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. 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. 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. Raiding culture allows the use of armies to raid while fabricating claims, and still get piety for remaining at peace. If allowed to spread their religion, they will in time ask the ruler to convert. This severely slows down early-game conquest of the typically smaller, fractious pagan realms by expanding Abrahamics. 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. Lastly, pagans may, by decision, convert to the religion of a spouse or concubine of a different faith. 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. Reforming the Aztec faith is possible but extremely difficult. This is because that, while Wicca draws on older beliefs and principles, it’s a fairly young and modern religion. 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. It is also called Hellenic Polytheism, Hellenic Reconstructionist Paganism, or simply Hellenism. Holy Sites: Suomenusko retains a sizable number of provinces throughout the game and it is very easy to put the fear of Ukko to other religions, whether you start in 769, 867 or 1066. Check back as new material is added! Priests cannot marry and cannot inherit. You can use artifact IDs in … Romuva is the faith of the peoples on the east coast of the Baltic Sea, worshiping such deities as Dievas, Perkunas, and Laima. The default succession law for tribal unreformed pagans is elective gavelkind. Additionally, those defensive pagans who are tribal, may call forth Devout Warriors (without ). Reforming the religion will cause a schism in the pagan faith. For an insightful analysis of gender issues in Greek mythology, I recommend Ginette Paris' books Pagan Grace and Pagan Meditations (Spring Publications). However, the Tengri faith does not die out during the entire period of the game and there are always relatively strong rulers for it in the game. In the game, Hellenism is a Dead Religion, as no living rulers in any start date have it as their religion ingame unless one was made with the Ruler Designer. AI rulers only try to convert provinces if zealous. Two mutually exclusive bloodlines can be created by this process. With Christianity under siege we push forth in all haste towards the restoration of the empire and the revival of Hellenism! Reforming the religion removes these restrictions, allowing tribal rulers to use gavelkind and allowing feudal rulers to use primogeniture. Hard to Convert. 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). Bön rulers are playable with either Jade Dragon, The Old Gods, or Holy Fury. Zun can also be reformed like other pagan faiths. Reformer becomes the first religious head, Foreign missionaries become more effective, venerate a given ancestor, in a process similar to sainthood, https://ck2.paradoxwikis.com/index.php?title=Pagans&oldid=42362, Monthly prestige +0.05, diplomacy +1, fertility +10%, Build cost -5%, build time -5%, intrigue +2, Local build time modifier -10%, local build cost modifier -10%, National tax modifier +2%, stewardship +1, Fort level +0.40, technology spread rate +15%, National revolt risk -5%, disease resistance +5%, Monthly prestige +0.03, learning +1, personal combat skill +5. 'Greek' Wicca, Greco-Wicca or 'Hellenistic' Wicca. Aztec religion has no special mechanics, having the usual set of Offensive Pagan mechanics. Pagans are able to hold religious feasts (except Tengri/African). 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. AI looter prefer coastal counties. 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). 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. With Holy Fury, Zunists can raid after reformation, as long as the reformed faith does not have the Peaceful nature. If fighting unreformed pagans is a priority after reformation, the Unrelenting doctrine or the Tengri equivalent (Eternal Riders) is recommended. The religious head can decide upon death to. 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. Holy sites: Perm, Ryazan, Novgorod (shared with Slavic), Saaremaa, and Kexholm. It also adds Celtic Paganism, Basque Paganism, Egyptian Paganism, Atenism, Canaanite Pagnaism, Mesopotamian Paganism, Arabian Paganism, Roman Paganism (separate from Hellenism), Mithraism and Etruscan Paganism. Generic Tengri paganism allows for more levies. 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. Characters get a Rite of Passage when reaching adulthood. Each pagan faith has one unique doctrine, which has features of two or more generic traits. 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. With tribal mechanics, pagans cannot raise Tribal Organization very high without having severe relations penalty for tribal Unreformed Pagan vassals (-30 opinion with Absolute). To help in the struggle against unbelievers, each reformed faith gets a single holy order. Use the Delve into the Classics and pick to study Hellenic Religion. Reformer gets a powerful artifact. Aztec religion only appears in-game if Sunset Invasion DLC is in use. 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. Old religion followers will be heretics with a -25 penalty to relations to members of the reformed faith. It is not normally playable (even with Ruler Designer), but can be played using mods or by exploiting loopholes. No females in the council. In game, however, Hades/Pluto is included as an Olympian in Hermes/Mercury's place, although he wasn't considered one in real life. This allows defensive pagans to defeat enemy armies twice their size with ease. Romuva does not disappear from the world at any starting date, but will eventually be pushed back by Christians. The nearby county of Novgorod has a third holy site, which can be conquered relatively easily. They also seem to lack the ability to holy war or to call "crusades". Pagan vassals are more likely to seek independence, and gain warscore more rapidly than others in independence wars. Gurus. For tribal pagans, reforming makes it easier to raise tribal organization. We have several local congregations – Demoi and Proto-Demoi Hymns and poetry – Hymnodia Monthly libations. If the last two holy sites are difficult to reach, the best way to obtain the necessary moral authority is through county conquests and raids. Women can take up to 3 consorts. Enatic Clans doctrine is extra powerful because one can easily 'breed in' several bloodlines by simply doing matrilineal marriages over a few generations. Intermarry Buddhist, Zoroastrian group. Either Stettin, Wolgast, Rügen or Werle has a free holding, The count holding the chosen county is Germanic or Reformed Germanic, and accepts the creation. However, there are always playable rulers and provinces for this particular religion in Africa. You trade some of your offensive/defensive capability for stability, faster conversion, and Great Holy Wars to combat Crusades and Jihads. Diviner read signs before a war to try to improve troop morale. Intermarry Eastern group, Zoroastrian group. Another approach is to try new mechanics (to pick Haruspicy, Animism, Veneration) or to add useful abilities to existing faiths (e.g. "Offensive" pagans get a bonus to their levy size (+30% levy size for Germanic, for example). 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. These doctrines are tied to the reformer's religion. Access to monastic feudal government with Tibeto-Burman culture group. This attrition only applies in provinces of the same religion as their ruler, so Germanic pagans won't lower their enemies' supply limits in Slavic territory. 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. Religions is a powerful deterrent in the 1066 starting date, but they can not inherit into the Classics pick. Will cause a schism in the pagan faith is followed by the Tengri Khaganate Magyars. That they are below playable tier, allowing tribal rulers to use gavelkind and feudal. Weaken as time passes for several reasons: 1 development by creating account... Their size with ease and Meritocracy doctrines use primogeniture continue to grow in strength as long as the khans increase. 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