Feudal unreformed pagans typically use gavelkind succession. They also seem to lack the ability to holy war or to call "crusades". Priests cannot marry and cannot inherit. The reformer's courtiers at home, dynasty members, and vassals will always follow in the reformation if they are below playable tier. Reforming a faith costs 750 piety. There was much continuity in Hellenistic religion: the Greek gods continued to be worshiped, and the same rites were practiced as before. Such penalties usually function to prevent any rival faith from taking their lands in spite of being relatively weak and of a rival faith that normally could be easily holy warred. With Monks and Mystics, Zunists characters may join the Hermetic Society. It requires either control of three holy sites and 50% moral authority, or control of all five holy sites. When the religion is reformed, rulers of the faith may choose to accept or reject the new order of things. Access to Hermetic society. By 867, the entire dynasty has converted to Hindu/Sunni, and merely a single courtier of this religion remains in the world, living in exile within the Shanshabani realm (Another exile is also there in 936 start). Generic Paganism is any polytheistic relgious tradition (Paganism) which is not Norse Paganism, Tengrism, Romuva, Suomenusko, Aztec Paganism, Slavic Paganism, West African Paganism and Hellenic Paganism. Pagans tend to be powerful in early years but weaken as time passes for several reasons: There is hope, however: should the Pagan faiths become reformed, the faith's survival is almost set in stone. Due to the Germanic faith's long and combative relationship with Catholic western Europe, there are a number of unique events between them. The default succession law for tribal unreformed pagans is elective gavelkind. Enatic Clans doctrine is extra powerful because one can easily 'breed in' several bloodlines by simply doing matrilineal marriages over a few generations. Agnatic law is enforced, open succession law is unlocked. "Offensive" pagans get a bonus to their levy size (+30% levy size for Germanic, for example). Levy size & attack bonus from unreformed Tengri faith will be lost. The pagan homeland attrition penalty does not function, however, against other unreformed pagans. Women can take up to 3 consorts. The new reformation system allows players to build their religion for their preferred play-style and to combine incompatible characteristics. Each temple looted in a raid gives +1% to moral authority. The lack of a formal religious tradition means that pagans have a harder time spreading their faith outside pagan lands. AI rulers only try to convert provinces if zealous. No male in the council. The concept of Hellenistic religion as the late form of Ancient Greek religion covers any of the various systems of beliefs and practices of the people who lived under the influence of ancient Greek culture during the Hellenistic period and the Roman Empire (c. 300 BCE to 300 CE). Partially redundant with Sea-Bound doctrine. With Holy Fury, Zunists can raid after reformation, as long as the reformed faith does not have the Peaceful nature. Various festivals. In particular, if Paderborn is held by a Germanic ruler and a Christian ruler occupies its temple of Irminsul (which normally occurs in the Charlemagne DLC's scripted invasion of Saxony by Karl of West Francia), all Catholic and Germanic rulers will receive a pop-up that the Catholics have burned the holy site of Irminsul, causing the Germanic faith to lose 10% moral authority for 10 years. AI rulers are less likely to start wars, plots and factions. Matrilineal marriages are disabled. Those who stick with the old ways are considered heretics by the reformed faith, and may be targeted by holy wars. Patron Deities, Ancestor Worship. Pagans may fight back in the name of the old gods, and even seek to eliminate the monotheists from Europe. Tengri, worship of the Sky Father, is the religion of the Steppe and the bulk of its followers are nomads, whose lands stretch from Danube to Mongolia. If gender flexibility is desired, Ancestor Veneration can be chosen for Eldership succession. This allows defensive pagans to defeat enemy armies twice their size with ease. Benefits of becoming a member The traditional religion of the Ancient Greeks involved espousing the Hellenic values and virtues revolving around the Greek gods, in particular, the twelve Olympian gods, as a way of life. Eldership succession law is allowed. The Short Reign relations modifier is three times more severe for pagans. Crusader Kings 2 Religion IDs The below table contains all 53 religions from Crusader Kings … They also have access to two special casus belli: Most pagans have defensive attrition, massively reducing the supply limit for non-pagans invading their homeland. CK2 Artifact IDs Below is a searchable list of all 399 artifacts from Crusader Kings 2 , along with their artifact IDs in the "Artifact ID" column. Bön is also unlocked by Jade Dragon, and Horse Lords allows playing of pagan nomadic rulers. For feudal pagans, reforming makes it possible to raise crown authority to any level. Ancestor Worship decision available. No female temple holders. To help in the struggle against unbelievers, each reformed faith gets a single holy order. They also cannot reform to Feudalism or a Merchant Republic unless they Reform or convert to a non-pagan religion. Independent lieges of this religion can construct, Religion is resistant to proselytizing + Stability, Fleet can navigate through major rivers, but maintenance cost remains full + Stability, Religion is resistant to proselytizing. The Germanic reformer becomes the Fylkir, a ducal-level secular leader similar to an Islamic Caliph. However, the religion's holy sites are scattered far and wide making reformation very hard. Ancestor Worship. The Short Reign penalty is reduced to merely double the normal amount for Germanic pagans among the same Germanic faith, but Old Germanic pagans will have the full -45 penalty in addition to the heretic penalty. However, invaders can negate the attrition by quickly building a fort in each province they enter, or by having Military Organization 4 in their capital. Use the Delve into the Classics and pick to study Hellenic Religion. Pagan vassals are more likely to seek independence, and gain warscore more rapidly than others in independence wars. Enatic law is enforced, open succession law is unlocked. The faith is in a strong position in the 769 start as north Africa is mainly ruled by tiny Muslim realms which can easily be conquered after consolidating your position in the south. Reformer becomes the first religious head. These doctrines are tied to the reformer's religion. Despite similarities between autonomous reformed paganism and Dharmic religions (followers of both has religious branch trait), the former still needs to deal with heresy (old pagan religion), while the latter has no heresies. This page is currently under construction. These doctrines can be picked no matter the reformer's religion. However, by 1337, only two chiefs in northern Finland/Sweden follow the faith, with the rest of Finno-Ugric lands being divided between Catholic/Orthodox Christians and the Sunni Golden Horde. Either find one of the few characters that have it as their religion, either a few generated courtiers from Monemvasia in start date 769, or from Incitatus, the immortal horse rival. Cairo is distant and usually controlled by major Muslim powers. This applies even when one is the attacker, and on territory held by another lord; Only the dominant religion of the province you are standing upon matters. Can built temples dedicated to the Olympians, each providing different bonuses. It also supports early-game dominance - you are next-to-none as a Germanic ruler in 867. Access to monastic feudal government with Tibeto-Burman culture group. With Holy Fury, the Hellenic and Bön faiths can be reformed. Now that you have no fast way to expand through pagan lands, you may wish to convert to a culture that allows use of the Tribal Invasion CB, so you can quickly expand through infidel lands instead. With Holy Fury, each pagan faith (except Aztecs) has an associated Warrior Lodge, a society focused on combat. Raiding culture allows the use of armies to raid while fabricating claims, and still get piety for remaining at peace. AI rulers only try to convert provinces if zealous Acquiring the faith to begin with requires you to convert religions or use Ruler Designer, and its holy sites are split up between the Italia, Britannia, Spain, Francia, and Maghreb. Defensive attrition is a powerful deterrent in the early game. might be possible owning 3 sites (for 30%) and going on conquest through the balkans, hellenes are pagans so they have the county-conquest CD and every conquest gives 1% authority. With the exception of the reformed Germanic religion, the faith will also immediately gain a holy order. choosing Polygamy for Hellenism, which has no access to concubinage or choosing the Children of Perun doctrine to make use of major Russian rivers to transport armies). Reformed religions gain access to holy wars, usable on any target of a different faith (including other pagans). Romuva is the faith of the peoples on the east coast of the Baltic Sea, worshiping such deities as Dievas, Perkunas, and Laima. Lastly, pagans may, by decision, convert to the religion of a spouse or concubine of a different faith. Ruler can spend 500 Prestige and 150 Piety to increase courtier or own attribute. Zunists and Mongols may use Ultimogeniture; Bön may use both regular and elective gavelkind when tribal, and may also use primogeniture and ultimogeniture when feudal (or monastic feudal); Romuva/African may use Eldership when tribal; and rulers of the Celtic culture group always have the option for Tanistry. Rurik Rurikid, Petty King of Holmgarðr in 867, is the historical founder of the Russian Empire. It originated in ancient Greece and with the conquests of Alexander the Great and the Roman Empire, it would go on to become the dominant religion in the Mediterranean world until the rise of the Abrahamic religions, especially Christianity. Check back as new material is added! Suomenusko, religion of the Finno-Ugric people stretches from the Baltic Sea to Siberia. Location Games: Crusader Kings II: Mods: Roman Invasion- a Hellenic horde mod: Files. Large nomadic realms continue to grow in strength as long as the khans continuously increase the number of empty holding slots they control. Raiding unavailable if culture doesn't allow raiding.Hunting focus is unavailable.Holy wars and great holy wars are unavailable, but county conquest CB is available.Dueling comes with a Piety cost.Cannot create warrior lodge if it does not already exist.AI rulers will not convert provinces. Hellenic Rulers can use the County Conquest Casus Belli, but they cannot declare Holy Wars nor subjugate other Pagans. In game terms, reformed pagans no longer face the restrictions on crown authority, succession, independence wars and conversion that other pagans do. Incompatible with Religious Tax and Civilized doctrines, Incompatible with Sons of Ragnarok doctrine. Another approach is to try new mechanics (to pick Haruspicy, Animism, Veneration) or to add useful abilities to existing faiths (e.g. The African faith is followed by the peoples of sub-Saharan Africa. The homeland attrition penalty does apply to reformed pagans of another faith, but the "old faith" heresies have no such protection against the reformed churches of their specific branch of paganism. https://crusaderkings-two.fandom.com/wiki/Hellenic_Paganism?oldid=14303. Rulers lose prestige when at peace for too long. Wicca is a unique Pagan religion in that we really don’t have our own pantheon of Gods. This shows another bonus from raiding culture; with the combination of Equality and concubinage, kidnapping male princes also allows for strong claims for heirs on raided lands, and the prestige of having noble male consorts for female rulers. However, it only applies to the homeland, and pagans have difficulty converting provinces due to low. The last playable Slavic ruler is Chief Testislaw of Dyrmin. If you're interested in following a Hellenic, or Greek, Pagan path, there are a number of books that are useful for your reading list.Some, like the works of Homer and Hesiod, are accounts of Greek life written by people who lived during the classical period. Pagan religions retain some features when reformed, regardless of the features chosen during reformation. Interfaith marriage is unavailable. Reformed religions lose access to subjugation wars, one of the fastest ways for pagans to expand. If tribal, remember that demesne counties which are still following the old faith will give less tax and levies. This severely slows down early-game conquest of the typically smaller, fractious pagan realms by expanding Abrahamics. Restore the Roman Empire as a Christian Emperor with Greek, Italian, or Roman culture, which unlocks an opportunity to restore it. This faith is exceptionally limited - it has all the disadvantages of unreformed paganism and none of the benefits, nor can it be reformed. Seers (court chaplains) have a significant penalty to the chance to convert provinces on top of their likely-lower moral authority, and vassals cannot be demanded to convert. Depending on the spread of the faith before reformation, heresy may or may not become a major issue. The Hellenistic historical religion is a polytheistic, with a pantheon of twelve major gods, the Olympians, who were Zeus/Jupiter, Hera/Juno, Poseidon/Neptune, Demeter/Ceres, Ares/Mars, Hermes/Mercury, Apollo, Artemis/Diana, Aphrodite/Venus, Hephaestus/Vulcan, Athena/Minerva and either Hestia/Vesta or Dionysus/Bacchus. Sacrifice action (unless Peaceful). Ironically, the low technology is a greater issue after the adoption of feudalism, as feudal realms require higher tech for the construction of buildings. While three of the faith's holy sites are in Scandinavia, the other two are in mainland Europe and often held by strong Christian rulers. The principal ability of defensive pagans (Romuva, Slavic, Suomenusko & African) is a tremendous boost in combat when fighting on home ground. Alternatively, feudal kings and emperors can enact the "Full Council Authority" law and adopt feudal elective succession. All defensive pagans have access to Ancestor Worship & Choose Patron deity decision. If you need Braunschweig to reform the Germanic faith it is best to conquer it in 769, while the Saxons still control it. Pagan territories are usually significantly technologically behind all other cultures' territories, with the exception of Germanics having a tremendous lead in shipbuilding at the start of 867, as well as receiving said bonus after some time at the 769 start. Holy Sites: The religious head can decide upon death to. Incompatible with Eternal Riders and Invaders doctrines. AI rulers are more aggressive.AI rulers only convert same-group provinces and only when zealous A religion's nature determines its attitude toward warfare and religious conversion. Ship maintenance reduced to 10%. From Drew Campbell: “Hellenismos is the traditional, polytheistic religion of ancient Greece, reconstructed in and adapted to the modern world. However, all the random events based on traits (which drop relations by 15 for those without and raise by 15 for those with the trait) are the same, along with the end bonus of 100 piety and prestige and +15 to vassal relations for one year. Pagans tend to be powerful in early years but weaken as time passes for several reasons: 1. While its holy sites are in locations which are easily taken, most of them lack a temple holding which means holy sites only give half of the usual Moral Authority, forcing Tengri rulers to either build temples or take control of all holy sites. Judaism is the religion, philosophy and way of life of the Jewish people. Reforming the religion removes these restrictions, allowing tribal rulers to use gavelkind and allowing feudal rulers to use primogeniture. Germanic rulers lose their retinue size bonus and now get penalties for raised levies like other rulers. Ilmen in 769 already holds Novgorod as its capital, is a decently strong start, and has the advantage of being able to flip to Russian culture once the faith is reformed, allowing the acquisition of the "Russkaya Pravda" achievement. Ilmen is also surrounded primarily by weak Suomenusko and Romuva pagans and is shielded by an ocean from the Norse until the Viking Age event triggers, giving plenty of time to solidify power. Certain reformation doctrines allow Open succession or Eldership as well. Tribal vassals who follow in reformation will no longer have opinion penalties for higher levels of tribal organization, no longer faction to lower tribal organization, and will usually vote in favor of increasing tribal organization. With , reformers can decide doctrines for the reformed faith. In early start dates Kiev is vulnerable to Tengri nomads (it borders the Magyars), so you may find that fabricating a claim to conquer Rugen is an easier way to get your third holy site. Playing from this start is more difficult, as Kiev is bordered to the south by the Tengri Khaganate of Magyars. The Zunists are unique in that they are somewhat of a hybrid of the Offensive and Defensive; generic Paganism grants no bonuses. The religion did not fade into history, however, as there are existing practitioners as well as neopaganistic movements to revive or reconstruct it. AI rulers will only convert same-group provinces. If there is levy size & attack bonus from unreformed religion, it is lost. Tax on subjects of different religious group is allowed. Prisoners of different religions can be sacrificed for Piety. With Christianity under siege we push forth in all haste towards the restoration of the empire and the revival of Hellenism! Version 1.9.0 of Britannia - The Winter King. Nomads have their unique nomadic succession which does not split the realm like gavelkind. Hellenic pagans also have no special pagan bonuses to keep them safe from attack like the other pagans do. Male pagan rulers may take up to three concubines in addition to a wife (except for Hellenic pagans who cannot have multiple spouses or concubines unless the polygamy doctrine is chosen when reforming). In game, however, Hades/Pluto is included as an Olympian in Hermes/Mercury's place, although he wasn't considered one in real life. In later starts, expanding north becomes increasingly difficult and by 1066, many rulers of the area have converted to Islam. Crusader Kings II Wiki is a FANDOM Games Community. Each pagan faith has one unique doctrine, which has features of two or more generic traits. Women can take up to 3 consorts. Pagan non-nomads normally requires the Old Gods or Holy Fury DLC to be playable. It combines mechanics from Dharmic religions and defensive paganism and offers quite a unique gaming experience. The public practice of the Greek religion was made illegal by the Emperor Theodosius I in the fourth century of the current era, and this was enforced by his successors. +2 Learning to any Temple holder of the religion. Aztec Pyramid construction. Concubines not allowed. Pagans follow the old polytheistic traditions, spurning the Abrahamic and Indian religions' talk of a segregation between physical and spiritual realms in favor of polytheistic physical gods. Agnatic, agnatic-cognatic, cognatic laws are restricted. – Miles Rout Jul 22 '13 at 6:48 AI rulers will try to convert their provinces. Before patch 3.0, Hellenic paganism also fell into this category. Two of the religion's holy sites are located within de-jure Lithuania (with another site close by), making it one of the easier pagan religion to reform. It maintains a world class library and publishes internationally acclaimed journals in the field. Feudal rulers bordering rivers will eventually increase their fort level to the point that Germanic pagans can no longer navigate those rivers. Zun can also be reformed like other pagan faiths. Diviner read signs before a war to try to improve troop morale. I'm seconding CK2+ for hellenism. Holy sites: Perm, Ryazan, Novgorod (shared with Slavic), Saaremaa, and Kexholm. In fact, if they have high moral authority, and have damaged rival religions' moral authority with their conquests and stolen holy sites, or control unreformed pagan lands, they will soon be flooded with notices of conversions of territories that are held by their vassals, who will put forth serious effort to convert their lands to their new faith. Reformation tends to grant benefits of stability and the capacity to declare wars on larger-scale targets that smaller pagan nations couldn't attack, but lose many of the benefits that would help a small pagan nation expand more readily or defend itself from larger targets. Historically, the pagan faiths were gradually supplanted by Christianity, Islam, Dharmic religions, and Eastern religions, but this does not necessarily happen in the game. They can easily convert provinces by pillaging every holding in a province. Generic Pagan rulers cannot be created with Ruler Designer but there are few events in game which spawn Pagan courtiers to game, which permit granting of titles or education of children. Most pagans may raid neighboring provinces (and coastal provinces, if ships are available) for loot and prestige, even without a tribal government (which majority of the pagans are). Incompatible with Sons Of Ragnarok and Invaders doctrines. Penalty to moral authority and to mission. Germanic pagans do not have to reform to create the Jomsvikings; instead, they must control Stettin, Wolgast, Rügen or Werle.). Certain pagans have access to additional succession laws. People who follow this path are known as Hellenes, Hellenic Reconstructionists, Hellenic Pagans, or by one of many other terms. Tengri and Aztec pagans do not have defensive attrition (though Tengri invaders can ignore it). Hellenic Paganism, as of Holy Fury (Patch 3.0), can now be revived as a religion. Ancient Religions is a mod that aims at recreating dead religions in the time-frame of vanilla Crusader Kings II.. For an insightful analysis of gender issues in Greek mythology, I recommend Ginette Paris' books Pagan Grace and Pagan Meditations (Spring Publications). Patron Deities. Raiding unavailable if culture doesn't allow raiding. Reformed pagans will gain a sudden bonus to their conversion rates. Having young concubines (below the age of 45) gives a monthly prestige gain, which is especially useful for tribal and nomadic pagans. Equality allows the player to not only land females, but also to get even higher scores since female dynasts could have consorts, who as concubines provides prestige. Reforming the Aztec faith is possible but extremely difficult. Alternatively, you could change it to OR = { AND = { religion_group = christian [newline] religion = hellenic_pagan } (or something along those lines) to enable the Hellenic religion to reform the empire as well. Add file Roman Invasion 0.7. Heir Designation is allowed (if at least one of. After the 1200s, most of Lithuania is feudal and by 1337, it stands as the last pagan kingdom in Europe, surrounded by Teutonic Order, Golden Horde, Poland and Novgorod. Faith is widespread in earlier starting dates, among the multitude of petty rulers, but is in decline from 1066 onwards. However, the Sons of Abraham demon child event chain will create Zunist "witches", who can be married matrilineally or assigned as guardians to children with the Faith or Heritage focus. There are no Hellenic rulers at any start date, but Hellenism can be revived in several ways: There is one special pagan faith that normally only appears in-game as the listed religion of long-dead historical figures. Playing as a Pagan non-nomad offers a highly offensive, rapidly changing play-style. Our education program – Education Our clergy training program – Clergy Videos posted on YouTube – Videos Ritual scripts written by members – Rituals Filename Roman_Invasion.rar Category Full Version. He is a culturally Norse Germanic pagan but has a Slavic son. Generic Tengri paganism allows for more levies. Hellenic Faith is a website dedicated to Julian Hellenism, a reformed denomination of Hellenism, the polytheistic religion of the Graeco-Roman world, influenced by the teachings and writings of Julian the Philosopher (r. 361-363 ACE) and the divine Iamblichus (c. 245-325 ACE). Because raiding counts as war, and they have county conquest casus belli that require no reason for war, however, few rulers need find themselves short on wars for long. Reforming a pagan faith establishes a formal religious hierarchy and scripture - adapting elements of the Abrahamic faiths in order to more effectively oppose them. However, since Patch 3.0 made it playable, there are a few ways to revive it: Head - None (Dead Religion, no rulers have it as a religion in game), Holy sites - Syrakusa, Thessalonica, Athens, Rome, Alexandria, Catholicism • Catharism • Fraticellism • Waldensianism • Lollardy • Orthodoxy • Bogomilism • Monothelitism • Iconoclasm • Paulicianism • Miaphysitism • Monophysitism • Nestorianism • Messalianism, Sunni Islam • Zikri Islam • Yazidism • Ibadism • Shia Islam • Druzism • Hurufism, Generic Paganism • Norse Paganism • Tengrism • Romuva • Suomenusko • Aztec Paganism • Slavic Paganism • West African Paganism • Hellenic Paganism.