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CK2 Dev Diary #36: The Witching Hour

Hi everyone!

I hope you all had a good time during the Holidays. I know I did, but now it’s time to don the crown, strap on the sword and get back to work on Crusader Kings II (and my other game, of course...) Now, what better way to start off the new year than with a bit of harmless witchery? In the terribly long eras before the great thinkers of the Age of Reason would have us replace magic with science, the “occult” was of course seen as a normal part of life, and society lived in fear of curses and evil spells. But… just because you’re superstitious does not mean the witches aren’t out to get you! Just like today, the desperate and the unscrupulous would seek power by any means necessary, including the worship of demons and evil spirits...

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This brings us to my favorite Society in the upcoming expansion Monks and Mystics; the Demon Worshippers. These brothers and sisters of the left-hand path come in several varieties: Abrahamics get “Lucifer’s Own”, Tengri pagans get the “Plaguebringers”, the Indian faiths are afflicted with a particularly nasty type of Kali worship, Baltic, Slavic and Finnic pagans get “The Cold Ones” (evil shamans) and Germanic Pagans have those who curry the favor of Hel and of powerful jotuns. Regardless of religious context, they are all united in their self-serving, utterly ruthless quest for power in the world of the living, and care little for their fate in the afterlife. As they advance through the ranks, Demon Worshippers get powers like “Dark Divorce”, “Summon Familiar” and “Tainted Touch” (a health curse.) Through their network of agents, they can also attempt to abduct relatively low ranking characters. Now, a lot of the content for the Demon Worshippers is hard to explain in terms of placebo effects and natural phenomena, so if you don’t care for the supernatural I suggest simply not joining those Societies (because rooting out their covens and persecuting them through your Court Chaplain is reasonably historical and adds flavor to the game.) However, if you really don’t want them around, you can turn them off through a Game Rule.

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Next up are the infamous Assassins, a Shiite Muslim Society that - unsurprisingly - specializes in murder. The elusive Assassins consider themselves the true followers of Allah, and will do anything to further the advances of Shia Islam and protect their fellow believers. Consisting of loyal warriors as well as competent spies, wielding manipulation and social skills as expertly as a dagger, they specialize in asymmetrical warfare, striking hard at the heart of their enemies. Their special powers include intimidation and murder. For example, they can get a Favor with someone (if you have the Conclave expansion) by leaving a dagger on their pillow. At higher ranks, they can also mark someone for death, so that lower ranked members will get that murder as a mission. Since this Society is also a political entity and a Holy Order of sorts, the Grandmaster gets the power to raise special troops.

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There is more to say about these Societies; their other powers, missions and semi-random events, but I don’t want to spoil it all. Oh, and if you have the Way of Life expansion, you can use “Spy On” to find out if a character is a member of a secret Society like the above...

There won’t be a CK2 stream today, but stay tuned for something next week (and a new dev diary, of course)!
 
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if I were to create a mod which adds Knights Templar society, can I tie it to the existing Knights Templar Holy Order, and get this ability to raise special troops?

We are currently looking into this possibility. We shall see.
 
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Looks fun!
Anychance events around historical witches could be in too?
(con men who pretended to have magic to extort money/food out of peasents, or even nobles, with piety/prestige loses if you fall for it? maybe tying in with hopefully devil worshippers paying tons of cash to a witch to learn some magic (shortcut up the ranks?), and it turns out he's not a witch at all, just a scam artist, so you threw all that gold for nothing?)

One does not merely 'expect' the Spanish Inquisition!

they were required to give advance warning.
Also inquisitions of the time period were pretty boring administrative things, that were generally used to lighten sentences (clerical courts couldnt execute so if you got someone classified as under their jurisdiction they were safe) or as run over courts or cross legal system co-ordination. they didnt really do anything interesting enough to be included in the game. That was a renaissance change.
 
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No Demon Worshipers for West African pagans?
Also, by turning off supernatural events via game rules, you completely disable Demon Worshiper societies?
We are currently looking into this possibility. We shall see.
Awesome! ;)
 
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So will every character be a member of a society? As a player, would there be situations where I wouldn't want to be in a society for any reason other than 'I just can't be bothered to interact with it'?

No, society membership will be a minority thing.
 
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if im in a society? can i see everyone else in my society?
or are there cells or something?

Also, can you dob people in to the church for being society members? or out them to society in the hopes of ruining their reputations and usurping their titles or just kicking them out of society seniority or something if they have that?
or falsify non society peeps as being in your society so any society fallout falls on them not you?
 
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Intriguing new features which once again will be useful for modding purposes.
 
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I can hear all Chaos-worshipping Warhammer: Geheimnisnacht players screaming with joy.

I mean, the Cult system in Warhammer Gehimninacht has been around for a while. What I'm looking forward to is secret Vampires.
 
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Now, a lot of the content for the Demon Worshippers is hard to explain in terms of placebo effects and natural phenomena, so if you don’t care for the supernatural I suggest simply not joining those Societies (because rooting out their covens and persecuting them through your Court Chaplain is reasonably historical and adds flavor to the game.) However, if you really don’t want them around, you can turn them off through a Game Rule.
So what historical examples and cases you have?
 
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Nice, I especially like the ability to secretly follow another religion.

Will there be some sort of goal to work towards with these evil cults, like if you gain enough influence you can come out of the shadows and take over?
 
Tainted Touch can be easily explained by logic.
I mean, even in today's modern world, a lot of people would get a bit nervous if a stranger touched them and said:
"I belong to a Demon Worshiper cult. My touch has now tainted you, and you will die!"
Yeah, I would feel a bit uneasy as well. And if I coincidentally get a headache the next day....well, I might start panicking. :D
And in the highly superstitious medieval world? You can bet people would get nervous.
That definitely warrants -1 or -2 to Health.
 
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When I join Lucifer’s Own as a muslim, would there be an upside-down crescent?

And what about other religion groups?
 
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Are those new western portraits?
 
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