社团

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咯咯炀讨论 | 贡献2019年10月13日 (日) 17:07的版本

社团(英文:Society)是拥有共同兴趣的角色所组成的组织。每个社团都拥有独有能力、任务和成员之间的互动。大多数的社团都仅在DLC icon Monks and Mystics.png修道士与密契者拓展包开启时可用。


DLC 社团 秘密性 属性 要求 描述
DLC icon Monks and Mystics.png 修会 公开 多样化 从事宗教活动,可能会导致独身
DLC icon Monks and Mystics.png 赫耳墨斯学会 公开 Icon learning.png 学识  10+ 学识 专注于科学实验,提升学识能力
DLC icon Monks and Mystics.png 阿萨辛派 秘密 Icon intrigue.png 密谋 满足一下两个条件之一:1.公开或秘密信仰什叶派 2.附近有伯爵及以上等级的什叶派领主且自己没有狂热特质 通过恐吓和谋杀保卫什叶派伊斯兰教
DLC icon Monks and Mystics.png 恶魔崇拜者 秘密 Icon intrigue.png 密谋 至少拥有愤世嫉俗 Cynical.png 特质或者七原罪之一 强大的异能力,可能使灵魂沉沦
Holy Fury.png 战士公会 公开 Icon martial.png 军事  部落制或者原始宗教 在对抗敌人的战斗中取得优势
秘密教团 秘密 Icon diplomacy.png 外交 秘密宗教 宣传你的秘密宗教

修会

修会(英文:Monastic Order)针对于角色学习和教导美德,消除邪恶的特质和转变领地内宗教。 例如,让这些修士会的导师通过给予社团4级角色一些可观的奖励,像是消除其原罪,获得属性奖励或是美德等等。

  • 神学重心
  • 慈善捐赠
  • 帮助修建新的神殿
  • 去朝圣
  • 进行祷告或是冥想
  • 给予精神指导
  • 宣誓独身
  • 解除独身誓言
  • 邀请禁欲者到宫廷
  • 通过事件给予被监护人永久状态加成
  • 转换省份宗教
  • 任务成功时,成员可能会得到一个美德特质 Chaste.pngTemperate.pngCharitable.pngDiligent.pngPatient.pngKind.pngHumble.png(也可能 Content.pngHonest.pngKind.png),或者移除一个七宗罪特质 Lustful.pngGluttonous.pngGreedy.pngSlothful.pngWroth.pngEnvious.pngProud.png(也可能 Ambitious.pngCruel.pngDeceitful.pngCynical.png)。这有利于满足圣人的条件。

变体

修会名 宗教 属性 描述 备注
Benedictine Order.png 本笃会 天主教 管理 本笃会是一个古老的修道院团体,以「Ora et Labora」作为他们的箴言,意为「祈祷与工作」,常常因为他们身着黑色僧衣而被认出。他们崇拜上帝,在祈祷和静默中寻找目的,同时也从事学术上的工作。 管理加成,不同于其他修会是学识加成。
Dominican Order.png 道明会 天主教 学识 道明会能够倾听任何基督徒的忏悔——身穿着黑白相间的修士服,他们领导着宗教裁判所,肩负着辨别异端的使命。作为他们修会的在俗会员,你不该再去追求物质的财富,而是要努力成为真理的探索者。 学识加成。
Community of Saint Basil.png 圣巴西略修会 东正教 学识 圣巴西略的追随者过着苦行的生活,他们在祈祷与工作中寻找目的,通常以帮助他们的同胞的名义劳作。修会的在俗成员不需要过隐士的生活——相反,他们应该把注意力放在帮助社团的成员上。 大圣衣修士从宗教封臣处获得更多收入。
Community of Saint Abraham.png 圣亚伯拉罕修会 聂斯脱里派 学识 大圣亚伯拉罕修会遵循由卡什卡尔的亚伯拉罕所确立的修行制度。其成员发誓严格遵守并服从、传播三位聂斯脱里派圣师的话语,他们分别是聂斯脱里、塔尔索的狄奥多罗斯,还有摩普绥提亚的西奥多。只有识字且严格遵守独身主义的人才能够加入修会。学习和传教是教团的角柱,并且,作为其成员,你有责任向更遥远的东方继续传播聂斯脱里派信仰。 大圣衣修士从宗教封臣处获得更多收入。
Community of Saint Anthony.png 圣安东尼修会 基督合性派 学识 圣安东尼修会遵循最古老的清规戒律,最初由埃及的圣安东尼,底比斯的圣保罗,圣马卡里乌斯和圣帕柯缪建立。埃及沙漠的伟大教父精神使我们重视朴素,顺从和谦卑。合性派修道士的使命是用工作去传播基督的圣言,立足于世界上最古老的基督教修道传统。 大圣衣修士从宗教封臣处获得更多收入。
Adavita Matha.png 不二论僧会 印度教 学识 印度教寺院中的僧侣的目标是成为社会的综合和支柱的力量。僧人可以通过冥想、经文研究或者通过慈善和参与当地经济来寻求灵性启蒙。这些寺院经常被印度统治者所尊崇。 阿阇梨获得生育能力和健康加成。
Savaka-Sangha.png 声闻僧伽(Savaka-Sangha) 佛教 外交 佛教僧院的成员们应遵循一套严格的规则,目的是通过简朴冥想的生活来达到涅槃。比丘们誓言放弃除生存必须外的全部物质财产,只依靠他人的施舍生活。 注重外交而不是学识。阿罗汉可极大地降低叛乱风险。
Sravaka-Samgha.png 声闻僧伽(Sravaka-Samgha) 耆那教 学识 耆那教僧侣立誓信守一些誓词、规章、基本职责和约束。他们弃绝所有的个人财产,寻求净化和自我觉悟。 阿阇梨和达摩宗教有高关系加成。
Stoic Intelligentsi.png 斯多葛学者 希腊多神教 学识 源自希腊的斯多葛学派立足于对冲动与狂热的克制,以求得一种平衡、理性的生活方式,关注睿智、勇气、温和以及正直的美德。大多数门人相信学习哲学与合乎美德的生活能带来幸福。 必须通过决议创立
也允许罗马文化的基督徒、犹太教信徒、苯教和佛教徒加入。

修会可以改变宗教,因为若异端存在,它们总是信仰主流教派。

修会社团贡献

每个特质给予你 +奉献值(社团贡献)和 +成员分数%。

本笃会 道明会 其余基督教修会 不二论僧会 声闻僧伽(Savaka-Sangha) 声闻僧伽(Sravaka-Samgha) 斯多葛学者
主要属性 管理 学识 学识 学识 外交 学识 学识
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%

修会社团细节

能力

能力 社团 等级 花费 对象 效果
搜捕叛教者 道明会 1 免费 被动 作为道明会成员的宫廷司祭在搜捕叛教者方面有显著加成。这是基于朝廷牧师自己的成员资格,而不是领主的。
达摩的智慧 - 声闻僧伽(Sravaka-Samgha)
- 声闻僧伽(Savaka-Sangha)
1 免费 自身 能让你逐渐失去邪恶特质并获得正面特质
<Society Saint> 的智慧 全部,除了
- 声闻僧伽(Sravaka-Samgha)
- 声闻僧伽(Savaka-Sangha)
1 免费 被监护人 你的被监护人在教育中有机会增加属性点,在成人时,还有机会失去恶劣的特质并获得美德。
宣誓独身 全部 2 免费 决议 允许你使用密谋界面中的决议成为独身者。
放弃独身誓言 全部 2 免费 决议 允许你使用密谋界面中的决议停止独身。
给予精神指导 全部 2 300 - 领地中有地角色
- 亲戚
- 社团成员伙伴
允许你右键点击领地中的有地角色或者你的亲戚、你的社团成员伙伴,来改掉他们的恶习。你只能移除你自己所不具备的恶习。
邀请苦行圣者 全部 3 300 决议 允许你邀请一位有学问的苦行者到你的宫廷。
传授美德 全部 3 500 - 领地中有地角色
- 亲戚
- 社团成员伙伴
允许你右键点击你的领地中的有地角色、你的亲戚或者你的社团成员同伴来赋予他们一种新的美德。你只能赋予你自己所具备的美德。
本笃会的勤勉精神 本笃会 4 免费 自身 当你到达四阶的时候,本笃会的同伴将会接触你,来帮你变得更加勤勉。
对省份传教 全部,除了
- 斯多葛学者
4 1000 省份 允许右击一个伯爵领头衔的盾徽,使当地居民皈依你的宗教。
开化省份 斯多葛学者 4 1000 省份 允许右击一个伯爵领头衔的盾徽,使当地居民转变为你的文化。

等级

通用效果

社团 等级 效果
全部 1 +0.05 每月虔诚
-15% 生育能力
全部 2 +0.1 每月虔诚
+1 属性
-15% 生育能力
全部 3 +0.2 每月虔诚
+2 属性
-15% 生育能力
-0.25 神殿建造花费修正
全部 4 +0.5 每月虔诚
+3 属性
-15% 生育能力
-0.5 神殿建造花费修正

修会特殊效果

社团 等级 效果
道明会 4 通用效果 Lvl 4
显著增加宫廷司祭转化省份宗教的能力
圣巴西略修会 4 通用效果 Lvl 4
+10% Clergy Vassal Tax
圣亚伯拉罕修会 4 通用效果 Lvl 4
+10% Clergy Vassal Tax
圣安东尼修会 4 通用效果 Lvl 4
+10% Clergy Vassal Tax
不二论僧会 4 通用效果 Lvl 4,除了生育能力
+15% 生育能力
+1 健康
声闻僧伽(Savaka-Sangha) 4 通用效果 Lvl 4
-8% 国家叛乱风险
声闻僧伽(Sravaka-Samgha) 4 通用效果 Lvl 4
+30 同宗教好感
+15 印度教好感
+15 佛教好感
斯多葛学者 3 通用效果 Lvl 3,除了属性和神殿建造花费修正
+1 学识
+1 外交
-0.25 城市建造花费修正
斯多葛学者 4 通用效果 Lvl 4,除了属性和神殿建造花费修正
+2 学识
+1 外交
-0.50 城市建造花费修正

赫尔墨斯学会

"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. A minor and unimportant fact is that you can not join if you have a Tribal or Nomad government.

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

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.png 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

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

  • Search for ingredients . The character goes for a venture with his apprentice to gather ingredients, and gains 100-300 Esoteric Knowledge depending on the amount he finds. After choosing this decision, the player chooses whether to search for herbs, animal parts, or miscellaneous ingredients. The success chance for finding ingredients depends on the Stewardship, Martial, or Diplomacy of both the character and his gathering companion and also whether either character has the Gardener.png, Hunter.png, or Gregarious.png traits (the relevant attribute and trait depend on the type of search). The failure chance for finding ingredients is increased if either character is a Drunkard.png. 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.png 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.png, Socializer.png, and Attractive.png, but their score is reduced by Shy.png, Stutter.png, Lisp.png, and especially by Incapable.png. 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.png, Poet.png, Gregarious.png, Shy.png, and Stressed.png. 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 coins 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

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.png, Depressed.png 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.png, Theologian.png or Scholar.png trait and removes the 2 others if the character has any of them. Chance of permanent +1 to Learning Icon learning.png, Shrewd.png or Erudite.png if choosing Scholar and second option, Diligent.png 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.png, 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.png, Mystic.png, Theologian.png or Ambitious.png guests, but displeasing Envious.png or Arbitrary.png 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.png, Gardener.png, or Diligent.png guest, but frowned upon by Slothful.png or Paranoid.png guests.
  • Have a feast, pleasing Gluttonous.png, Hedonist.png, Socializer.png, Gregarious.png, Drunkard.png guests or a Decadent.png Muslim guest, but displeasing Temperate.png or Shy.png guests, and non-Decadent.png Muslim guests.
  • Study together, pleasing Erudite.png, Content.png, Scholar.png or Patient.png guest, but displeasing Slothful.png, Wroth.png or Gregarious.png guest.

Events

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.

阿萨辛派

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.png 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

  • 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.png, Dull.png and Imbecile.png 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

Level Activity Effect
1 Borrow money from the Assassins Get 50 coins from the society, or 250/500 coins 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 coins 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.png Possessed.png Depressed.png Lunatic.png or curing any illness. In bad outcomes you can get Gluttonous.png Paranoid.png Slothful.png Possessed.png. 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

  • Challenge another Assassin . Uses Intrigue or Personal Combat to determine victory. Good physical traits such as Strong.png 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.

恶魔崇拜者

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

To enter this terrible society, one has to have one of the 7 Sins traits: Lustful.png, Gluttonous.png, Greedy.png, Slothful.png, Wroth.png, Envious.png, Proud.png, or one of the traits: Cannibal.png, Cynical.png, Drunkard.png, Hedonist.png, Impaler.png, Lunatic.png, Lustful.png, or Possessed.png. 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.png in the process, and meet a charming adept of the opposite sex 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.png, or Cruel.png, and sometimes even negative genetic mutations like Lisp.png, Hunchback.png, or Clubfooted.png, 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

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 you 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.png, 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.
  • Spoliate a temple. Once this mission is accepted, one will receive a series of Events after selecting the temple he wishes to spoliate, and upon success gain 200-300 Dark Power. The temple will gain the Spoliated 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

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.png 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

  • 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.
  • A child from Unholy Impregnation will have either the "demon_child_fake" or the "demon_child_non_pagan" flag (50/50 split) which is the flag for the demon child events.

Events

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.png or Cruel.png 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.png, Possessed.png, Dull.png or Robust.png traits for instance.

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.png, Possessed.png or Arbitrary.png are very likely to appear randomly.

Hiding

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

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

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 Fraticelli.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 Germanic.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

战士公会

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.png 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 Germanic.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 Bon.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.png
  • 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

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.png, Duelist.png, or Hunter.png.
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

Level Power Lodge Effect
1 Toughness Bön.png

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

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.png

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.png

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

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.png

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

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

The Children of the Storm
Gain a powerful Fetish artifact.

秘密教团

"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

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

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
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.

External guide

Guide for converting people to a secret cult

另见

注释和参考文献