Crusader Kings II: Monks and Mystics - Theodericing Dynasty - Ep 6: Bastards Everywhere!

511 views · Published 21 May 2017 · 22:21 · Indexed 28 October 2026

Channel: GameGabster · 2017 · Gaming

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Probably the most challenging run of crusader kings I have experienced so far. Our dynastic lands constantly expand and contract, but at the very least I opt in for the bastard strategy to make sure we have counts and dukes in Ireland, Italy and Burgundy to play as if all else fails. I want to expand into the pagan lands, but any attempt at doing so leaves us open to claimants attempting to usurp our titles, including our own king! We must be cautious in times ahead.

Once more I return to my favourite game of all time as Paradox has given me access once again to a press copy of Monks and Mystics, the latest Crusader Kings II Expansion coming out March 7th 2017. This time, we take a spin with the Theodericing dynasty of Saxony in the super early 769AD start. I love playing as a Germanic Pagan, and but I always start in Scandinavia, so this will prove to be quite different, especially as other religious forces and sects knock on my door!

The bells of the abbey summon monks to prayer while, a continent away, the faithful are summoned by a muezzin’s call. Religious practice imposes a schedule on the chaos of medieval life, and the routine adds harmony to a divided realm. 

Routine and harmony. We can’t have that, can we?

The major feature of Monks and Mystics is the addition of Societies – secret and otherwise. Characters can join monastic orders and secret cults. As the society gains members, it gains power and prestige for its leaders. Societies open new actions for characters and can lead to new event paths.

 
Features: 

Monastic Orders: With lay offices available to non-clerical characters, monastic orders will increase your character’s piety - but they have expectations.

Cults: Heretical cults may flourish and its is rumored that the worship of Satan continues in the darkened fringes of the world
Climb the Ranks: Characters work their way up the ladder of Societies, unlocking new abilities and triggering new event chains

Hunt for Heretics: Send your chaplain out to find secret societies that undermine the holy church and your realm. But what if the hunter is guilty himself?

Other New Councillor Actions: Your councillors have a fourth action that will make them more powerful and integral to sound rulership

And much more: Assassins, archaeological expeditions, holy relics, great treasures and more
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