Whoa this is impressive and looks like a lot of work !
We may take some inspiration from Fighters Guild scripts for a Witcher guild (in a distant future...), I had exactly that mechanic in mind, maybe with some extended RPG combat against monsters (though that would be quite some work...)
Good luck! I love how the society framework and its mechanics are so easy to modify and work with, likewise the quests. It can be a great deal of work, but the system is very open-ended and allows for a lot of creativity.
Would each different Secret Followers cult have its own unique abilities? Or will they just be generic?
All secret religious societies use the same basic template and have the same mechanics. Although, people who secretly follow certain religions (e.g. the Daedric cults) have some advantages (which I will go into in a later Dev Diary)...
Quick question, like so many mods will the have HUGE issues in multiplayer or will it be ok like HIP/CK2+?
Edit
Will we also eventually get better human portraits akin to CPR+?
Can't say about MP because I've only done singleplayer. As far as portraits go,
@saffronmar handles our portraits, so he might be able to shed some light on that question.
They look neat, but it appear that my mods will no longer be useful for Elder Kings, that's something I'll have to keep in mind.
One thing intrigue me however, your 4 society ranks were moved to the left a bit, is there some hidden 5th rank in there?
Some societies only have four ranks, but there's some societies that have many more.
I'd restrict who can join the Greybeards by culture in addition to religion (i.e. Atmorans and Nords, maybe Falmer at a stretch) and disqualify rulers entirely (I'd argue the same for the CotAM), except the Dragonborn/blooded (who are obviously exempt from cultural and religious restrictions too). Even Ulfric had to leave to become Jarl. I know it's not optimal from a gameplay perspective, but the Greybeards have always been a select group.
The Greybeards have been select, that's true, but how select they are is something that seems to me to be a bit of a grey area. Since the Greybeards and Moth Priests are the only societies that aren't trade guilds, I like keeping them accessible for players who want an alternative to the traditional pathway of studying specializations and doing field work.