This is a submod (or mod mod) for Geheimnisnacht, the Warhammer Fantasy conversion mod of Crusader Kings II. It does not work as a stand-alone mod, but adds new content, streamlines the optimisation, and applies fixes to Geheimnisnacht. The project logo is the work of the excellent CMSteel (search for the artist on DeviantArt if you want to see the original).

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Hello again!

Earth has been very distracting in the last few weeks, but Dawi Kiss has not been forgotten. While we wait for Holy Fury to drop, it seems like a good time to talk religion in Warhammer and Crusader Kings 2.

The Empire of Sigmar is a confusing place with a host of gods. We don't even know the names of all of them, though the most prominent gods are familiar to anyone who has gotten into Warhammer (or Geheimnisnacht). In the most part, citizens of the Empire pray to a god (or gods) that they believe are most willing and able to help them. When sick, a Reiklander calls out to Shallya. Before undertaking a river journey, the same man prays to Manann. If the fertility of plants (or people) is of great importance, our Reiklander turns to Taal and Rhya. But if one was to ask this man which god protects him, he answers "Sigmar!" While the Time of Three Emperors began in the 1500s with an unprecedented religious conflict between the Cult of Ulric and Cult of Sigmar, in which the Ulrican hierarchy labeled Sigmarites as Heretics, the other Cults of the Empire were bystanders. (Indeed, southern gods such as Myrmidia may have gained popularity in the Empire during this time.) By the time of the Vampire Wars, when Geheimnisnacht starts, the conflict had essentially collapsed with both Cults withdrawing their support from the lines they'd originally backed.

In the main Geheimnisnacht mod, this situation is represented by a family of religions that are mildly hostile to one another. None regards the other as a Heresy until a secular ruler achieves supremacy. That doesn't ring true to the lore and there's not much incentive for religious reform.

For Dawi Kiss, we took the faith of the common people as our starting point: everyone in the Empire of Sigmar is nominally Sigmarite, but they might belong to a religious Cult (represented as a society) to represent their personal beliefs. The plan going forward is to add more Cult societies to allow players to experience the different faiths of the Empire. Next, we want to add in supremacist heresies for the Cults of Ulric and Sigmar which present the player with new options. Finally, the religious reform mechanics previewed for Holy Fury will be integrated into the mod so that players who reunite the Empire can also establish the Conclave of Faith and create a new religious consensus in the North - or solidify the supremacy of their own patron god.

It's also worth mentioning religion in the other human lands of the Old World. Bretonnia's faiths are fairly represented in Geheimnisnacht, with every Bretonnian nominally under the protection of the Lady of the Lake. However, the role of Shallya (and other gods) is misleading in the base mod. Shallya is not a regional deity only followed in a tiny enclave - by population, she has more adherents than the Lady. But the Cult of Shallya is unambitious and leaves the faithful of the Grail to dominate Bretonnia. In Dawi Kiss, we got rid of Shallyan as a religious oddity, leaving the Cult society to represent Shallyanism. As with the Empire positions, new Cult societies will add fresh options for play in Bretonnia in the near future. We also want to implement heresies to Bretonnia, especially the enduring peasant belief that the Lady of the Lake is a servant of Shallya and the Vampiric heresy of the Dark Lady and her False Grail. At present, we don't intend to use the religious reform mechanics for the faith of the Grail because Bretonnia starts the campaign united.

Turning to the South, the lands of Tilea and Estalia are protected by Myrmidia but host dozens of other Cults. There's a long-standing disagrement between the Tilean and Estalian churches, though in the Warhammer lore this doesn't seem to flash over into violence on a large scale. Due to the paucity of lore on the subject, our plans for the South at the moment are unambitious. Again, the Cults will be present so your Tilean Merchant Princes can quietly revere Ranald or openly praise Manann for the bounty of the seas, but - aside from the Dark Pantheon - the heresies of this region aren't something we know about. It's likely that we'll use new options from Holy Fury to make the ending of the Tilean/Estalian schism more interesting, but that's a fairly low priority.

Developer Diary 1: Why we're here.

Developer Diary 1: Why we're here.

News

A quick introduction to the Dawi Kiss submod, explaining its purpose and ambitions.

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dawiKiss demo 010818

dawiKiss demo 010818

Demo 7 comments

An updated demo for Dawi Kiss. You still need Crusader Kings 2 and Geheimnisnacht 1.2 to play, and the Horse Lords and Monks & Mystics DLCs are strongly...

dawiKiss 0 1Alpha310518

dawiKiss 0 1Alpha310518

Demo

This is a playable alpha version of the Dawi Kiss submod of the Geheimnisnacht mod for Crusader Kings 2. You need Geheimnisnacht 1.2, Crusader Kings 2.8.2.1...

Comments  (0 - 10 of 63)
brokenstring
brokenstring

I don't have access to societies and I don't know why. I have all the DLC except Holy fury and Rajas of India, mod is 1.2 and game is 2.8.1. Anyone know what may be wrong?

Edit: found this on the steam forum and it worked:

Geheimnisnacht (I assume that's the Warhammer mod you are using) was last updated to 2.8.1.1, which does not seem to be in the previous versions list. Doing some digging on the mod forum, it looks like it still works on 2.8.2, albeit with glitched coat of arms. According to someone there "To fix this, go to your mod folder, then interface. In that folder, create a new folder named coat_of_arms, and move coats_of_arms.txt into this folder." However, 2.8.2 isn't a version in the rollback list either, so you will need 2.8.2.1, and no word on how well that works.

I can confirm that after moving coats_of_arms.txt into it's own folder, Geheimnisnacht works fine on 2.8.2.1

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calorie
calorie

One question though, does this mod fix the horrendous duel system in Geheimnisnacht?
Or while i'm at it, the ridiculous one-province CB, which doesnt make any sense, for the Tomb Kings factions?

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stirfrytoasty
stirfrytoasty

Maybe they're part of the team now? The original devs ain't dead, there are a progress pics on the CK2warhammer subreddit.

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calorie
calorie

The devs still said that DK is independent

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Shadowlord11
Shadowlord11

As a Discord mod for the Gehiemisnacht mod I can confirm we are still here

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isa0005
isa0005

Dead?

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tigerace11
tigerace11

Good day, I wish to report on a bug which I have encountered playing multiplayer. It seems that the AI changes its succession laws to agnatic-cognatic appointment for different reasons. The main reason seems to be that the AI struggles to find an heir and therefore changes the inheritance laws. One particular moment was when the emperor of westerland had no heir (the potrait of who should be the heir was gone) but had a sister with a strong claim and uncles also having strong claimes. As we know both women and men can inherit the westerland title so it is weird that the AI would change inheritance laws like that.

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yoloswaggins69
yoloswaggins69

any plans to takeover the abandoned warhammer geheimnisnacht mod? This mod has so much potential, it sad to see it abandoned.

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Guest
Guest

Geheimnisnacht isn't abandoned at all.

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Shadowlord11
Shadowlord11

We are still going strong (I am a discord mod for Gerhiemisnacht)

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