I will bet 10 unhealthy chickens then. Glad to get rid of them. I'm sure chicken pox is a nice excuse.
Now back on topic; I want to see Pagans, but I'm at a complete loss how to make them interesting. There was no central pagan Authority, and most likely it would just be like christianity but without all the churches and and so on. And everyone hates you and can declare war on you/invade with holy war cb. That is all currently already in the game. With LOR they added Retinues and with SoI decadence and special rules for muslims. So what is special about the pagans that can be implemented in CK2 and makes sense.
I don't believe conversion to christianity should be a given if you choose to play as them. That is not the goal in an Paradox Game

.
1, Viking Raids in the Norse mod were fun. - I always pictured hordes myself moving about the map, raids for manpower (slaves, money, prestige etc all could be possible). The mechanics of the game are less about stability and more about temporary alliances for pagans, taking what you can for now. Rewarding you for the temporary holding and conversion of lands around you not ruling them all as a blob. Wars between tribes are not really wars, but more temporary feuds, pillaging and plundering, while they all band together (and get bonuses from the local population assisting) the second any 'outsider' steps foot in their territory. All in all a more dynamic, less static type of gameplay, with plenty of aggression but the wars not as devastating if you lose. More splintering of tribes, or hordes but a mighty back swing against the more organised empires/kingdoms to give them staying power and balance. = At least in the 'early game', this is what i'd do either in an alternative scenario or if you swung the clock back 200 years and did crown laws that were in the minus.
2, Moral authority of the church having a greater impact. If those lands are not converted, if Rome loses spain, southern italy etc, heresy has more impact, with religious heads for heresies. In fact put the moral authority lower to start with (at any earlier dates) and it takes work to be raised up, make it difficult at first in the earlier periods, thus making playing those european powers struggling to establish themselves more rewarding as you go on. Again this can be modelled in even lower crown authority to start with and more aggressive neighbors.
3, Relations move up and down more between local rulers, more events for that, so your trading partner one year is your raiding target the next.
-edit, more ideas!
4, Pagan Hordes/Warbands - (Crusades), Large amounts of people falling under a warlords banner, if successful great prestige, manpower boosts, wealth for the raiders and
-lowered crown authority for the target-, and/or splintering of the targets sieged vassels into independent realms. If a fledgling kingdom can't protect itself from the enemies at the gate that are ransacking its towns, it's own people don't trust it.
I had toyed with medieval communes to represent this kind of scenario anyway.