Societies are associations of characters who share a common interest. Each society enables special abilities, quests, and interactions among members. Most societies require the Monks and Mystics expansion.
|Monastic Order||Open||Varies||Religious activities, may toggle celibacy|
|Hermetic Society||Open||Learning||10+ learning||Scientific experimentation, intergenerational stat boosts|
|The Assassins||Secret||Intrigue||Muslim, or near a Shia ruler||Defend Shia Islam through intimidation and murder|
|Demon Worshippers||Secret||Intrigue||At least one of the seven vices or cynical||Powerful abilities at the cost of possible soul corruption|
|Warrior Lodge||Open||Martial||Tribal, Nomad or pagan||Combat advantages against enemies|
|Depends on religion||Secret Cult||Secret||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]
|Benedictine Order||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||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||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||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||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||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||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||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 Intelligentsia||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%.
Monastic Society Details[edit | edit source]
Abilities[edit | edit source]
|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
|1||Free||Self||Makes you lose wicked traits and gain pious ones over time.|
|Wisdom of <Society Saint>||All except
|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
- 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
- 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]
|All||1||+0.05 Monthly Piety|
|All||2||+0.1 Monthly Piety|
|All||3||+0.2 Monthly Piety|
-0.25 Temple build cost modifier
|All||4||+0.5 Monthly Piety|
-0.5 Temple build cost modifier
Order specific 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 |
|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|
-0.25 City build cost modifier
|Stoic Intelligentsia||4||Common Effects Lvl 4 except Attributes and Temple build cost|
-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."
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:
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.
[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 & Gardener is best; for animal parts high Martial & Hunter ; and high 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 , Shrewd or Erudite if choosing Scholar and second option, Diligent and a ten years +2 increases in Learning 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, 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.
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 .
Assassins abilities[edit | edit source]
|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 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.
|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.
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".
|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.||Orthodox, Nestorian , Miaphysite , Catholic , Fraticelli , and other Christian Heresies, Sunni , Shi'a , Ibadi , and their heresies, Zoroastrian , Zunist , Jewish|
|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|
|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 , Suomenusko , Slavic|
|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|
|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|
|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|
|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 |
Also available for characters in the 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:
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 Nomadic 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]
|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]
The Sentinels of Light
|Spend renown to remove physical injuries|
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.
The Champions of Perun
|Summons a landless Slavic lodge member to lead a band of warriors in an ongoing war.|
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.|
The Band of Medeina
|Instantly builds fortifications in settlements for renown cost.|
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"
Some 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.
|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).
|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.
|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.
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 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 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]
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.
Induct adult[edit | edit source]
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|
|Community||Gregarious||Has friend, lover, or child with 35+ opinion|