社团（英文：Society） 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.
|修会||公开||多样化||Religious activities, may toggle celibacy|
|赫耳墨斯学会||公开||学识||10+ 学识||Scientific experimentation, intergenerational stat boosts|
|阿萨辛派||秘密||密谋||Shia, secretly Shia, or near Shia||Defend Shia Islam through intimidation and murder|
|恶魔崇拜者||秘密||密谋||At least one of the seven vices or cynical||Powerful abilities at the cost of possible soul corruption|
|战士公会||公开||军事||Tribal and/or pagan||Combat advantages against religious enemies|
|无||秘密教团||秘密||外交||秘密宗教||Promote your secret religion|
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。
|本笃会||管理||Stewardship bonus unlike other orders.|
|道明会||学识||Bonus to Learning stat.|
|圣巴西略修会||学识||Megaloschemos get higher incomes from religious vassals.|
|圣亚伯拉罕修会||学识||Megaloschemos get higher incomes from religious vassals.|
|圣安东尼修会||学识||Megaloschemos get higher incomes from religious vassals.|
|不二论僧会||学识||Give fertility and health bonus as Acharya.|
|声闻僧伽(Savaka-Sangha)||外交||Diplomacy focus instead of learning. Overall risk of revolt greatly reduced as Arhat.|
|声闻僧伽(Sravaka-Samgha)||学识||Acharya get a high relationship bonus towards all dharmic religions.|
|斯多葛学者||学识||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
Each Trait gives you +Devotion (society currency) and +Member Score%.
Monastic Society Details
|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, or 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.|
|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
|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
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.
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.
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 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.
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 , , or 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 . 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 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 , , and , but their score is reduced by , , , and especially by . 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 , , , , and . 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.
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 , 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 , or trait and removes the 2 others if the character has any of them. Chance of permanent +1 to Learning , or if choosing Scholar and second option, 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 , 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 , , or guests, but displeasing or 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 , , or guest, but frowned upon by or guests.
- Have a feast, pleasing , , , , guests or a Muslim guest, but displeasing or guests, and non- Muslim guests.
- Study together, pleasing , , or guest, but displeasing , or guest.
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 Maguses. 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. When successful, a legendary object granting powerful bonuses in the chosen domain, such as a Pistol (a piece of equipment of the "weapon" category), will be added to your vault.
- 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, 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 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.
- 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). , and 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 .
|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 or curing any illness. In bad outcomes you can get . 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.|
- Challenge another Assassin . Uses Intrigue or Personal Combat to determine victory. Good physical traits such as 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.
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.
A chain of Events will then start. The character will get in the process, and meet a charming adept of the opposite sex that will teach him 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 , or , and sometimes even negative genetic mutations like , , or , 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.
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 doing this mission, the demon worship will have to sacrifice to his evil god (Iblis, Tchernobog, Satan...) any person that is , or , or a priest. In order to do so, you will have to either rapt or capture someone, before sacrificing them.
- Sacrifice a ruler . Same thing as before, 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 , 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 religious authority lose 1%.
- Sacrifice a child . This time, the mission's goal is to sacrifice a child, that has to be kidnapped or captured. It is usually highly rewarded, with 300 Dark Power for the least, as massacring such a young and innocent soul pleases the Dark Gods.
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 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.|
- 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.
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.
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.
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.
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 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.
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||Orthodox, Nestorian , Miaphysite , Catholic , Fraticelli , and other Christian Heresies, Sunni , Shi'a , Ibadi , and their heresies, Zoroastrian , Zunist , Jewish|
|The Cult of Kali||Hindus|
|The Cold Ones||Romuva , Suomenusko , Slavic|
|The Fellowship of Hel||Germanic|
|The Soul Eaters||African|
|Bacchus' Mystery||Hellenic |
Also available for characters in the Roman Empire (after the Roman Renaissance has started) or with Roman culture
Warrior Lodges are societies specifically tailored for Pagans and Tribals - 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 be of the correct pagan religion to join. Pagans will always be able to join their associated society regardless of government type. If you’re NOT of a pagan religion, but you are either Tribal or Nomadic you are allowed to join a pagan society if you fulfill the following conditions:
- Have Tribal or Nomadic Government form
- NOT Zealous
- Have a vassal of, have a Liege of, or border a 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
Becoming Zealous while in a Warrior Lodge while not of the correct pagan faith should boot you from the society. 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 convert religion while in a Warrior Lodge you are allowed to stay (unless you also become zealous, as specified before), you should gain the Sympathy for Pagans trait if this occurs.
These societies should tend to have more AI Rulers in them than other societies - it’s more a club for Chieftains, exceptional warriors and legendary heroes than just anyone who happen to be able to hold a sword.
|1||Duel||The decision to duel someone becomes available.|
|1||Shieldmaiden||Appoint sisters or daughters to shieldmaidens, allowing them to be appointed as commanders.|
|1||Survivor||More likely to survive injuries.|
|1||Lifetime of War||Gain access to more battlefield events while leading troops.|
|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 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.|
In addition, some powers are tied to being the correct religion in that religion's warrior lodge
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 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.|
|4||Create Fetish||West African
The Children of the Storm
|Gain a powerful Fetish artifact.|
"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.
|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!|
Generic names for secret cults use the "(secret religion) Faithful" format.