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Allies in Wars: a player can command its allies in a war, ordering them to hunt for enemy armies, to siege strongholds (either by itself or a specific province), or attach them to a specific army. Artifacts and relics : commissioning swords from skilled smiths, buying fabulous Crown Jewels, hunting for Holy Artifacts. - Hunt Heretics: hunts for members of secret societies. - Sabotage: target province will suffer damage, gain unrest, and may even be made easier to siege. - Administer Realm: increases the speed of cultural conversion in realm provinces, and can fire events adding economic bonuses to any province. - Organize the Army: lowers the upkeep cost of retinue (or horde), and can fire events to train existing or find new commander. - Perform Statecraft: increases threat decay speed, and can fire events which improve relations with random vassals, neighbours, or liege. Germanic Pagans: Demon Worship based on Hel and the Jotuns. Baltic, Slavic and Finnic pagans: 「The Cold Ones」. 「Absorb Lifeforce「 (Steal lifeforce from your children). 「Invite Disciple of Satan「 (Invite member of this societies to join you at your court). 「Dark Divorce「 (Your spouse will be no more). 「Demonic Possession「 (Let demon possess your Vassals, Courtiers, and Rivals. 「Summon Familiar」 (Can choose to summon a Cat, Wolf, Owl, or Raven with different stat bounce). 「Sacrifice to Satan「 (Sacrifice prisoner for Dark Power). Intimidation (Gains favors with target). Write a book of knowledge - the Magnum Opus. Experimenting with drugs and medical techniques. Missions rewarded with Technology Points and Artifacts. Catholics: the Benedictines and the Dominicans. Encourage other characters in their realm to end their sinful ways. Though societies are a patch feature (and can be expanded by mods), all but secret cults are part of the expansion. Members have ranks, working their way up the ladder of societies, unlocking new abilities and triggering new event chains. Societies can be public (automatic join) or secret (need to be offered membership from another member). Societies represent groups of like-minded characters who are working together for personal and mutual profit. Societies open new actions for characters and can lead to new event paths. As the society gains members, it gains power and prestige for its leaders. Characters can join monastic orders, secret cults and Gnostic heresies.
The major feature of Monks and Mystics is the addition of Societies – secret and otherwise. Religious practice imposes a schedule on the chaos of medieval life, and the routine adds harmony to a divided realm.
The bells of the abbey summon monks to prayer while, a continent away, the faithful are summoned by a muezzin’s call.