. A character's score is also raised by the traits Gregarious , Socializer , and Attractive , but their score is reduced by Shy , Stutter , Lisp , and especially by Incapable . The events in the chain can further raise or lower your debate score, can grant opinion bonuses or maluses between members, and include the potential to gain the traits Patient , Poet , Gregarious , Shy , and Stressed . At the end of the debate, characters are assigned rewards or penalties depending on a combination of their debate scores and random chance. The end of debate rewards include upgrading a character's education trait to the next level, gaining prestige, gaining the "Debater" (+2 Diplomacy, +2 Learning) character modifier for 3 years, or granting 1 additional Learning. The end of debate penalties include a loss of prestige, or losing 1 Learning. A high debate score will block random chance from applying a penalty to that character but does not guarantee them any reward. A low debate score will likewise block chance from giving out the best rewards but may not cause any penalty to be applied. Additionally, the winner will gain 300 Esoteric Knowledge, 100 gold and 100 Prestige. Finally, all participants may have an opinion bonus applied towards the host of the debate. Can be done once every 10 years.

Diplomatic decisions[edit | edit source]

As a Hermetist, a character has access to various Powers depending on his rank.

Power Rank Esoteric Power needed Aim Effects!
Prepare a magic eudaimon brewage 2 150 Self, courtier, direct vassal Removes Stressed , Depressed traits, Apathetic modifier. The traits can randomly come back, along with the Apathetic modifier. Unhealthy Ingredients make "Apathetic" more likely, while healthy Ingredients make this less likely.
Scrying 2 150 Self The character tries to predict the future. Adds a good or a bad modifier to the character, depending on the vision type and outcome. Another modifier will be added after the prediction has realised itself or the character concludes that it was a false vision.
Make Horoscope 3 150 Child Adds a modifier granting +1 to a specific ability, and -1 to its opposite. If Education Interest matches the predestination, the modifier will convert to a +2 one, and skill level of child in the discipline likely to be very high.
Choose Hermetic Art 4 200 Self Adds either the Mystic , Theologian or Scholar trait and removes the 2 others if the character has any of them. Chance of permanent +1 to Learning Icon learning.png, Shrewd or Erudite if choosing Scholar and second option, Diligent and a ten years +2 increases in Learning Icon learning.png with the first option (costs money if the character doesn't have an observatory).
Write a Magnum Opus 4 150, then 500 Self The character writes a great work of scholarship, focusing on a particular theme. At the end of an event chain, they acquire a Magnum Opus on the chosen theme for their treasury. A ruler may only produce a single Magnum Opus during their lifetime. Whoever inherits the work will receive its benefits as long as they are also a member of the Hermetic Society, or have a sufficiently high learning attribute. Only a single Magnum Opus on a given topic can be owned at any given time.

Note: Scrying can be made on Relationships, Warfare, and Realm management. Whether visions have a bad outcome or a good one does not determine the future. If something in said domains happens to you, if you receive a title, begin or end a relationship or get wounded in a battle for instance, it will confirm, if both the vision and its result are good or bad. The character will then gain a modifier granting +1 to all competences, and some Monthly Prestige. Repeating the operation will improve the modifier if visions keep matching the reality. Even if visions don't pan out, the character will be granted a smaller modifier.

Another Diplomatic Decision is also available to Hermetists:

Invite to study the stars . Every three years while at peace, a Hermetist can invite another one in his palace, triggering a chain of events that will grant opinion bonuses or penalties, give tech points (from 30 points to each area to 100 points to a random area) with a chance for getting Humble , and give birth to a Friendship or a Rivalry between the two characters. Having an observatory (from scholarship focus) triples the odds of successful observation (regardless if you invite the guest to the observatory). If lacking an observatory but possessing equipment (bought with "choosing a hermetic art" scholar option one), the odds of success are doubled. Observation failure risk is doubled for bad weather from the start of November to the end of February; the date of actual observation matters, not the date of invitation.

Before the observation, you and your guest shall have a special activity granting (usually) an opinion bonus of +5 for 2 years between the two participants. But it can give a penalty of -15 for 2 years. This activity can be:

  • Possessing an observatory will give access to a special option to invite the guest to your observatory, pleasing scholar , mystic , theologian or ambitious guests, but displeasing envious or arbitrary guests. This activity also greatly increases the satisfaction of the guest (regardless of the temporary opinion buff/penalty), which leads to formation of friendship.
  • Show equipment (if not having an observatory, but equipment bought with "choosing a hermetic art"), having the same effect as an observatory.
  • Show a location (if having neither observatory or equipment) is welcomed by architect , gardener , or diligent guest, but frowned upon by slothful or paranoid guests.
  • Have a feast, pleasing gluttonous , hedonist , socializer , gregarious , drunkard guests or a decadent Muslim guest, but displeasing temperate or shy guests, and non-decadent Muslim guests.
  • Study together, pleasing erudite , content , scholar or patient guest, but displeasing slothful , wroth or gregarious guest.

Events[edit | edit source]

A set of events can also trigger for a Hermetist, most of all for a Magus, distinct from fending off saboteurs, approving others' articles and getting involved in debates.

  • Gather the most eminent Hermetists for an invention . Available to Hermetists of rank 2 and above who have built a laboratory. This event will trigger a decision with fellow members on whether to focus on Stewardship, Learning, Martial or Diplomatic inventions. The chance of success of the reunion depends on the Learning of the members and the Influence of the Society. The modifier Brilliant idea can randomly appear if the Learning of a character is high enough, considerably increasing the chances of success. If successful, either one of six inventions granting powerful bonuses in the chosen domain will be added to your vault, or a powerful province modifier will be added to your capital for 100 years. The possible modifiers are a Gigantic Crossbow (+25% local siege defense and +0.05 prestige/month), an Advanced Blast Furnace (+10% local tax, -20% local build cost, and -20% local build time), and an Advanced Wind Mill (+20% local tax).
  • Getting a new friend . You may randomly become friend with a fellow Hermetist.
  • Getting a new rival . You may randomly start rivaling a fellow Hermetist.

The Assassins[edit | edit source]

The Assassins.png The Assassins, also known as the Hashashin, are a secret society that defend the interests of Shia Islam through intimidation and murder. To join, one must follow a Muslim faith or Muslim heresy. If not Shiite or secretly Shiite, the player gets the option to become either Shiite or secretly Shiite to join. Players can also join if they are not Zealous and are within 300 distance of a playable-tier ruler who is publicly Shiite. Other members will potentially join your murder plots if they are within range, allowing you much greater plot power than non-members can achieve.

Society Currency[edit | edit source]

In addition to intrigue, a member receives currency for the following traits: +3 currency for Zealous , Erudite , Scholar , Theologian and Master schemer , +1 currency for Strong , Robust , Genius , Quick , Shrewd , Diligent , Patient , Temperate and Charitable .

Missions[edit | edit source]

  • Kill an infidel .
  • Convert a county to Shi'ism .
  • Train an apprentice . A prospect apprentice can be one of your not inheriting son or a street ruffian. You can give deceitful, brave or diligent in one of three focus of training. The test will check martial and intrigue stat (3 to 10, each level improves 10% the chance of good outcome). Slow , Dull and Imbecile greatly increases the risk of failure-death. The medium outcome will maim the apprentice. Both good and medium outcome will give Divine Power (good gives more).
  • Occupy a holding .

Rank Effects[edit | edit source]

Rank Effects
1 +10% Murder plot power
2 +20% Murder plot power

+10% Defensive plot power

+1 Intrigue

+10 Personal Combat Skill

3 +30% Murder plot power

+15% Defensive plot power

+2 Intrigue

+10 Personal Combat Skill

+10% Plot discovery chance

4 +50% Murder plot power

+25% Defensive plot power

+3 Intrigue

+10 Personal Combat Skill

+20% Plot discovery chance

Assassins abilities[edit | edit source]

Level Activity Effect
1 Borrow money from the Assassins Get 50 gold from the society, or 250/500 gold in exchange of Divine Power. You cannot borrow money as the Grandmaster. You have to pay back in 1000 to 2000 days or on succession. You can pay for a castle/a child if the holy order is active. If you refuse, other Assassins can get mission to get money from you (threaten you, someone dear to you, or a bad modifier to demesne).
1 Donate money to the Assassins Give 200 gold to the society and gains 100 Divine Power.
1 Attempt to Abduct Attempt to imprison a character, with cost depending on their tier. Cannot abduct duke+ characters (unless they are landless), patricians, or children/spouses of the same court. Uses the same mechanics of Devil Worshipers.
1 Use Hashish from the Assassins Gives skills buff at the cost of 150 Divine Power. You may become addicted to hasish, with increased chances if it is taken too often or in large doses. Good outcomes include losing Stressed Possessed Depressed Lunatic or curing any illness. In bad outcomes you can get Gluttonous Paranoid Slothful Possessed . Having addiction increases the chances of bad outcomes, using high dosage doubles chances for both the best and worst outcomes, while using small dose halves them.
2 Intimidate ruler for favor Gain a favor with the target. Higher society level make it more successful.
3 Hire ships Raise 45 ships with no maintenance cost at the cost 300 Divine Power. You must be at war.
4 Raise army of Assassins Raise 2500 Light Infantry, 1500 Archers and 1000 Light Cavalry with 7'75 cost maintenance at the cost of 500 Divine Power. You must be at war.
4 Mark for Death Mark someone for assassination to encourage other members to go after your mark.
4 (Obedience) Passive: lower ranking members are very likely to agree to your diplomatic requests.

Events[edit | edit source]

  • Challenge another Assassin . Uses Intrigue or Personal Combat to determine victory. Good physical traits such as Strong are also beneficial. Can lead to friendship/rivalry.
  • Getting a new friend . You may randomly become friend with a fellow Assassin.
  • Getting a new rival . You may randomly start rivaling a fellow Assassin.

Demon Worshippers[edit | edit source]

The Demon Worshippers is without contest the largest secret society. Its members have at their disposal a number of instruments to kill or maim their enemies.

To enter this society, one has to have one of the 7 Sins traits: Lustful , Gluttonous , Greedy , Slothful , Wroth , Envious , Proud , or one of the traits: Cannibal , Cynical , Drunkard , Hedonist , Impaler , Lunatic , or Possessed . He can then be contacted by Demon Worshippers, or let hear that he is interested in joining them.

AI characters can also join and be recruited if they have a bad priest Wicked Priest trait.

A chain of Events will then start. The character will get Wounded in the process, and meet a charming adept of the opposite sex (or same sex, if Homosexual ) that will teach them the ways of the society.

Note: While a member of the Demon Worshippers society, you will suffer from a persistent effect that periodically makes roll with a small chance of giving you bad personality traits such as Arbitrary , or Cruel , and sometimes even negative genetic mutations like Lisp , Hunchback , or Clubfooted , among others not listed here. You will suffer an additional roll attempt each time you use a Demon Worshipper targeted ability, and the overall probability of a negative outcome increases as you accumulate corruption from using too many abilities or participating in too many demonic events within a given timespan.

Missions[edit | edit source]

An adept, once he enters, will have to complete a number of missions in order to progress hierarchically. It is especially important to complete all of them, as opportunities to gain Dark Power are rare.

  • Sacrifice a holy person. In order to succeed at this mission, the demon worshipper will have to sacrifice to his evil god (Iblis, Tchernobog, Satan...) any person that is an ascetic or a priest. In order to do so, they must be in your prison so you will have to kidnap, arrest or capture the target before sacrificing them.
  • Sacrifice a ruler. Same thing as sacrificing a holy person, except that this time the victim must be a Feudal, Tribal or Nomadic ruler.
  • Corrupt a priest. This time, the evil worshipper will have to find a priest that has any Sin traits, and then attempt via a diplomatic action to corrupt him. Success depends on the option one chooses: in order to corrupt a priest that is Lustful , you will need to choose the sex orgy option. On success, the priest gains a +50 opinion bonus towards you, freed my depravation. You will also earn 300 Dark Power.
  • Desecrate a temple. Once this mission is accepted, one will receive a series of Events after selecting the temple he wishes to desecrate, and upon success gain 200-300 Dark Power. The temple will gain the Desecrated temple modifier, and the religion's moral authority is reduced by 1%.
  • Sacrifice a child. This time, the mission's goal is to sacrifice a child, who has to be kidnapped or captured. It is usually highly rewarded, with 300 Dark Power at the least, as massacring such a young and innocent soul pleases the Dark Gods.

Powers[edit | edit source]

The Demon Worshippers have a number of powers, allowing them to carve the world as they wish.

Level Power Effect
1 Sacrifice to Satan Sacrifice prisoner for Dark Power. Youth, religiousness and rank affect the amount of Power earned.
1 Attempt to Abduct Attempt to imprison a character, with cost depending on their tier. Cannot abduct duke+ characters (unless they are landless), patricians, or children/spouses of the same court.
2 Summon Familiar Can choose to summon a Cat, Wolf, Owl, or Raven with different stat bonuses.
2 Tainted Touch A Health Curse, which will affect the victim with a random illness, from Plague to Influenza.
2 Demonic Possession Let demon possess your Vassals, Courtiers, and Rivals. Increase their relationship toward you by +50 with the Loyal Servant modifier, but also grant them the Possessed trait.
3 Dark Divorce Your spouse will be no more, and die in atrocious suffering.
3 Dark Healing Heals any disease and can regenerate a missing limb on success.
3 Invite Disciple of Satan Invite member of this society to join you at your court.
4 Absorb Lifeforce Kill your child and gain a health modifier for 10 years.
4 Unholy Impregnation Impregnates a female member of your society with a bastard child.
4 (Obedience) Passive: lower ranking members are very likely to agree to your diplomatic requests.

Notes[edit | edit source]

  • The Familiar will be hidden for the rest of the world, unlike other Company animals modifiers. The choices include:
    • Cat (+3 intrigue)
    • Wolf (+1 intrigue, +2 martial)
    • Owl (+1 intrigue, +2 learning)
    • Raven (+1 intrigue, +2 stewardship)
  • Council members under Demonic Possession will vote the same as their liege during council votes, as if they were loyalist. However, their "badge" will not change to reflect this.

Events[edit | edit source]

A number of events will take place with or around a demon worshipper. Each of them can be repeatable.

Go on a venture

The demon worshipper will receive an invitation for a crazy onslaught from a Demon Worshipper courtier, usually the one that initiated him. Once accepted, the two will leave the castle for a wicked night.

Occasionally, they will encounter a house of peasants living in happy and harmonious ways. A choice will then be offered, where the worshippers under disguise will either dismiss them, or pay them a visit.

If they decide to visit the happy family, they will go for a terrible onslaught, and recover the bones and the blood of their victims or their dark rituals. One may get the Impaler or Cruel trait afterwards.

Sometimes, the demon worshippers will enter a temple, and steal the priest's clothes and riches. This will cause the apparition of a Peasant trouble modifier in a foreign county.

At the end of the night, the two worshippers will end up in a bar, and drink a lot. Often, one of them will attempt to drug the other, which can result in the Frail , Possessed , Dull or Robust traits for instance.

A Grand Summoning

The demon worshipper can find an ancient clay tablet with the missing incantation, and try to invoke a certain demon to get power.

If succeed, one can get power from one of the demons below:

  • Baalberith, the demon prince of murder and chief secretary of Hell, blessed one with overflowing coffers.(+0.2 global tax modifier)
  • Azazel, the Fallen Angel of War, blessed one with martial prowess. (+3 Martial)
  • Avnas, the great demon, blessed one with secret knowledge. (+3 Learning)
  • Belial, the Demon Prince of Trickery, blessed one with charm and a glib tongue. (+3 Diplomacy)
  • Mammon, Prince of Hell, blessed one with business acumen. (+3 Stewardship)
  • Vetis, the Tempter of the Holy, blessed one with a devious mind. (+3 Intrigue)

In a special impromptu orgy, one can also get power from Satyrs or Lilith (+25% Fertility,+10 Sex appeal opinion), depending on one's gender.

However, if something wrong happened when inkvoking demon, one may get Bad traits.

A Dark Dream

One morning, one may wake up with the distinct memory of a dream, that warned him about another Demon Worshipper. He can then decide whether to dismiss it, or to act and prevent it from happening.

A ritual will then be organised, involving candelabres, bronze cows and boiling wax. Usually, the victim will die, and the author of this terrible act will earn 200-300 Dark Power.

However, sometimes, the victim manages to escape, and the torturer receives a box with the head of a child or a wife in it, with a letter from his victim. In such case, an intense rivalry starts between the two protagonists.

Soul corruption

After practising a number of dark rituals, the soul of someone will be corrupted. Bad traits, such as Cruel , Possessed or Arbitrary are very likely to appear randomly.

Hiding[edit | edit source]

While being part of the Demon Worshippers while independent only incurs in most times Suspicions to belong to a Secret Society, a small modifier taking away -0.50 monthly Prestige, being a Satanist vassal is highly risky when the liege isn't one himself.

If the Court Chaplain is assigned to the Track down Apostates mission, he will discover about one satanist a year. If a vassal is discovered to belong to a Secret Society, he will get the Known Satanist modifier, which will deal a massive -30 general opinion and -20 liege and vassal opinion.

Such a modifier is very likely to trigger a rebellion, or to cause the liege to revoke his titles. Banishment is also likely to happen. If one is lucky, the liege will also be a Satanist, which will protect his society from being the aim of the Court Chaplain.

Other events can also lead to a terrible fate for the Demon Worshippers. For instance, after a prolonged period of epidemy in a ruler's capital, he can decide under the pressure of his peasants to track down Demon Worshippers.

Three or random people with the Suspicions to belong to a secret society modifier will be arrested, and are very likely to be executed afterwards. With a bit of luck, they will be spared, but they will be forced to leave the Demon Worshippers and won't be able to enter it again for 6 months, due to the Renewed Faith modifier.

Demon child events[edit | edit source]

Although preexisting the Monks and Mystics DLC, the demon child event chain is linked to the Secret Societies. Instead of waiting for the event to fire randomly, it is also possible to create a demon child though Unholy Impregnation power. Once he/she becomes adult, the demon child will automatically become the leader of the Demon Worshippers. From then, his influence within the society is limitless.

The Obedience of the worshippers will be total, which allows him to vassalise Demon Worshipping Kings for instance, if he is an emperor, and even independent rulers that aren't even close to his borders. His high skills will undoubtedly lead to the creation of a devil worshipping Empire up until his death, and even afterwards.

Names[edit | edit source]

This society has received various names depending on the religion of its followers. Originally, "Lucifer's Own" was intended to be called "The Satanists", while "The Fellowship of Hel" was originally named "The Trollcrafters".

Name Description Religions
Lucifer's Own.png Lucifer's Own Those who serve the Great Adversary hide in our midst, dedicating their depravities and perfidies to their Lord Satan. Every transgression is a hymn, every murder a roar of defiance against the word of [Root.Religion.GetHighGodName]. Lucifer rewards such dark sacraments handsomely – witches are said to be gifted with unnatural lifespans and all manner of demonic powers. OrthodoxOrthodox.png, Nestorian Nestorian.png, Miaphysite Miaphysite.png, Catholic Catholic.png, Fraticelli Catholic Heresy.png, and other Christian Heresies, Sunni Sunni.png, Shi'a Shia.png, Ibadi Ibadi.png, and their heresies, Zoroastrian Zoroastrian.png, Zunist Zunist.png, Jewish Judaism.png
The Cult of Kali.png The Cult of Kali The Cult of Kali Purusha worship the demonic aspect of Kali, and refuse the shackles of conventional belief as they see no fault in acts committed out of selfishness. Their spirituality is instead centered around personal gain and lustful endeavors, condemning them in the eyes of traditional believers. Hindus Hindu.png
The Cold Ones.png The Cold Ones The Cold Ones believe that certain people are born with witch's blood and it is their blessing to be able to turn to Chernobog, the Black God, to gain power and wealth. They are frowned upon by traditional believers, who would rather call them cursed, as they are rumored to sacrifice humans and commit heinous acts in order to achieve their goals. Romuva Romuva.png, Suomenusko Suomenusko.png, Slavic Slavic.png
The Fellowship of Hel.png The Fellowship of Hel The Fellowship of Hel are a secret society devoted to the study of dark sorcery and the veneration of the Hel, the giantess ruler of Helheim. Members believe in the power of destruction and will attempt to use dark magic to sate their greed and thirst for death. At Ragnarök they hope to join the forces of Hel and Loke in the fight against the other gods. Germanic Norse.png
The Plaguebringers.png The Plaguebringers The Plaguebringers worship what traditional believers would call evil spirits, as they curse their enemies with disease and turn to the Erlik, the God of Death, to achieve their personal goals. Most unsettling are the rumors that they carry very little qualms in regards to how this dark favor is gained... Tengri Tengri.png
The Soul Eaters.png The Soul Eaters Soul Eaters are said to be damned people cursed by witches to forever roam the desert, sustaining themselves upon the souls of unwary travelers. Holding powers beyond the comprehension of ordinary men, these creatures can occasionally find their way into the dark corners of civilized societies, appearing in semblance of mortals to deceive their victims. African African.png
Bacchus' Mystery.png Bacchus' Mystery The secretive cult of Bacchus has always been a plague to the civilized society of Ancient Rome. Members of this cult gather at night to perform obscene rituals to satisfy their most primal instincts, dabbling in sorcery, cannibalism and bestiality. Hellenic Hellenic.png
Also available for characters in the Imperial government.png Roman Empire (after the Roman Renaissance has started) or with Roman culture

Warrior Lodges[edit | edit source]

Warrior Lodges are societies specifically tailored for Pagans, Tribals and Nomads - focusing on the hardy warrior lives these people live. These societies revolve around waging war, being rowdy, proving your might through feats of strength, personal combat and camaraderie. Being part of such a society should feel as if you’re surrounded by friends, fellow soldiers and fierce rivals - unlike other societies, these statuses mean a lot and are interwoven with the various abilities and events that make up the society.

There exists one Warrior Lodge per Pagan Faith (Non-Reformed and Reformed share the same Lodge) with minor variations, primarily in text. The Aztec religion is the only pagan faith lacking access to a Warrior Lodge. The following religions have Warrior Lodges:

Name Description Availability
The Wolf Warriors.png The Wolf Warriors The Wolf Warriors, or Úlfhéðnar as they call themselves, consist of ferocious men and women fighting for honor and recognition on the battlefield, as well as an ideal of bravery and companionship. In honor of Odin the Allfather, they wear their pelts into battle, and favor a spear in personal combat. Germanic Norse.png
The Band of Medeina.png The Band of Medeina Worshiped by hunters and warriors alike, Medeina is the huntress goddess of the forest. Her followers wear wolf-pelts in her image and hold hares holy, as Medeina is known to send the animal out to lure away the unworthy, out of her domain. The warriors of Medeina have one simple calling: to protect the forest, their home and true legacy of their ancestors. Romuva Romuva.png
The Champions of Perun.png The Champions of Perun The valiant Champions of Perun, the Slavic god of thunder, strive to uphold an ideal of honor and guard their fellow men and women from wrongdoing. Their families are known to hang protective symbols of arrows and bolts by their houses, to grant their heroes luck on the battlefield and shield them from storms. Slavic Slavic.png
The Followers of Otso.png The Followers of Otso The Suomenusko Followers of Otso do not even utter the name of the sacred animal, but draw strength from worshiping the bear, calling it 'the King of the Forest'. After hunting one, a complex ritual must take place, wherein the bear is convinced that it was not slain, but died due to fault of its own, so that its hunters may don themselves in its fur. Suomenusko Suomenusko.png
The Eagle Warriors.png The Eagle Warriors The Eagle Warriors of the steppe carry on the ancient tradition of training and hunting with birds, the most prestigious type being the golden eagle. The hunters, also known as 'berkutchi', are said to only need three things in life: a fast horse, a faithful dog, and an eagle. Tengri Tengri.png
Also available for Nomadic Nomadic government.png characters of any religion
The Children of the Storm.png The Children of the Storm Occasionally spotted leaving offerings in the rain, the Children of the Storm fight and train in the name of Dongo, the father of storms and god of thunder. When charging into battle, they wear blue and are known to carry small fetish symbols close to their heart. African African.png
The Sentinels of Light.png The Sentinels of Light The Sentinels are the boon of a society of warrior clans surrounding the many Bön monasteries. Possessing a discipline as harsh as the environment of the mountainous plateau they inhabit, these fighters are from a superstitious community and will always make certain to perform the appropriate rites and sacrifices, before each battle. Bon Bön.png
The Keepers of the Flame.png The Keepers of the Flame The Zun always watching, the Keepers of the Flame vow to be a strong as their scorching god in the sky. Spending long hours training and practicing with each other, clad in the colors of flame, they are known for their cool determination on the battlefield. Zunist Zunist.png
The Olympian Champions.png The Olympian Champions The Olympian Champions train hard and maintain an expert physique, not only for the purpose of battle, but for games of sport – participating is prestigious, and the most skillful of their community are adored by everyone, commoner and noble alike. Hellenic Hellenic.png

You do not necessarily have to follow a pagan religion to join a lodge, although pagans will always be able to join their own religion's associated society, regardless of government type. If not of the right religion, you are allowed to join a warrior lodge if you fulfill the following conditions:

  • Have Tribal or Horse Lords.pngNomadic Government
  • NOT Zealous
  • Have a vassal, liege, or neighboring pagan ruler of the religion associated with the society you want to join (this tends to exclude Irish tribes, for example)
  • The warrior lodge has at least 10 members

This applies to both non-pagans and pagans trying to join another religion's warrior lodge.

Becoming Zealous while in a Warrior Lodge while not of the correct pagan faith will get you expelled from the society. If you change faith while in a Warrior Lodge, you are allowed to stay. Note that you will not be able to Holy War characters who are of the faith associated with the Warrior Lodge you’re in (though they can attack you). If you join a warrior lodge while not following a pagan faith, you'll gain the Sympathy for Pagans trait.

These societies tend to have more AI rulers in them than other societies.

Powers[edit | edit source]

Level Power Effect
1 Duel The duel interaction becomes available.
1 Shieldmaiden Appoint sisters or daughters as Shieldmaidens, allowing them to be appointed as commander or marshal.
1 Survivor More likely to survive injuries.
1 Lifetime of War Gain access to more battlefield events while leading troops.
1 Recruit child Your child must be at least 12 and not a member of a (non-secret) society. Unless you are recruiting for a quest, you must be tribal/nomadic and your child must be landless/tribal/nomadic.
1 Battlefield equality Women who are warrior lodge members can be appointed as commander (but not marshal) by a same-religion liege.
2 Reaver When leading armies and sieging holdings, you have a greater chance of capturing enemies and looting artifacts.
2 Warrior Training Spend renown to give yourself a unique Commander trait. These vary by lodge, and do not replace any traits you already have.
2 Summon Lodge Commander Spend renown to summon a courtier with high martial and a unique Commander trait.
3 Inspire Warriors Spend renown to refill the garrison and levy of your holding.
3 War Sacrifice Spend renown to gain a temporary buff to your troops.
4 Indomitable You can no longer suffer lethal injuries on the battlefield.
4 Call to Glory Spend renown to gain a reinforcing stack of troops from your lodge, as well as access to special tactics.
4 Choose Military Aspect Spend renown to give yourself one of three military lifestyle traits: Strategist , Duelist , or Hunter .
4 Legendary Gathering Begin building a Legend in the hope of establishing a Warrior Lodge bloodine.

In addition, some powers are tied to being the correct religion in that religion's warrior lodge

Lodge-Specific Powers[edit | edit source]

Level Power Lodge Effect
1 Toughness Bön

The Sentinels of Light
Spend renown to remove physical injuries
1 Go Berserk Germanic

The Wolf Warriors
Go berserk, losing patient, wroth, and defensive leader traits, gaining aggressive leader and potentially the berserker traits (or potentially harming others). Can be used to try to escape out of prison.
2 Call of the Steppe Tengri

The Eagle Warriors
If Nomadic, gives 1000 Population and 500 manpower.

If Non-Nomadic, get a bonus to levy reinforcement rate.
2 Stand Together Slavic

The Champions of Perun
Summons a landless Slavic lodge member to lead a band of warriors in an ongoing war.
2 Battle Trance Zunist

The Keepers of the Flame
Reduce fertility and health for a bonus to Center flank command, Personal Combat Skill, or Morale Defence and Offence.
3 Summon Warriors of Suomenusko Suomenusko

The Followers of Otso
Calls for warriors to assist in an ongoing war.
3 Baltic Holds Romuva

The Band of Medeina
Instantly builds fortifications in settlements for renown cost.
4 Create Fetish African

The Children of the Storm
Gain a powerful Fetish artifact.

Secret Cult[edit | edit source]

"Sow seeds of the true faith in the darkness until you have enough followers to emerge from the shadows"

Secret Society.pngSome characters have a secret religion, meaning that they falsely profess faith in one religion while privately believing in another. Such characters have the option of creating or joining a corresponding "secret cult" and attempting to promote their true faith.

Members get missions and powers to induce Sympathy for their real religion in other characters in the realm as well as the population in the counties. At the highest rank, the ruler can organize a mass conversion of realm cultists. With careful groundwork, an extremely powerful religious revolt can be staged.

On the flip side, players can become members of a religious cult to undermine it from within, by keeping track of cultists with major titles within their realms.

Cultist abilities[edit | edit source]

Level Ability Target Description Requirements Devotion Cost Visibility effect
1 Recruit Adult Invite a character who shares your secret religion to become a fellow cult member 10y cooldown Free +5 (+2 if grandmaster)
1 Induct child Child Try to secretly convert your son, daughter, or ward. Child is at least 8 years old. Must be parent or educator.
6y cooldown
Free +5 (+2 if grandmaster)
1 Evoke sympathy Adult Try to give the character sympathy for your true religious group. Target follows another religion group (and does not secretly follow your exact religion).
10y cooldown
50 (free if quest target) +2 (+0 if grandmaster)
2 Induct adult Adult Try to secretly convert any adult in the realm.

If successful, you may also invite them to join the cult without further visibility cost.
If the target follows a religion in another group, they must have sympathy for your true group.
10y cooldown
150 (50 if target is not a ruler) +5 (+2 if grandmaster)
3 Prepare grounds County Try to create a secret religious community in a province.

More likely to succeed in demesne counties and with high diplomacy skill. If successful, the province will be ready to flip instantly when you openly convert.
Control the province (or at least control a barony and be in the same top realm as the count?) 300 (free for AI) +5 (+2 if grandmaster)
4 Openly adopt faith None All members of the cult switch their public religion. Non-members with the same secret religion get an option to do the same, as do characters with sympathy for the religion group. Rulers immediately convert demesne provinces that had successfully prepared grounds.

Note: any follower of a secret religion may decide to make it their public religion, but only this expensive ability causes other cultists to automatically do the same.
Must be at peace. 500 (free for AI) No longer a cultist!

Variations[edit | edit source]

Generic names for secret cults use the "(secret religion) Faithful" format.

Society Corresponding religion Description
Society of Jesus Catholic Ever since its humble roots, Christians have marked themselves by their refusal to abandon their faith in the face of persecution. So it is that a rich tradition of martyrs and underground parishes can give hope to groups of believers in even the darkest of times, no matter what they are outwardly forced to profess. To each other they can profess their true faith in God, and their God is love.
Good Christians Cathar Catharism is a Gnostic sect centered around a dualistic doctrine. The Good Christians', as the Cathar faithful calls themselves, believe in two Gods - the good God who is the creator of the heavenly spiritual realm and the evil God who created the physical world with all its temptations and suffering.
Fraticelli Faithful Fraticelli Ever since its humble roots, Christians have marked themselves by their refusal to abandon their faith in the face of persecution. So it is that a rich tradition of martyrs and underground parishes can give hope to groups of believers in even the darkest of times, no matter what they are outwardly forced to profess. To each other they can profess their true faith in God, and their God is love.
Lollard Faithful Lollard Ever since its humble roots, Christians have marked themselves by their refusal to abandon their faith in the face of persecution. So it is that a rich tradition of martyrs and underground parishes can give hope to groups of believers in even the darkest of times, no matter what they are outwardly forced to profess. To each other they can profess their true faith in God, and their God is love.
Waldensian Faithful Waldensian Ever since its humble roots, Christians have marked themselves by their refusal to abandon their faith in the face of persecution. So it is that a rich tradition of martyrs and underground parishes can give hope to groups of believers in even the darkest of times, no matter what they are outwardly forced to profess. To each other they can profess their true faith in God, and their God is love.
Old Christians Orthodox Seeing themselves as walking in the footsteps of the Apostles who first built the Church in the name of Christ, there are Christians who will not give up their faith, even when circumstance has forced them to renounce their words. They continue the good work, building their faith and their church, knowing in their hearts that they are doing God's will.
Bogomilist Faithful Bogomilist Bogomilism is a Gnostic sect centered around a dualistic doctrine. Its members believe in two Gods - the good God who is the creator of the heavenly spiritual realm and the evil God who created the physical world with all its temptations and suffering.
Monothelite Faithful Monothelite Seeing themselves as walking in the footsteps of the Apostles who first built the Church in the name of Christ, there are Christians who will not give up their faith, even when circumstance has forced them to renounce their words. They continue the good work, building their faith and their church, knowing in their hearts that they are doing God's will.
Breaker of Idols Iconoclasm Seeing themselves as walking in the footsteps of the Apostles who first built the Church in the name of Christ, there are Christians who will not give up their faith, even when circumstance has forced them to renounce their words. They continue the good work, building their faith and their church, knowing in their hearts that they are doing God's will.
Paulician Faithful Paulician Paulicianism is a Gnostic sect centered around a dualistic doctrine. Its members believe in two Gods - the good God who is the creator of the heavenly spiritual realm and the evil God who created the physical world with all its temptations and suffering.
Miaphysite Faithful Miaphysite Seeing themselves as walking in the footsteps of the Apostles who first built the Church in the name of Christ, there are Christians who will not give up their faith, even when circumstance has forced them to renounce their words. They continue the good work, building their faith and their church, knowing in their hearts that they are doing God's will.
Monophysite Faithful Monophysite Seeing themselves as walking in the footsteps of the Apostles who first built the Church in the name of Christ, there are Christians who will not give up their faith, even when circumstance has forced them to renounce their words. They continue the good work, building their faith and their church, knowing in their hearts that they are doing God's will.
Nestorian Faithful Nestorian Seeing themselves as walking in the footsteps of the Apostles who first built the Church in the name of Christ, there are Christians who will not give up their faith, even when circumstance has forced them to renounce their words. They continue the good work, building their faith and their church, knowing in their hearts that they are doing God's will.
Messalian Faithful Messalian The Messalians, 'the ones who pray', are a Christian sect. They believe that perfection can only be attained by perceiving God as He reveals Himself to the carnal senses. To bring forth such revelations, the only path is prayer - neither the church, baptism or any other sacrament can drive the desires from the soul and invite God.
Islamic Brotherhood Sunni The Sunnis secretly follow the teachings of the Quran, believed to have been verbally recited to Muhammed by God. They will proclaim that Muhammed is chosen by God, as prophet and the first Imam.
Zikri Faithful Zikri The Zikris follow the teachings of the Quran, believed to have been verbally recited to Muhammed by God. They will proclaim that Muhammed is chosen by God, as prophet and the first Imam.
Children of Angels Yazidi The Yazidis believe that God created the world and tasked seven holy angels with its care. The first of the angels is the ambivalent Melek Taus, the Peacock Angel, a ruler who causes both good and bad to befall his mortal subjects.
Party of Ali Shia The Shiites secretly follow the teachings of the Quran, believed to have been verbally recited to Muhammed by God. They will proclaim that Muhammed is chosen by God, as prophet and the first Imam. They spread their belief that God, through Muhammed, chose Ali as his successor, and thus the first caliph of the state of Islam. They will stand by what they believe to be the true word of god.
The Wise Druze The Druze follow the teachings of the Epistles of Wisdom, which includes the Old Testament, the Qur'an and the philosophical works by Plato. The faithful believe that God is the whole of existence, unlimited and omnipresent. To unite with the Cosmic Mind and reach ultimate happiness, a Druze must live through many successive reincarnations.
Hurufi Faithful Hurufi The Hurufi follow the teachings of the Quran, believed to have been verbally recited to Muhammed by God. They will proclaim that Muhammed is chosen by God, as prophet and the first Imam. They spread their belief that God, through Muhammed, chose Ali as his successor, and thus the first caliph of the state of Islam. They will stand by what they believe to be the true word of God.
TBD Qarmatian TBD Note: the Qarmatian secret society is fully functional despite lacking flavor text.
Ibadi Faithful Ibadi The Ibadi faith is said to predate both the Sunni and Shia schools of Islam. There are several doctrinal differences between these later branches and the orthodox Ibadi, for examples, the Ibadi do not believe there has to be one leader for all of the Muslim communities. However, their fervent faith in Allah is the same.
The Exchangers Kharijite The Khawariji follow the teachings of the Quran, believed to have been verbally recited to Muhammed by God. Unlike many other Muslim groups, they believe that any righteous and pious Muslim can become caliph, and that is is their duty to revolt against any ruler who deviates from their interpretation of Islam. Martyrdom and dying for Allah is a strong desire among the Khawariji.
God's Faithful Judaism Hidden Jewish communities have organized under oppression ever since the time of the Babylonian captivity. These groups welcome both those forced to convert away of Judaism, the Anusim, and those who have secretly become righteous converts, the ger tzedek. A community always cares for its own, knowing that as ages pass, true faith is worth persevering for. God will provide.
Children of Israel Samaritan The Samaritans believe that they follow the true religion of the Israelites, as it was before the Babylonian Captivity. Their tenants are similar to those of Judaism, but they have their own version of the Torah and pray facing Mount Gerizim, which they believe is the one true sanctuary chosen by God.
The Readers Karaite Hidden Karaite communities have organized under oppression ever since the time of the Babylonian captivity. These groups welcome both those forced to convert away of Judaism, the Anusim, and those who have secretly become righteous converts, the ger tzedek. A community always cares for its own, knowing that as ages pass, true faith is worth persevering for. God will provide.
Loyal Magi Zoroastrian Believing themselves to be the protectors of understanding and knowledge in a world under the spell of Ahriman's ignorance, Zoroastrians organizing in secret spread the truth and light of Ahura Mazda's wisdom. Charged by their prophet with protecting the water, earth, fire and air, they enlighten others about the struggle between destructive chaos and the good of creation. Even when forced into secrecy there is yet hope, for Zoroaster told of the inevitability of Ahura Mazda's victory.
Mazdaki Faithful Mazdaki The Mazdaki believe that there are two original principles of the universe - the good Light and the evil Darkness. By a cosmic accident, the two has been mixed, and everything is tainted but God. Mankind's purpose is to spread the wisdom of their benevolent God and releasing their own inner Light through good conduct and kind actions.
Manichean Faithful Manichean The Manicheans believe that there are two original principles of the universe - the good Light and the evil Darkness. By a cosmic accident, the two has been mixed, and everything is tainted but God. Mankind's purpose is to spread the wisdom of their benevolent God and releasing their own inner Light through good conduct and kind actions.
Khurmazta Faithful Khurmazta The Khurmazta believe that there are two original principles of the universe - the good Light and the evil Darkness. By a cosmic accident, the two has been mixed, and everything is tainted but God. Mankind's purpose is to spread the wisdom of their benevolent God and releasing their own inner Light through good conduct and kind actions.
Santana Dharma Hindu Followers of Hinduism believe it to be The Eternal Way, and even when forced to utter the blessings of another spirit, some know that in the samsara all things will come to pass, and the natural order of things will return. In the cycle of destruction and creation, death and rebirth, endings and beginnings, no other truth will stand victorious for long.
Eightfold Path Buddhist Those who secretly follow the teachings of Buddha focus on asceticism and distancing themselves of worldly possessions as much as they can without notice. A belief in rebirth into the wheel of life and death makes them distance themselves of all cravings, which bring only pain. There are those who would rather plant a good karmic seed through rebirth than renounce these teachings, as an open profession of faith is not always needed to grow closer to Nirvana.
Harmless Jain To conquer all inner passions is to become Jina. The Jains take five vows of self- discipline and asceticism in their search of spiritual development. Ahmisa: to love and cause no harm to other living beings. Satya: to always speak the truth. Asteya: to never take that which is not willingly offered. Brahmacharya: to adopt chastity or celibacy. Aparigraha: the renunciation of worldly possessions. To be Jain is to never break such vows, even when doing so is in itself a secret that tries Satya to its very limits.
Taoist Faithful Taoist Followers of Taoism revere Tao, the underlying natural order of the Universe – the active expression of Tao for an individual is Te, the inner virtue. Adherents seek to strengthen their Te and prepare for the day they no longer need to stay hidden.
Oathkeepers Reformed Germanic Knowing of the inevitable coming of Ragnarok, as foretold in their saga scriptures, Norse believers will work even in secret to prepare the world for the snowy hell of the Fimbulvetr and the great battles of all-consuming fire it presages. Practicing their secret rituals in the name of the Allfather, they will accept any kind of warrior who can stand with them in the struggle against the chaos and desolation that other faiths seem intent on bringing upon the world.
Oathkeepers of Old Germanic Knowing of the inevitable coming of Ragnarok, as foretold in their saga scriptures, Norse believers will work even in secret to prepare the world for the snowy hell of the Fimbulvetr and the great battles of all-consuming fire it presages. Practicing their secret rituals in the name of the Allfather, they will accept any kind of warrior who can stand with them in the struggle against the chaos and desolation that other faiths seem intent on bringing upon the world.
Perun's True Reformed Slavic Their identities marked by hidden axe amulets illustrating their devotion to Perun, underground Slavic curates pray in wild storms, their voices consumed by the thunder. In time they know that those who hunt them will be as powerless against the coming of Perun as the oak is against the lightning.
Warriors of Perun Slavic Their identities marked by hidden axe amulets illustrating their devotion to Perun, underground Slavic curates pray in wild storms, their voices consumed by the thunder. In time they know that those who hunt them will be as powerless against the coming of Perun as the oak is against the lightning.
Riders of the Blue Sky Reformed Tengri No matter how far you travel, and no matter what unbelievers say, you are always under the Heavenly Father, and standing upon the Earth Mother. This is how the followers of Tengri can be so certain in their faith that they follow it even in the face of persecution. All they have to do to prove their faith is to lift their eyes towards Tengri of the Blue Sky above, feel the protection nature provides, and let their Wind Horses ride in prayer to a better place.
Arrows of Tengri Tengri No matter how far you travel, and no matter what unbelievers say, you are always under the Heavenly Father, and standing upon the Earth Mother. This is how the followers of Tengri can be so certain in their faith that they follow it even in the face of persecution. All they have to do to prove their faith is to lift their eyes towards Tengri of the Blue Sky above, feel the protection nature provides, and let their Wind Horses ride in prayer to a better place.
Children of Dievas Reformed Romuva As children of Dievas, the hidden followers of the Baltic faith know that everything is connected through the divine spirit, even those who oppress them. So it is that they continue their work unabated, spreading the words of the High Priest even among those who are at first unwilling to listen. Through the divine commonality of Perkunas, Saule or Daugava, they believe anyone can find a home with them.
Chosen of Dievas Romuva As children of Dievas, the hidden followers of the Baltic faith know that everything is connected through the divine spirit, even those who oppress them. So it is that they continue their work unabated, spreading the words of the High Priest even among those who are at first unwilling to listen. Through the divine commonality of Perkunas, Saule or Daugava, they believe anyone can find a home with them.
Speakers of Ukko Reformed Suomenusko Even under the rule of another religion, the Suomenusko faith lives strong in some people. Communing with nature, they find their gods in the quiet places of the world. Among the trees, the brooks and the light of the moon, where they worship their divine kings in secret. But silence does not last forever, and it will soon be shattered by the storming in of Ukko on his chariot of thunder, his bolts of lightning striking the faithless to ash.
Axes of Ukko Suomenusko Even under the rule of another religion, the Suomenusko faith lives strong in some people. Communing with nature, they find their gods in the quiet places of the world. Among the trees, the brooks and the light of the moon, where they worship their divine kings in secret. But silence does not last forever, and it will soon be shattered by the storming in of Ukko on his chariot of thunder, his bolts of lightning striking the faithless to ash.
Spirit Keepers Reformed West African As preachers proselytize, there are those who play their part, but in secret turn to the forces around them. No other gods have shown them the small miracles of the world, or the sheer divinity of life and existence. They tell each other stories of how faith does not reside in some otherworldly realm, but in the trees around them, the rocks by their feet, and the waters they drink of.
Spirit Warriors West African As preachers proselytize, there are those who play their part, but in secret turn to the forces around them. No other gods have shown them the small miracles of the world, or the sheer divinity of life and existence. They tell each other stories of how faith does not reside in some otherworldly realm, but in the trees around them, the rocks by their feet, and the waters they drink of.
Zun's Living Fire Reformed Zunist The secret followers of Zun have little need for foreign faiths. The answer to every theological challenge and every moment of doubt is right in the sky above them, every day, without fail. It is what brings life and hope, deserving of every prostration. Just as Zun never fails to bring warmth to the earth and drive the night away, his followers will rise on the other side of their own long night.
Flames of Zun Zunist The secret followers of Zun have little need for foreign faiths. The answer to every theological challenge and every moment of doubt is right in the sky above them, every day, without fail. It is what brings life and hope, deserving of every prostration. Just as Zun never fails to bring warmth to the earth and drive the night away, his followers will rise on the other side of their own long night.
Children of the Sun Reformed Aztec The faithful Aztecs bravely worship their high God, the warrior Huitzilopochtli, despite being surrounded by enemies on every side. If they stay true and send him human sacrifices as gifts, he will lead them to a new dawn, a glorious conquest of fire and blood.
Hidden Flame Aztec The faithful Aztecs bravely worship their high God, the warrior Huitzilopochtli, despite being surrounded by enemies on every side. If they stay true and send him human sacrifices as gifts, he will lead them to a new dawn, a glorious conquest of fire and blood.
The Hellenes Reformed Hellenic Followers of Hellenism worship the old gods of the ancient Greeks and Romans. Adherents sacrifice animals and calculate the future through astrology, believing their deities to be fickle and passionate beings, largely indifferent to the affairs of mortals
The Hellenes Hellenic Followers of Hellenism worship the old gods of the ancient Greeks and Romans. Adherents sacrifice animals and calculate the future through astrology, believing their deities to be fickle and passionate beings, largely indifferent to the affairs of mortals.
The Bön Faithful Reformed Bon Followers of the Bön religion worship many gods and spirits. Adherents seek Great Perfection through the Dzogchen, which is one of the Nine Vehicles (or paths) of the Bön faith. In secret, the Bön Faithful continue to sacrifice animals made of barley flour to appease the higher powers.
The Bön Faithful Bon Followers of the Bön religion worship many gods and spirits. Adherents seek Great Perfection through the Dzogchen, which is one of the Nine Vehicles (or paths) of the Bön faith. In secret, the Bön Faithful continue to sacrifice animals made of barley flour to appease the higher powers.

Short guide[edit | edit source]

All these events are random for AI characters, but they are weighted by various things. It should be noted that Evoke Sympathy and Induct into Faith (but not Induct Child) are not possible if you have the permanent "Branded Apostate" modifier, which anyone (including Emperors) can get if they use the cult's powers too frequently - if you see you have the "Highly Suspicious" modifier, consider lying low for a bit, and not using any Society powers.

Furthermore, while a character with the Zealous trait is almost impossible to Induct into Faith, they are only slightly harder to Evoke Sympathy in - and if you successfully evoke sympathy in a character, they lose the Zealous trait, meaning Zealous characters need not be dismissed as potential converts entirely - though easier to convert characters should be prioritised unless the zealous character would make a particularly useful convert.

If you are the leader of one of these Cults, you will often receive an event where a (normally Stressed ) fellow cultist comes to you expressing their worries and their desire to leave - you will be able to try and convince them to stay by talking about devotion or solidarity, or just let them leave. Assuming you want them to stay, it is highly advisable to get the Gregarious trait, since this gives you an extra, almost always successful option to convince them to stay, which also has a good chance of removing their Stressed trait.

Also note that other cultists can and will induct other characters into the cult, and use "Prepare Grounds" in their own counties, where applicable. They are also much more likely to succeed if they have high Icon diplomacy.png Diplomacy. This means that (as a general rule) the more members in a society, the faster new members are recruited - if you start such a society, then, your early efforts should be on inducting new (preferably high Icon diplomacy.png Diplomacy) members, and only once you have a number of fellow cultists should you use "Prepare Ground" (especially given that while you can use Prepare Ground on any county in your realm, it is only guaranteed to work in your Demesne Counties, and seems to otherwise only work in counties whose Rulers are also members of your Cult).

Finally, make sure your Court Chaplain (or other religious equivalent) is not hunting for apostates, as they may discover members of your society!

Evoke Sympathy[edit | edit source]

Base chances:

Condition Success chance Failure chance
Base chance 60% 40%
Target Kind x3
Target Just x2
Target Trusting x2
Target Patient x1.5
Target Charitable x1.5
Target is religious head x0
Cultist Icon diplomacy.png Diplomacy 12+ x1.4
Cultist Icon diplomacy.png Diplomacy 14+ x1.3
Cultist Icon diplomacy.png Diplomacy 16+ x1.2
Target Zealous x5
Target Cruel x3
Target Arbitrary x3
Target is priest x2
Cultist Icon diplomacy.png Diplomacy 7- x2
Target baron+ x1.2
Target duke+ x1.4
Target king+ x1.7
Target emperor+ x2

The event will give you a choice about how you want to evoke the sympathy of the target. Picking a choice that affects the target will give you a x3 bonus.

Option Traits Educations Other
Talk about friends and family Gregarious Socializer Kind Icon diplomacy.png has friend, has lover, has child with 35+ opinion
Talk about trauma Craven Kind Scarred injured, weak, disability, mental disorder, bad genes
Talk about profit Greedy Ambitious Cynical Administrator Diligent Icon stewardship.png Smart (Genius , Quick , Shrewd )
Talk about personal interest Target must have least 15+ opinion of you. 50+ is sufficient by itself. Otherwise must be friend, lover, liege (direct or not) or close relative, or you must have 15+ Icon diplomacy.png Diplomacy.

Induct adult[edit | edit source]

Base chances:

Condition Success chance Failure chance
Base chance 60% 40%
Target Trusting x2
Target is religious head x0
Cultist Icon diplomacy.png Diplomacy 12+ x1.4
Cultist Icon diplomacy.png Diplomacy 14+ x1.4
Cultist Icon diplomacy.png Diplomacy 16+ x1.3
Cultist Icon diplomacy.png Diplomacy 18+ x1.3
Cultist Icon diplomacy.png Diplomacy 20+ x1.2
Cultist Icon diplomacy.png Diplomacy 22+ x1.2
Target is priest x4
Target Paranoid x10
Target Zealous x100
Cultist Icon diplomacy.png Diplomacy 7- x2
Target baron+ x2
Target count+ x3
Target duke+ x4
Target king+ x16
Target emperor+ x32

The event will give you a choice about how you want to try to convert target. Picking a choice that affects the target will give you a x3 bonus.

Option Traits Education or lifestyle Other
War Brave Icon martial.png Is marshal
Community Gregarious Icon diplomacy.png Has friend, lover, or child with 35+ opinion
Philosophy Erudite Icon learning.png
Ruler Just Ambitious Icon stewardship.png

External guide[edit | edit source]

Guide for converting people to a secret cult

See also[edit | edit source]

Notes and references[edit | edit source]