Post by aspenivan on Nov 22, 2015 0:13:24 GMT
Kingdom Piety
Piety represents how integrated your religion is into your faction's culture and how devout your people are. Having a pious population adds significant bonuses as your people are happier with their ruler and the local religious establishment exerts more influence in support of your monarch. Piety is measured on a numerical scale based on how strong the clergy is and the activities of missionaries and other agents.
The exact penalties for defying your clergy may be determined by monarch traits and vary from case to case within the proscribed limits of your Piety. Some rulers are better at handling pious subjects than others - any bonuses to working with religious NPCs apply to dealing with Pious subjects as well.
Piety Ratings range from 0 to 12, with bonuses at several intervals as the rating increases. Piety towards other religions in your realm subtracts from your Piety, and if it goes negative, a substantial number of your subjects are actively practicing a religion aside from the state religion. You gain the similar benefits to the normal piety rating as you push further into the negative, but according to the other religion's Piety Table.
Piety Influences
-- Religious Constructs: See Constructs thread.
-- Neighboring Kingdom has 8 or more Piety: +1 Piety
-- Vaekirate mission in lands (if Orthodox Aedakom): +2 Piety
-- Successful Mission action: +1 Piety if Priest, +3 if High Priest as long as retinue is continuously working in target realm.
-- Failed Mission action: -1 Piety and cannot send additional missions of your religion to target realm for 3 turns.
-- Roleplay and Lore: +1 to +3 Piety for in-game roleplay or lore posts.
-- Suppression of worship: Negates up to 5 Piety towards heathen/heretic religions. Level of suppression depends on how open and vigorous suppression is. Low levels may involve subtle and covert shunning of worshipers or harassment using other excuses. Higher levels involve public executions or obvious persecution.
Suppression will not push Piety below 0.
Currently Known Religions/Piety Tables
Aedak
Orthodox Aedak
The monotheistic religion brought from the South during the Great Conquest, emphasizing social order and dignity. It is administered by a formal hierarchy of clergy officially led by the Messarom Vaekir.
Piety
-- 0 Piety – Aedak is not integrated. No benefits, but no expectations on your Monarch.
-- 3 Piety – Levies have slightly improved morale. Aedak has begun to take root in your faction. Monarch is expected to at least show lip service to Aedak. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – Food Villages produce +1 gold/turn. Monarchs are expected to obey dire calls from the Vaekirate such as excommunications, Holy Wars or Missions. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Villages supply +1 Levy when raised. Aedak has taken root and is now the major religion of your people. Monarchs are expected to refrain from warfare with other pious Kingdoms. Failure to meet expectations results in notable unrest.
-- 8 Piety - Free Permanent Priest Retinue. Monarchs are expected to behave as pious Aedakom by attending services, seeking priests and other public acts of faith.
-- 9 Piety – Pilgrim traffic generates +1 gold/turn from trade routes. Monarchs are expected to respond in some way to all Vaekirate decrees.
-- 10 Piety - Non-food Villages produce +1 gold/turn. Monarchs are expected to go out of their way to assist the Vaekirate when asked, including donations and contributing to projects.
-- 12 Piety – Free Permanent Tovenaar Retinue. Your people are exceptionally faithful and a model of faith throughout the empire. Rulers are expected to be upstanding Aedakom and avoid associating with unfaithful rulers. Failure to meet expectations results in great unrest or rebellion.
Raegar-Aedak (Aedakom Heresy)
A version of Aedak that places ultimate authority not in the Vaekirate, but rather in the heirs of the Prophet-Emperor Raegar. It emphasizes holy war and Aedakom rulership over actual conversion of the masses.
Piety
-- 0 Piety – Raegar-Aedak is not integrated. No benefits, but no expectations on your Monarch.
-- 3 Piety – Professional units have slightly improved morale and cohesion. Raegar-Aedak has begun to take root in your faction. Monarch is expected to at least show lip service to the Khaitis Dynasty. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – City Districts supply +1 Levy when raised. Monarchs are expected to behave as pious Aedakom by attending services, seeking priests, keeping oaths and other public acts of faith. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Villages supply +1 Levy when raised. Aedak has taken root and is now the major religion of your people. Monarchs are expected to raid and/or conquer pagan neighbors. Failure to meet expectations results in notable unrest.
-- 8 Piety - Free Permanent Warrior-Monk Retinue. Monarchs are expected to have a Khaitis Trade District.
-- 9 Piety – All levies have improved morale and cohesion. Monarchs are expected to avoid/cut ties with Orthodox Aedakom.
-- 10 Piety - Free Permanent General-Warrior Retinue (1 retinue with 2 types). Monarchs are expected to wage open war against pagan neighbors.
-- 12 Piety – General and Warrior retinues have unbreakable morale. Your people are exceptionally faithful and a model of faith throughout the empire. Rulers are expected to be upstanding Aedakom, avoid associating with unfaithful rulers, and continuously wage war against all pagans. Failure to meet expectations results in great unrest or rebellion.
Elonese Aedak (Aedakom Heresy)
A version of Aedak that developed in Elon long before the Great Conquest, after a missionary's journey to the North. It accepts the holy texts but does not see them as the ultimate spiritual authority, instead relying on an ancient moral philosophy of justice.
Special Buildings
-- Hachaim Monastery: Custom Outpost. +1 food slot if within builder's territory, bonus to Elonese Aedak Mission actions in area, Wooden fortifications, space for 1 army unit. 12 Gold, 2 Wood, -2 Gold/turn upkeep.
UPGRADES (2 slots): Local Hamlet: +2 Gold/turn, 3 Levies if mobilized, 8 Gold. Chapel: +1 splendor, 1 Priest Retinue,12 Gold, 1 Stone. Stone Defenses: Manor gains light stone fortifications, 6 Gold, 2 Stone, -2 Gold/turn upkeep.
-- Festival Square: Temple Expansion. +3 Splendor, +1 free permanent Komari Retinue. Fills 3 Food Slots. 15 Gold, 3 Wood. Maximum 1 per district.
-- Holy Glade: Temple Expansion. +1 free permanent Priest Retinue. Any retinue may Meditate in a glade for 2 consecutive turns to receive a random positive trait, as per High Priest rules. 12 Gold, 1 Wood.
Special Retinues
-- Komari Clan: 1 Charismatic Komari and 100 followers. Can reduce deaths due to disease, poison, battle, or natural disasters, inspires soldiers in battle, can use Mission action with effectiveness equal to High Priest, and can be attached to a village or district to generate +1 gold.
Piety
-- 0 Piety – Elonese Aedak is not present. No benefits, no penalties
-- 3 Piety – +1 Splendor. Elonese Aedak has begun to take root in your faction. Monarch is expected to at least show lip service to Aedak. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – Food Villages produce +1 gold/turn. Monarchs are expected to behave as pious Aedakom by attending services, seeking priests, keeping oaths and other public acts of faith. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Free Permanent Komari Clan Retinue. Elonese Aedak has taken root and is now the major religion of your people. Rulers are expected to refrain from war unless there is a Just Cause and the war is perpetrated honorably.
-- 8 Piety - Food villages produce +1 food slot. Monarchs are to behave with humility and justice for all, even enemies, and to avoid ostentatious presentations of wealth.
-- 9 Piety – Pilgrim traffic generates +1 gold/turn from trade routes. Monarchs are expected to refrain from having more than a single Splendor-generating construct in any Palace Core
-- 10 Piety - Non-food Villages produce +1 gold/turn. Monarchs may not have more than 20 Gold in their treasury at the end of any turn.
-- 12 Piety – Free Permanent Mage Retinue. Your people are exceptionally faithful and a model of faith throughout the empire. Rulers are expected to actively take and defend just and honorable causes, or stand against obvious tyranny. Failure to meet expectations results in great unrest or rebellion.
Orcish Aedak (Aedakom Heresy)
A particular Orcish interpretation of Aedak, colored by old customs and remnants of the more violent Orcish Polytheism.
Piety
-- 0 Piety – Aedak is not integrated. No benefits, but no expectations on your Monarch.
-- 3 Piety – Levies have slightly improved morale. Aedak has begun to take root in your faction. Monarch is expected to at least show lip service to Aedak. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – +5 Professional slots. Monarchs are expected to personally lead battles and wage war against their enemies. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Villages supply +1 Levy when raised. Aedak has taken root and is now the major religion of your people. Monarchs are expected to refrain from warfare with other pious Kingdoms. Failure to meet expectations results in notable unrest.
-- 8 Piety - Free Permanent Priest Retinue. Monarchs are expected to behave as pious Aedakom by attending services, seeking priests and other public acts of faith.
-- 9 Piety – Free permanent Warrior Retinue. Monarchs must always be victorious in battle and personal combat.
-- 10 Piety - Food Villages produce +1 gold/turn. Monarchs are expected to always win any war they are involved in.
-- 12 Piety – Free permanent Shaman Retinue Your people are exceptionally faithful and a model of faith throughout the world. Rulers are expected to be upstanding Aedakom and avoid associating with unfaithful rulers. Failure to meet expectations results in great unrest or rebellion.
Pagan
Esharan Paganism (Organized Pagan)
A syncretistic religion that accepts many gods and worships them through a formal system of temples and priests. It was the most influential religion of the North before the Great Conquest.
Special Buildings
-- Pantheon: A designated place for gods of all stripes to commune together. Religion must be Esharan Paganism, +1 Piety per trade route with any Pagan realm, and +2 Piety towards your religion in any Pagan realm you are trading with. Mobilizing this district gives +1 Zealot Knight and +2 Zealots per Pagan trading partner. Max 1/city. Costs 20 Gold and 2 Stone.
-- Forum: Market Expansion. An open market and plaza where civic and religious ceremonies can be held alongside daily trade. Adds +1 Piety for Esharan Paganism OR +1 gold for each trade route.
-- School of Philosophy: College Expansion. +1 free permanent Philosopher Retinue. philosophers are more skilled at Debating.
Special Retinuee
-- Philosopher: 1 Philosopher and disciples. can TEACH to slightly boost piety in the realm and take MISSIONS for a chance to slightly boost piety in a foreign realm. Provides resistance to non-Esharan religious retinues in city. Can DEBATE religious retinues, generating a chance for the loser to gain a negative trait.
Piety
-- 0 Piety – Esharan Paganism is not present. No benefits, no penalties
-- 3 Piety – +1 Splendor. Esharan Paganism has begun to take root in your faction. Monarch is expected to at least show lip service to Paganism. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – Trade Routes generate +1 gold/turn. Monarchs are expected to behave as pious Pagans by attending services, seeking priests, keeping oaths and other public acts of faith. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Free Philosopher Retinue. Esharan Paganism has taken root and is now the major religion of your people. Rulers are expected to be educated and enlightened, and not behave ignorantly.
-- 8 Piety - Trade routes with other pagan factions provide +1 Splendor. Monarchs are expected to support other pagan realms and defy Aedak.
-- 9 Piety – Trade routes with other pagan factions provide +1 Piety for both realm's religions, and trade routes with Aedak realms provide +1 Piety for Esharan Paganism in both realms. Monarchs are expected to have at least 1 education trait.
-- 10 Piety - College cores provide +2 additional splendor. ALL college cores provide the benefit of a chosen expansion. Monarchs are expected to have at least 1 education trait and to trade with at least 2 pagan realms.
-- 12 Piety – Free Permanent Mage Retinue. Your people are exceptionally faithful and a model of faith throughout the empire. Rulers are expected to have at least 3 education traits and to defend any pagan realms under attack by heathens.
Hessnyan Paganism (Local Pagan)
The worship of the Four Gods of Hessnya, with strong ties to the land and a fierce sense of independence. Among varieties of paganism, it is the most hostile to foreign influences.
Special Buildings
Jolti Circle: Temple Expansion. +2 Splendor, Mage Retinue. 18 Gold, 5 Stone. Maximum 1/district.
Glade of Moska: Palace Expansion. 2 Food Slots, provides 5 Zealot retinues with bonuses to guerrilla warfare when raised. 10 Gold, 2 Wood.
Port-shrine to Mahl: Docklands Expansion. +2 Splendor, 1 Permanent Retinue Slot that must be filled by an Admiral, 3 Zealot warship Levies if raised. 10 Gold, 2 Wood.
Workshop for Croft: Artisan Block Expansion. +2 Slots or +2/turn of any resource already present in the realm. 10 Gold, 2 Stone.
Piety
-- 0 Piety – Hessynian Paganism is not integrated. No benefits, but no expectations on your Monarch.
-- 3 Piety – Levies have slightly improved morale. Hessynian Paganism has begun to take root in your faction. Monarch is expected to at least show lip service to Hessynian Paganism. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – +2 Splendor. Monarchs are expected to have a devoted building for at least one of the four gods. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Villages supply +1 Levy when raised. Hessynian Paganism has taken root and is now the major religion of your people. Monarchs are expected to support the faith by prohibiting the construction of other faith's buildings and banishing or executing foreign missionaries. Failure to meet expectations results in notable unrest.
-- 8 Piety - Free Permanent Warrior Retinue. Monarchs are expected to behave as pious pagans by partaking in rites and having buildings devoted to at least 2 different gods in their realm.
-- 9 Piety – +5 Splendor. Monarchs are expected to support the faith by having buildings devoted to at least 3 of the 4 gods.
-- 10 Piety - All Villages produce +1 Zealot Levy when raised. Monarchs are expected to go out of their way to combat the influence of other religions through persecution, raids, or warfare.
-- 12 Piety – Free Permanent Mage Retinue. Your people are exceptionally faithful and cling tightly to the Old Ways. Rulers are expected to be upstanding pagans and avoid associating with unfaithful rulers of any religion, and to have buildings devoted to each of the 4 gods. Failure to meet expectations results in great unrest or rebellion.
Ikegami Souzen (Local Pagan)
Souzen is an animistic religion in which spirits and minor gods are omnipresent. The core of the faith, however, is a rigorous code of personal honor.
Unique Buildings
Fortress-Monastery: Special Outpost. A fortified monastery where the militant Sandai order of monks spend their time in contemplation and training.
Cost: 10 Gold / 1 Stone
Maintenance: -4 Gold/turn
Garrison: 300 (Excellent Morale)
3 turn holdout
Stone walls
+ 1 free permanent Warrior-Monk Retinue
Piety
-- 0 Piety – Souzen is not present. No benefits, no penalties
-- 3 Piety – +1 Splendor. Monarch is expected to at least show lip service to Honor. Failure to meet expectations results in temporarily losing Piety bonuses and having -1 Splendor.
-- 5 Piety – All non-military permanent retinues can defend themselves as if warriors. Monarchs are expected to be generally honorable: keep their word, respect enemies, honor guests, and be discrete about questionable actions. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Permanent retinues gain a random, beneficial trait when recruited. Souzen has taken root and is now the major religion of your people. Monarchs are expected to be upright and honorable in all circumstances.
-- 8 Piety -- Free permanent Priest Retinue. Monarchs are expected to reject subterfuge, backstabbing, and other dishonorable behaviors.
-- 9 Piety – Free permanent Warrior Retinue. Monarchs are expected to refrain from associating with dishonorable individuals.
-- 10 Piety - +1 Splendor per Permanent Retinue. Monarchs are expected to demand honorable behavior from their subordinates, and to punish dishonorable behavior in their realm.
-- 12 Piety – Monarch Retinue gains another retinue type and an additional 50 Royal Guards. Monarch is expected to maintain his honor in all circumstances, and to commit ritual suicide if his honor is stained.
Darvinism (Local Pagan)
A faith whose gods judge the dead (and determine their reincarnation) entirely on the basis of self-improvement through education. Esoteric knowledge and obscurantism are hallmarks of the Darvinist religion.
Unique Constructs
- Grand University: College expansion. An enormous school devoted to perfecting each student's special path to the Well of Spirits. +2 Splendor, +1 Piety, a retinue can train here for 3 turns to gain a significantly beneficial education trait related to their type. Max 1/city. 20 Gold, 5 Stone.
Piety
-- 3 - Every district gives +1 gold/turn tax but -1 levy unit when mobilized. Monarch is expected to at least pay lip service to Darvin. Failure to meet expectations results in temporarily losing Piety bonuses and professional troops having a slight morale penalty.
-- 5 - University training is shortened by 1 turn. Monarch is expected to patronize education through at least two College expansions. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 - Professional units have slight bonus to morale and cohesion. Ruler is expected to be surrounded by knowledgeable peers by ensuring EVERY retinue in the realm has at least two positive traits and removing any retinues with ignorant/uneducated traits. Failure to meet expectations results in notable unrest.
-- 9 - Non-mage Permanent Retinues each get a minor magic-related trait. Monarch is expected to patronize education and ensure that all permanent retinues have at least 3 positive traits.
-- 10 - Free Permanent War-Mage Retinue. Monarch is expected to be a model of Darvinist self-improvement by having at least five positive traits.
-- 12 - Monarch Retinue can now use all four schools of Magic OR gains War-Mage as a second retinue type. Ruler is expected to be knowledgeable about all matters and never show ignorance. Failure to meet expectations results in great unrest or rebellion.
Orcish Polytheism (Local Paganism)
The traditional religion of the western Orcs. It emphasizes strength and martial prowess as a way to please the gods.
Special Rules:
*Cannot build Temple cores. Victories in War and Personal Combat gain piety.
-- 0 Piety – Orcish Polytheism is not present. No benefits, no penalties
-- 3 Piety – Levies have slightly improved morale. Monarch is expected to outwardly show strength and confidence. Failure to meet expectations results in temporarily losing Piety bonuses and all levies having a slight morale penalty.
-- 5 Piety – +5 Professional slots. Monarchs are expected to personally lead battles and wage war against their enemies.
-- 7 Piety – Free permanent Warrior Retinue. Orcish Polytheism has taken root and is now the major religion of your people. Monarchs are expected to answer any challenge to their military and personal power.
-- 8 Piety -- Free permanent Horde (6 traditional barracks units). Monarchs are expected to always win any war they are involved in. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm.
-- 9 Piety – Free permanent Warrior Retinue. Monarchs are expected to refrain from associating with "weak" rulers and kingdoms.
-- 10 Piety - Free permanent Shaman Retinue. Monarchs must always be victorious in battle and personal combat.
-- 12 Piety – Free permanent horde of 10 Zealot Knight unit . Monarch must never be defeated, suffer a Pyrhic Victory or show weakness of any kind. Failure to fulfill requirements results in followers abandoning the monarch or attempting to usurp his position.
Sylphan Paganism (Local Paganism)
A highly xenophobic religion with a diffuse but distinct hierarchy.
-- 0 Piety – Navaran Paganism is not present. No benefits, no penalties
-- 3 Piety – Military units have slightly improved morale in home territory. Monarch is expected to show at least surface hostility to other races. Failure to meet expectations results in temporarily losing Piety bonuses and all levies having a slight morale penalty.
-- 5 Piety – City Districts provide +1 Levy when raised. Monarchs are expected to Prioritize Sylph over other races in diplomacy.
-- 7 Piety – Free permanent Priest Retinue. Navaran Paganism has taken root and is now the major religion of your people. Monarch is expected to persecute and suppress foreign religions.
-- 8 Piety - free permanent General or Admiral Retinue. Monarchs are expected to not make alliances with non-Sylph factions. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm.
-- 9 Piety - Free horde (6 traditional barracks units) whenever your homeland is invaded. Horde requires no upkeep and disappears when the war is over. Monarchs are expected to cut off trade with non-Sylph factions.
-- 10 Piety - Villages provide +1 Levy when raised. Monarchs are expected to expel or repress all foreign influences.
-- 12 Piety – Free permanent Mage Retinue. Monarch is expected to avoid relations with any non-Sylph faction. Failure to fulfill requirements results in mass unrest and revolt.
Thrum of the Mountain (Local Pagan)
A localized religion formed of many customs and practices which centers around the Thrum or music and resonance. The religion is highly collectivist, with an emphasis on harmony and unity.
Unique Building:
Hall of Echoes -Temple Expansion- A great hall that resonates with the song and sends echoes across the city. +1 Piety, +4 Splendor. Max 1/district. Cost 12 Gold, 2 Stone.
Piety
-- 0 Piety – The Thrum of the Mountain Paganism is not present. No benefits, no penalties
-- 3 Piety – Levies have slightly improved cohesion. Monarch is expected to show Lipservice to the Thrum. Failure to meet expectations results in temporarily losing Piety bonuses and all levies having a slight cohesion penalty.
-- 5 Piety – +1 Iron per Iron Mine. Monarch is expected to not maintain Artist retinues.
-- 7 Piety – Free permanent Priest Retinue. The Thrum of the Mountain has taken root and is now the major religion of your people. Monarch is expected to enforce unity by suppressing minority opinions such as other religions or allegiances.
-- 8 Piety - All Levies have cohesion increased by 1 rank. Monarchs are expected to have a Hall of Echoes in every city. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm.
-- 9 Piety - All city districts provide +1 Gold/turn. Monarchs are expected to enforce harmony between nations they share a border with.
-- 10 Piety - Artisan districts can boost 2 resource villages. Monarch is expected to maintain harmony with all allies and trade partners.
-- 12 Piety – Free permanent High Priest Retinue that also counts as a non-religious retinue of your choice. Monarch is expected to maintain perfection in himself and his retinues (no negative traits). Failure to fulfill requirements results in mass unrest and revolt.
Iaocism (Local Paganism)
The violent and bloody religion of the Sacyre. Iaocism centers on the belief that the dark gods must be appeased with sacrifices in order to forestall the destruction of the world.
Special Rules:
*Can sacrifice a captured enemy Retinue or 2,000 soldiers to gain +1 Piety for 1 year (4 turns)
Piety:
-- 0 Piety – Iaocism is not present. No benefits, no penalties
-- 3 Piety – Troops have slightly improved morale when invading other lands. Monarch is expected to show lip service to Iaocism. Failure to meet expectations results in temporarily losing Piety bonuses and all units having a slight morale penalty.
-- 5 Piety – +5 Professional slots. Monarchs are expected to sacrifice at least 40 prisoners a year.
-- 7 Piety – Free permanent Priest Retinue. Iaocism has taken root and is now the major religion of your people. Monarchs are expected to sacrifice at least 400 prisoners a year.
-- 8 Piety -- Free permanent Horde (6 traditional barracks units). Monarchs are expected to sacrifice at least 1,000 prisoners a year. If not enough prisoners are captured, the Monarch must sacrifice people from his own realm. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm.
-- 9 Piety – Free permanent General Retinue. Monarchs is expected to not tolerate failure and to execute retinues who consistently fail at tasks.
-- 10 Piety - Free permanent Shaman Retinue. Monarch is expected to wage war against unfaithful nations and take prisoners.
-- 12 Piety – Free permanent horde of 6 Zealot Knight units. Monarch is expected to sacrifice 4,000 prisoners (1 retinue counts as 1,000) a year, either captured from enemies or from his own nation.
Other
The Almuric Search (Other)
Almur customs and religious traditions focus strongly on hospitality and duty within one's community, as the ancestral Kithanimals once acted themselves. However, zealous Almur still search for a god or pantheon to make their center of worship, whom they refer to in the interim as He Who Forged the World.
Special Effect:
When the first foreign religion has 5 Piety invested in the realm, choose a branch of the Almuric tree and replace it with the corresponding branch from the foreign religion's tree. The same happens when the first has 10 Piety invested (whether or not it is the same religion as the prior), and your realm's religion is considered a heresy of The Almuric Search.
When the first foreign religion reaches 12 Piety, specifically replace the 3-piety branch. At this point your religion changes to a heresy of that religion, and all foreign piety is negated for 4 turns.
Unique Construct:
Ancestor Vault: Temple expansion. Since Almur turn to stone when they die, instead of burial they are placed in elaborate halls or courtyards where people may look upon them in respect. +1 Piety and +1 Splendor. For every dead Almur Retinue or dead Almur regiment recovered intact and brought to a Necropolis, gain an additional +1 Piety and +1 Splendor. A single Ancestor Vault can hold a maximum of 1 regiment and 1 Retinue. Costs 10 Gold and 1 Stone.
Piety
-- 0 - The Search is not underway. No effect.
-- 3 - Other religions do not impose negative piety, and instead are counted separately from The Search. Ruler is expected not to repress foreign religions. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 - Artisan Block expansions never impose upkeep. Ruler is expected to act according to their Kith's personality.* Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 - Artificers take 1 less turn to complete a Great Artifact. Ruler is expected to avoid unnecessary risks to soldiers and retainers, and to compensate families for heavy battlefield losses (2 Gold per retinue lost or regiment below 50% strength). Failure to meet expectations results in notable unrest.
-- 8 - Free Permanent Artificer Retinue. Ruler is expected never to abandon Permanent Retinues in serious danger, illness, or injury.
-- 9 - Free Permanent High Priest Retinue. Ruler is expected to spend 1 season per year hosting Potlach and attending to their retinues.
-- 10 - Artisan Block resource boost applies to two nodes. If any retinues or soldiers are in danger and ruler is in a position to help, ruler must prioritize helping them even if it interrupts other tasks.
-- 12 - Free Permanent War-Artificer Retinue. Ruler is expected to actively safeguard the lives of all their subjects against violence, no matter the cost or inconvenience. Failure to meet expectations results in mass desertion of soldiers and retinues.
Crathian (Other)
A monotheistic religion that believes in a single divine soul named Dydor, from which lesser beings split off and return to after death. Crathians see magic and "devilish" races as taints upon the world and seek to purge them from existence. The Supreme Priest of the Crathians resides in the far northern kingdom.
Special Rules:
Cannot Recruit Mages
Orcs, Giants, Sylphs and Goblins, cannot take this religion.
Unique Retinues:
Inquisitor: 1 Inquisitor and inquisitorial staff. Can take 1 free subterfuge action per turn with a bonus to success chance. This bonus doubles when used against heretics or heathens. Cannot be used against fellow Craithan faithful.
Unique Constructs
Inquisition Headquarters -Temple Expansion- A place where the Inquisition of the Craithan religion can operate to protect the city from the heathens and heretics. 8 gold , 1 stone. Add Free Permanent Inquisitor Retinue, +1 Piety, +2 Zealot Knights when raised. Max 1/district.
Piety
-- 0 - The Craithan is non-present and magic is not that regulated or limited. No effects.
-- 3 -Levies have slightly improved morale. The Craithan religion has started to take root in your faction, Monarch is expected to not promote magic and feign hostility to devilish races. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 - Professional units have slight bonus to morale and cohesion. Monarch is expected to not have any magic retinue and discriminate the devil races. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 - All military units get increased morale and cohesion when fighting againts heathens or heretics and a bonus to morale when fighting any of the devil races. Monarch is expected to ban magic from the kingdoms and to segregate the devil races making them live in separate communities. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm
-- 8 - Free Warrior-Monk retinue. Monarch is expected to respect the requests of the Supreme Priest and local Chief Priest.
-- 9 - Free Inquisitor retinue. Monarch is expected to cut off relations with any kingdom ruled by a member of the devil races.
-- 10 - All villages produce +1 gold/turn , Monarch is expected to follow the requests of an appointed Chief priest or the Supreme Priest if contact has been made with the homeland.
-- 12 - Monarch, Warrior and General Retinues have 100 Inquisitor Musketeers (exceptional morale and cohesion, fast rate of fire, no armor) as attendants. Monarch is expected to purge the world the devil races , Failure to meet expectations results in great unrest or rebellion
Piety represents how integrated your religion is into your faction's culture and how devout your people are. Having a pious population adds significant bonuses as your people are happier with their ruler and the local religious establishment exerts more influence in support of your monarch. Piety is measured on a numerical scale based on how strong the clergy is and the activities of missionaries and other agents.
The exact penalties for defying your clergy may be determined by monarch traits and vary from case to case within the proscribed limits of your Piety. Some rulers are better at handling pious subjects than others - any bonuses to working with religious NPCs apply to dealing with Pious subjects as well.
Piety Ratings range from 0 to 12, with bonuses at several intervals as the rating increases. Piety towards other religions in your realm subtracts from your Piety, and if it goes negative, a substantial number of your subjects are actively practicing a religion aside from the state religion. You gain the similar benefits to the normal piety rating as you push further into the negative, but according to the other religion's Piety Table.
Piety Influences
-- Religious Constructs: See Constructs thread.
-- Neighboring Kingdom has 8 or more Piety: +1 Piety
-- Vaekirate mission in lands (if Orthodox Aedakom): +2 Piety
-- Successful Mission action: +1 Piety if Priest, +3 if High Priest as long as retinue is continuously working in target realm.
-- Failed Mission action: -1 Piety and cannot send additional missions of your religion to target realm for 3 turns.
-- Roleplay and Lore: +1 to +3 Piety for in-game roleplay or lore posts.
-- Suppression of worship: Negates up to 5 Piety towards heathen/heretic religions. Level of suppression depends on how open and vigorous suppression is. Low levels may involve subtle and covert shunning of worshipers or harassment using other excuses. Higher levels involve public executions or obvious persecution.
Suppression will not push Piety below 0.
Currently Known Religions/Piety Tables
Aedak
Orthodox Aedak
The monotheistic religion brought from the South during the Great Conquest, emphasizing social order and dignity. It is administered by a formal hierarchy of clergy officially led by the Messarom Vaekir.
Piety
-- 0 Piety – Aedak is not integrated. No benefits, but no expectations on your Monarch.
-- 3 Piety – Levies have slightly improved morale. Aedak has begun to take root in your faction. Monarch is expected to at least show lip service to Aedak. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – Food Villages produce +1 gold/turn. Monarchs are expected to obey dire calls from the Vaekirate such as excommunications, Holy Wars or Missions. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Villages supply +1 Levy when raised. Aedak has taken root and is now the major religion of your people. Monarchs are expected to refrain from warfare with other pious Kingdoms. Failure to meet expectations results in notable unrest.
-- 8 Piety - Free Permanent Priest Retinue. Monarchs are expected to behave as pious Aedakom by attending services, seeking priests and other public acts of faith.
-- 9 Piety – Pilgrim traffic generates +1 gold/turn from trade routes. Monarchs are expected to respond in some way to all Vaekirate decrees.
-- 10 Piety - Non-food Villages produce +1 gold/turn. Monarchs are expected to go out of their way to assist the Vaekirate when asked, including donations and contributing to projects.
-- 12 Piety – Free Permanent Tovenaar Retinue. Your people are exceptionally faithful and a model of faith throughout the empire. Rulers are expected to be upstanding Aedakom and avoid associating with unfaithful rulers. Failure to meet expectations results in great unrest or rebellion.
Raegar-Aedak (Aedakom Heresy)
A version of Aedak that places ultimate authority not in the Vaekirate, but rather in the heirs of the Prophet-Emperor Raegar. It emphasizes holy war and Aedakom rulership over actual conversion of the masses.
Piety
-- 0 Piety – Raegar-Aedak is not integrated. No benefits, but no expectations on your Monarch.
-- 3 Piety – Professional units have slightly improved morale and cohesion. Raegar-Aedak has begun to take root in your faction. Monarch is expected to at least show lip service to the Khaitis Dynasty. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – City Districts supply +1 Levy when raised. Monarchs are expected to behave as pious Aedakom by attending services, seeking priests, keeping oaths and other public acts of faith. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Villages supply +1 Levy when raised. Aedak has taken root and is now the major religion of your people. Monarchs are expected to raid and/or conquer pagan neighbors. Failure to meet expectations results in notable unrest.
-- 8 Piety - Free Permanent Warrior-Monk Retinue. Monarchs are expected to have a Khaitis Trade District.
-- 9 Piety – All levies have improved morale and cohesion. Monarchs are expected to avoid/cut ties with Orthodox Aedakom.
-- 10 Piety - Free Permanent General-Warrior Retinue (1 retinue with 2 types). Monarchs are expected to wage open war against pagan neighbors.
-- 12 Piety – General and Warrior retinues have unbreakable morale. Your people are exceptionally faithful and a model of faith throughout the empire. Rulers are expected to be upstanding Aedakom, avoid associating with unfaithful rulers, and continuously wage war against all pagans. Failure to meet expectations results in great unrest or rebellion.
Elonese Aedak (Aedakom Heresy)
A version of Aedak that developed in Elon long before the Great Conquest, after a missionary's journey to the North. It accepts the holy texts but does not see them as the ultimate spiritual authority, instead relying on an ancient moral philosophy of justice.
Special Buildings
-- Hachaim Monastery: Custom Outpost. +1 food slot if within builder's territory, bonus to Elonese Aedak Mission actions in area, Wooden fortifications, space for 1 army unit. 12 Gold, 2 Wood, -2 Gold/turn upkeep.
UPGRADES (2 slots): Local Hamlet: +2 Gold/turn, 3 Levies if mobilized, 8 Gold. Chapel: +1 splendor, 1 Priest Retinue,12 Gold, 1 Stone. Stone Defenses: Manor gains light stone fortifications, 6 Gold, 2 Stone, -2 Gold/turn upkeep.
-- Festival Square: Temple Expansion. +3 Splendor, +1 free permanent Komari Retinue. Fills 3 Food Slots. 15 Gold, 3 Wood. Maximum 1 per district.
-- Holy Glade: Temple Expansion. +1 free permanent Priest Retinue. Any retinue may Meditate in a glade for 2 consecutive turns to receive a random positive trait, as per High Priest rules. 12 Gold, 1 Wood.
Special Retinues
-- Komari Clan: 1 Charismatic Komari and 100 followers. Can reduce deaths due to disease, poison, battle, or natural disasters, inspires soldiers in battle, can use Mission action with effectiveness equal to High Priest, and can be attached to a village or district to generate +1 gold.
Piety
-- 0 Piety – Elonese Aedak is not present. No benefits, no penalties
-- 3 Piety – +1 Splendor. Elonese Aedak has begun to take root in your faction. Monarch is expected to at least show lip service to Aedak. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – Food Villages produce +1 gold/turn. Monarchs are expected to behave as pious Aedakom by attending services, seeking priests, keeping oaths and other public acts of faith. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Free Permanent Komari Clan Retinue. Elonese Aedak has taken root and is now the major religion of your people. Rulers are expected to refrain from war unless there is a Just Cause and the war is perpetrated honorably.
-- 8 Piety - Food villages produce +1 food slot. Monarchs are to behave with humility and justice for all, even enemies, and to avoid ostentatious presentations of wealth.
-- 9 Piety – Pilgrim traffic generates +1 gold/turn from trade routes. Monarchs are expected to refrain from having more than a single Splendor-generating construct in any Palace Core
-- 10 Piety - Non-food Villages produce +1 gold/turn. Monarchs may not have more than 20 Gold in their treasury at the end of any turn.
-- 12 Piety – Free Permanent Mage Retinue. Your people are exceptionally faithful and a model of faith throughout the empire. Rulers are expected to actively take and defend just and honorable causes, or stand against obvious tyranny. Failure to meet expectations results in great unrest or rebellion.
Orcish Aedak (Aedakom Heresy)
A particular Orcish interpretation of Aedak, colored by old customs and remnants of the more violent Orcish Polytheism.
Piety
-- 0 Piety – Aedak is not integrated. No benefits, but no expectations on your Monarch.
-- 3 Piety – Levies have slightly improved morale. Aedak has begun to take root in your faction. Monarch is expected to at least show lip service to Aedak. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – +5 Professional slots. Monarchs are expected to personally lead battles and wage war against their enemies. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Villages supply +1 Levy when raised. Aedak has taken root and is now the major religion of your people. Monarchs are expected to refrain from warfare with other pious Kingdoms. Failure to meet expectations results in notable unrest.
-- 8 Piety - Free Permanent Priest Retinue. Monarchs are expected to behave as pious Aedakom by attending services, seeking priests and other public acts of faith.
-- 9 Piety – Free permanent Warrior Retinue. Monarchs must always be victorious in battle and personal combat.
-- 10 Piety - Food Villages produce +1 gold/turn. Monarchs are expected to always win any war they are involved in.
-- 12 Piety – Free permanent Shaman Retinue Your people are exceptionally faithful and a model of faith throughout the world. Rulers are expected to be upstanding Aedakom and avoid associating with unfaithful rulers. Failure to meet expectations results in great unrest or rebellion.
Pagan
Esharan Paganism (Organized Pagan)
A syncretistic religion that accepts many gods and worships them through a formal system of temples and priests. It was the most influential religion of the North before the Great Conquest.
Special Buildings
-- Pantheon: A designated place for gods of all stripes to commune together. Religion must be Esharan Paganism, +1 Piety per trade route with any Pagan realm, and +2 Piety towards your religion in any Pagan realm you are trading with. Mobilizing this district gives +1 Zealot Knight and +2 Zealots per Pagan trading partner. Max 1/city. Costs 20 Gold and 2 Stone.
-- Forum: Market Expansion. An open market and plaza where civic and religious ceremonies can be held alongside daily trade. Adds +1 Piety for Esharan Paganism OR +1 gold for each trade route.
-- School of Philosophy: College Expansion. +1 free permanent Philosopher Retinue. philosophers are more skilled at Debating.
Special Retinuee
-- Philosopher: 1 Philosopher and disciples. can TEACH to slightly boost piety in the realm and take MISSIONS for a chance to slightly boost piety in a foreign realm. Provides resistance to non-Esharan religious retinues in city. Can DEBATE religious retinues, generating a chance for the loser to gain a negative trait.
Piety
-- 0 Piety – Esharan Paganism is not present. No benefits, no penalties
-- 3 Piety – +1 Splendor. Esharan Paganism has begun to take root in your faction. Monarch is expected to at least show lip service to Paganism. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – Trade Routes generate +1 gold/turn. Monarchs are expected to behave as pious Pagans by attending services, seeking priests, keeping oaths and other public acts of faith. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Free Philosopher Retinue. Esharan Paganism has taken root and is now the major religion of your people. Rulers are expected to be educated and enlightened, and not behave ignorantly.
-- 8 Piety - Trade routes with other pagan factions provide +1 Splendor. Monarchs are expected to support other pagan realms and defy Aedak.
-- 9 Piety – Trade routes with other pagan factions provide +1 Piety for both realm's religions, and trade routes with Aedak realms provide +1 Piety for Esharan Paganism in both realms. Monarchs are expected to have at least 1 education trait.
-- 10 Piety - College cores provide +2 additional splendor. ALL college cores provide the benefit of a chosen expansion. Monarchs are expected to have at least 1 education trait and to trade with at least 2 pagan realms.
-- 12 Piety – Free Permanent Mage Retinue. Your people are exceptionally faithful and a model of faith throughout the empire. Rulers are expected to have at least 3 education traits and to defend any pagan realms under attack by heathens.
Hessnyan Paganism (Local Pagan)
The worship of the Four Gods of Hessnya, with strong ties to the land and a fierce sense of independence. Among varieties of paganism, it is the most hostile to foreign influences.
Special Buildings
Jolti Circle: Temple Expansion. +2 Splendor, Mage Retinue. 18 Gold, 5 Stone. Maximum 1/district.
Glade of Moska: Palace Expansion. 2 Food Slots, provides 5 Zealot retinues with bonuses to guerrilla warfare when raised. 10 Gold, 2 Wood.
Port-shrine to Mahl: Docklands Expansion. +2 Splendor, 1 Permanent Retinue Slot that must be filled by an Admiral, 3 Zealot warship Levies if raised. 10 Gold, 2 Wood.
Workshop for Croft: Artisan Block Expansion. +2 Slots or +2/turn of any resource already present in the realm. 10 Gold, 2 Stone.
Piety
-- 0 Piety – Hessynian Paganism is not integrated. No benefits, but no expectations on your Monarch.
-- 3 Piety – Levies have slightly improved morale. Hessynian Paganism has begun to take root in your faction. Monarch is expected to at least show lip service to Hessynian Paganism. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 Piety – +2 Splendor. Monarchs are expected to have a devoted building for at least one of the four gods. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Villages supply +1 Levy when raised. Hessynian Paganism has taken root and is now the major religion of your people. Monarchs are expected to support the faith by prohibiting the construction of other faith's buildings and banishing or executing foreign missionaries. Failure to meet expectations results in notable unrest.
-- 8 Piety - Free Permanent Warrior Retinue. Monarchs are expected to behave as pious pagans by partaking in rites and having buildings devoted to at least 2 different gods in their realm.
-- 9 Piety – +5 Splendor. Monarchs are expected to support the faith by having buildings devoted to at least 3 of the 4 gods.
-- 10 Piety - All Villages produce +1 Zealot Levy when raised. Monarchs are expected to go out of their way to combat the influence of other religions through persecution, raids, or warfare.
-- 12 Piety – Free Permanent Mage Retinue. Your people are exceptionally faithful and cling tightly to the Old Ways. Rulers are expected to be upstanding pagans and avoid associating with unfaithful rulers of any religion, and to have buildings devoted to each of the 4 gods. Failure to meet expectations results in great unrest or rebellion.
Ikegami Souzen (Local Pagan)
Souzen is an animistic religion in which spirits and minor gods are omnipresent. The core of the faith, however, is a rigorous code of personal honor.
Unique Buildings
Fortress-Monastery: Special Outpost. A fortified monastery where the militant Sandai order of monks spend their time in contemplation and training.
Cost: 10 Gold / 1 Stone
Maintenance: -4 Gold/turn
Garrison: 300 (Excellent Morale)
3 turn holdout
Stone walls
+ 1 free permanent Warrior-Monk Retinue
Piety
-- 0 Piety – Souzen is not present. No benefits, no penalties
-- 3 Piety – +1 Splendor. Monarch is expected to at least show lip service to Honor. Failure to meet expectations results in temporarily losing Piety bonuses and having -1 Splendor.
-- 5 Piety – All non-military permanent retinues can defend themselves as if warriors. Monarchs are expected to be generally honorable: keep their word, respect enemies, honor guests, and be discrete about questionable actions. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 Piety – Permanent retinues gain a random, beneficial trait when recruited. Souzen has taken root and is now the major religion of your people. Monarchs are expected to be upright and honorable in all circumstances.
-- 8 Piety -- Free permanent Priest Retinue. Monarchs are expected to reject subterfuge, backstabbing, and other dishonorable behaviors.
-- 9 Piety – Free permanent Warrior Retinue. Monarchs are expected to refrain from associating with dishonorable individuals.
-- 10 Piety - +1 Splendor per Permanent Retinue. Monarchs are expected to demand honorable behavior from their subordinates, and to punish dishonorable behavior in their realm.
-- 12 Piety – Monarch Retinue gains another retinue type and an additional 50 Royal Guards. Monarch is expected to maintain his honor in all circumstances, and to commit ritual suicide if his honor is stained.
Darvinism (Local Pagan)
A faith whose gods judge the dead (and determine their reincarnation) entirely on the basis of self-improvement through education. Esoteric knowledge and obscurantism are hallmarks of the Darvinist religion.
Unique Constructs
- Grand University: College expansion. An enormous school devoted to perfecting each student's special path to the Well of Spirits. +2 Splendor, +1 Piety, a retinue can train here for 3 turns to gain a significantly beneficial education trait related to their type. Max 1/city. 20 Gold, 5 Stone.
Piety
-- 3 - Every district gives +1 gold/turn tax but -1 levy unit when mobilized. Monarch is expected to at least pay lip service to Darvin. Failure to meet expectations results in temporarily losing Piety bonuses and professional troops having a slight morale penalty.
-- 5 - University training is shortened by 1 turn. Monarch is expected to patronize education through at least two College expansions. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 - Professional units have slight bonus to morale and cohesion. Ruler is expected to be surrounded by knowledgeable peers by ensuring EVERY retinue in the realm has at least two positive traits and removing any retinues with ignorant/uneducated traits. Failure to meet expectations results in notable unrest.
-- 9 - Non-mage Permanent Retinues each get a minor magic-related trait. Monarch is expected to patronize education and ensure that all permanent retinues have at least 3 positive traits.
-- 10 - Free Permanent War-Mage Retinue. Monarch is expected to be a model of Darvinist self-improvement by having at least five positive traits.
-- 12 - Monarch Retinue can now use all four schools of Magic OR gains War-Mage as a second retinue type. Ruler is expected to be knowledgeable about all matters and never show ignorance. Failure to meet expectations results in great unrest or rebellion.
Orcish Polytheism (Local Paganism)
The traditional religion of the western Orcs. It emphasizes strength and martial prowess as a way to please the gods.
Special Rules:
*Cannot build Temple cores. Victories in War and Personal Combat gain piety.
-- 0 Piety – Orcish Polytheism is not present. No benefits, no penalties
-- 3 Piety – Levies have slightly improved morale. Monarch is expected to outwardly show strength and confidence. Failure to meet expectations results in temporarily losing Piety bonuses and all levies having a slight morale penalty.
-- 5 Piety – +5 Professional slots. Monarchs are expected to personally lead battles and wage war against their enemies.
-- 7 Piety – Free permanent Warrior Retinue. Orcish Polytheism has taken root and is now the major religion of your people. Monarchs are expected to answer any challenge to their military and personal power.
-- 8 Piety -- Free permanent Horde (6 traditional barracks units). Monarchs are expected to always win any war they are involved in. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm.
-- 9 Piety – Free permanent Warrior Retinue. Monarchs are expected to refrain from associating with "weak" rulers and kingdoms.
-- 10 Piety - Free permanent Shaman Retinue. Monarchs must always be victorious in battle and personal combat.
-- 12 Piety – Free permanent horde of 10 Zealot Knight unit . Monarch must never be defeated, suffer a Pyrhic Victory or show weakness of any kind. Failure to fulfill requirements results in followers abandoning the monarch or attempting to usurp his position.
Sylphan Paganism (Local Paganism)
A highly xenophobic religion with a diffuse but distinct hierarchy.
-- 0 Piety – Navaran Paganism is not present. No benefits, no penalties
-- 3 Piety – Military units have slightly improved morale in home territory. Monarch is expected to show at least surface hostility to other races. Failure to meet expectations results in temporarily losing Piety bonuses and all levies having a slight morale penalty.
-- 5 Piety – City Districts provide +1 Levy when raised. Monarchs are expected to Prioritize Sylph over other races in diplomacy.
-- 7 Piety – Free permanent Priest Retinue. Navaran Paganism has taken root and is now the major religion of your people. Monarch is expected to persecute and suppress foreign religions.
-- 8 Piety - free permanent General or Admiral Retinue. Monarchs are expected to not make alliances with non-Sylph factions. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm.
-- 9 Piety - Free horde (6 traditional barracks units) whenever your homeland is invaded. Horde requires no upkeep and disappears when the war is over. Monarchs are expected to cut off trade with non-Sylph factions.
-- 10 Piety - Villages provide +1 Levy when raised. Monarchs are expected to expel or repress all foreign influences.
-- 12 Piety – Free permanent Mage Retinue. Monarch is expected to avoid relations with any non-Sylph faction. Failure to fulfill requirements results in mass unrest and revolt.
Thrum of the Mountain (Local Pagan)
A localized religion formed of many customs and practices which centers around the Thrum or music and resonance. The religion is highly collectivist, with an emphasis on harmony and unity.
Unique Building:
Hall of Echoes -Temple Expansion- A great hall that resonates with the song and sends echoes across the city. +1 Piety, +4 Splendor. Max 1/district. Cost 12 Gold, 2 Stone.
Piety
-- 0 Piety – The Thrum of the Mountain Paganism is not present. No benefits, no penalties
-- 3 Piety – Levies have slightly improved cohesion. Monarch is expected to show Lipservice to the Thrum. Failure to meet expectations results in temporarily losing Piety bonuses and all levies having a slight cohesion penalty.
-- 5 Piety – +1 Iron per Iron Mine. Monarch is expected to not maintain Artist retinues.
-- 7 Piety – Free permanent Priest Retinue. The Thrum of the Mountain has taken root and is now the major religion of your people. Monarch is expected to enforce unity by suppressing minority opinions such as other religions or allegiances.
-- 8 Piety - All Levies have cohesion increased by 1 rank. Monarchs are expected to have a Hall of Echoes in every city. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm.
-- 9 Piety - All city districts provide +1 Gold/turn. Monarchs are expected to enforce harmony between nations they share a border with.
-- 10 Piety - Artisan districts can boost 2 resource villages. Monarch is expected to maintain harmony with all allies and trade partners.
-- 12 Piety – Free permanent High Priest Retinue that also counts as a non-religious retinue of your choice. Monarch is expected to maintain perfection in himself and his retinues (no negative traits). Failure to fulfill requirements results in mass unrest and revolt.
Iaocism (Local Paganism)
The violent and bloody religion of the Sacyre. Iaocism centers on the belief that the dark gods must be appeased with sacrifices in order to forestall the destruction of the world.
Special Rules:
*Can sacrifice a captured enemy Retinue or 2,000 soldiers to gain +1 Piety for 1 year (4 turns)
Piety:
-- 0 Piety – Iaocism is not present. No benefits, no penalties
-- 3 Piety – Troops have slightly improved morale when invading other lands. Monarch is expected to show lip service to Iaocism. Failure to meet expectations results in temporarily losing Piety bonuses and all units having a slight morale penalty.
-- 5 Piety – +5 Professional slots. Monarchs are expected to sacrifice at least 40 prisoners a year.
-- 7 Piety – Free permanent Priest Retinue. Iaocism has taken root and is now the major religion of your people. Monarchs are expected to sacrifice at least 400 prisoners a year.
-- 8 Piety -- Free permanent Horde (6 traditional barracks units). Monarchs are expected to sacrifice at least 1,000 prisoners a year. If not enough prisoners are captured, the Monarch must sacrifice people from his own realm. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm.
-- 9 Piety – Free permanent General Retinue. Monarchs is expected to not tolerate failure and to execute retinues who consistently fail at tasks.
-- 10 Piety - Free permanent Shaman Retinue. Monarch is expected to wage war against unfaithful nations and take prisoners.
-- 12 Piety – Free permanent horde of 6 Zealot Knight units. Monarch is expected to sacrifice 4,000 prisoners (1 retinue counts as 1,000) a year, either captured from enemies or from his own nation.
Other
The Almuric Search (Other)
Almur customs and religious traditions focus strongly on hospitality and duty within one's community, as the ancestral Kithanimals once acted themselves. However, zealous Almur still search for a god or pantheon to make their center of worship, whom they refer to in the interim as He Who Forged the World.
Special Effect:
When the first foreign religion has 5 Piety invested in the realm, choose a branch of the Almuric tree and replace it with the corresponding branch from the foreign religion's tree. The same happens when the first has 10 Piety invested (whether or not it is the same religion as the prior), and your realm's religion is considered a heresy of The Almuric Search.
When the first foreign religion reaches 12 Piety, specifically replace the 3-piety branch. At this point your religion changes to a heresy of that religion, and all foreign piety is negated for 4 turns.
Unique Construct:
Ancestor Vault: Temple expansion. Since Almur turn to stone when they die, instead of burial they are placed in elaborate halls or courtyards where people may look upon them in respect. +1 Piety and +1 Splendor. For every dead Almur Retinue or dead Almur regiment recovered intact and brought to a Necropolis, gain an additional +1 Piety and +1 Splendor. A single Ancestor Vault can hold a maximum of 1 regiment and 1 Retinue. Costs 10 Gold and 1 Stone.
Piety
-- 0 - The Search is not underway. No effect.
-- 3 - Other religions do not impose negative piety, and instead are counted separately from The Search. Ruler is expected not to repress foreign religions. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 - Artisan Block expansions never impose upkeep. Ruler is expected to act according to their Kith's personality.* Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 - Artificers take 1 less turn to complete a Great Artifact. Ruler is expected to avoid unnecessary risks to soldiers and retainers, and to compensate families for heavy battlefield losses (2 Gold per retinue lost or regiment below 50% strength). Failure to meet expectations results in notable unrest.
-- 8 - Free Permanent Artificer Retinue. Ruler is expected never to abandon Permanent Retinues in serious danger, illness, or injury.
-- 9 - Free Permanent High Priest Retinue. Ruler is expected to spend 1 season per year hosting Potlach and attending to their retinues.
-- 10 - Artisan Block resource boost applies to two nodes. If any retinues or soldiers are in danger and ruler is in a position to help, ruler must prioritize helping them even if it interrupts other tasks.
-- 12 - Free Permanent War-Artificer Retinue. Ruler is expected to actively safeguard the lives of all their subjects against violence, no matter the cost or inconvenience. Failure to meet expectations results in mass desertion of soldiers and retinues.
Crathian (Other)
A monotheistic religion that believes in a single divine soul named Dydor, from which lesser beings split off and return to after death. Crathians see magic and "devilish" races as taints upon the world and seek to purge them from existence. The Supreme Priest of the Crathians resides in the far northern kingdom.
Special Rules:
Cannot Recruit Mages
Orcs, Giants, Sylphs and Goblins, cannot take this religion.
Unique Retinues:
Inquisitor: 1 Inquisitor and inquisitorial staff. Can take 1 free subterfuge action per turn with a bonus to success chance. This bonus doubles when used against heretics or heathens. Cannot be used against fellow Craithan faithful.
Unique Constructs
Inquisition Headquarters -Temple Expansion- A place where the Inquisition of the Craithan religion can operate to protect the city from the heathens and heretics. 8 gold , 1 stone. Add Free Permanent Inquisitor Retinue, +1 Piety, +2 Zealot Knights when raised. Max 1/district.
Piety
-- 0 - The Craithan is non-present and magic is not that regulated or limited. No effects.
-- 3 -Levies have slightly improved morale. The Craithan religion has started to take root in your faction, Monarch is expected to not promote magic and feign hostility to devilish races. Failure to meet expectations results in temporarily losing Piety bonuses and all Levies having a slight morale penalty.
-- 5 - Professional units have slight bonus to morale and cohesion. Monarch is expected to not have any magic retinue and discriminate the devil races. Failure to meet expectations results in Piety bonuses temporarily turning into equal penalties.
-- 7 - All military units get increased morale and cohesion when fighting againts heathens or heretics and a bonus to morale when fighting any of the devil races. Monarch is expected to ban magic from the kingdoms and to segregate the devil races making them live in separate communities. Failure to fulfill requirements results in discontent and a chance of retinues abandoning the realm
-- 8 - Free Warrior-Monk retinue. Monarch is expected to respect the requests of the Supreme Priest and local Chief Priest.
-- 9 - Free Inquisitor retinue. Monarch is expected to cut off relations with any kingdom ruled by a member of the devil races.
-- 10 - All villages produce +1 gold/turn , Monarch is expected to follow the requests of an appointed Chief priest or the Supreme Priest if contact has been made with the homeland.
-- 12 - Monarch, Warrior and General Retinues have 100 Inquisitor Musketeers (exceptional morale and cohesion, fast rate of fire, no armor) as attendants. Monarch is expected to purge the world the devil races , Failure to meet expectations results in great unrest or rebellion