An updated list of reformation doctrines
May 20, 2019 13:40:06 GMT
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Naathi Adventurer and xenomorf like this
Post by cla168 on May 20, 2019 13:40:06 GMT
The Dev Diary that introduces religious reformation does not describe exactly which doctrines you can an cannot pick, and the requirements for them.
- Cut-throat nature: With this new nature kinslaying, murder and torture are no longer seen as moral taboo. Characters more likely to scheme and plot.
- Monastic doctrine: Now allows you to freely send relatives to the priesthood
- Blood Magic doctrine: Combines elements of vanilla divination/astrology doctrines, devil worshipper powers and rhllor/warlock style healing powers.
- Adventuring doctrine: Enables Ironborn style coastal invasion when combined with Seafaring doctrine
- Ancestor Veneration: Enables Eldership succession law
- Elective doctrine: Makes elective law customary
- The Seven doctrine: Adopts aspects of The Seven into the religion, including knighthood and tournies
- Slaver doctrine: slavery becomes customary, and rulers can spend piety to declare wars of enslavement
- Anti-Slavery doctrine: Anti-slavery laws becomes customary, and rulers can spend piety to declare wars of liberation
- God-King worship leadership: New leadership option where ruler is worshipped as a god. Gives opinion boost to zealots/friends and opinion malus to enemies/cynics.
- Adoption doctrine: Rulers can adopt lowborn characters into their dynasty
- The Old Way doctrine: Special doctrine for the Drowned God combining several other doctrines
- Valyrian Purity doctrine: Special doctrine for valyrian religion. Allows granting of divine status to high valyrian families.
- Special doctrines for Naathi, Moonsingers and Rhoynar
So my aim is simply to create an updated and more thorough list so that people planning a game with a particular religion can see what they'll be able to do. Everyone is welcome to add what they find is missing from the list.
Doctrines
- Valyrian Blood: probably only available to the reformed Valyrian religion. It has polygamy, divine blood and dark powers when magic is strong in the world.
- The Seven: not available in conjuction with the Old Way. Allows you to intermarry with followers of the Seven and has all their mechanics.
- Cut-throat nature: With this new nature kinslaying, murder and torture are no longer seen as moral taboo. Characters more likely to scheme and plot.
- Monastic doctrine: Now allows you to freely send relatives to the priesthood
- Blood Magic doctrine: Combines elements of vanilla divination/astrology doctrines, devil worshipper powers and rhllor/warlock style healing powers.
- Adventuring doctrine: Enables Ironborn style coastal invasion when combined with Seafaring doctrine
- Ancestor Veneration: Enables Eldership succession law
- Elective doctrine: Makes elective law customary
- The Seven doctrine: Adopts aspects of The Seven into the religion, including knighthood and tournies
- Slaver doctrine: slavery becomes customary, and rulers can spend piety to declare wars of enslavement
- Anti-Slavery doctrine: Anti-slavery laws becomes customary, and rulers can spend piety to declare wars of liberation
- God-King worship leadership: New leadership option where ruler is worshipped as a god. Gives opinion boost to zealots/friends and opinion malus to enemies/cynics.
- Adoption doctrine: Rulers can adopt lowborn characters into their dynasty
- The Old Way doctrine: Special doctrine for the Drowned God combining several other doctrines
- Valyrian Purity doctrine: Special doctrine for valyrian religion. Allows granting of divine status to high valyrian families.
- Special doctrines for Naathi, Moonsingers and Rhoynar
So my aim is simply to create an updated and more thorough list so that people planning a game with a particular religion can see what they'll be able to do. Everyone is welcome to add what they find is missing from the list.
Doctrines
- Valyrian Blood: probably only available to the reformed Valyrian religion. It has polygamy, divine blood and dark powers when magic is strong in the world.
- The Seven: not available in conjuction with the Old Way. Allows you to intermarry with followers of the Seven and has all their mechanics.