Ck2 secret religion guide

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With some exce-*cough*Mann*cough*-ptions. Just as long as we kept everything mostly historically plausible, staying within feasibility as much as we could.

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Initially, we had intended to keep the focus tightly wrapped to rural Scandinavia, but the more reading and research that was done, the more it became apparent that we were going to have to tackle the Scandinavian colonies and adventurer realms elsewhere. In short, how could we make tribal North Germanics come alive in ways other than running an efficient kleptocracy? Other than raiding and reaving across the waterways of the world, what did they get up to? What were their folk beliefs? How did they raise their children? What might you find happening on a lazy summer afternoon at a remote Nordic court? Tackling the Norse was always going to be an interesting affair, since, mechanically, they’re pretty well covered for many things already, though most especially warfare and raiding.Īccordingly, this meant that, for this flavour pack, we needed to try and dive more into the daily lives of rural Scandinavians. Today, we’re going to be taking a look at what new scripted content we’ve added for CK3: the Northern Lords, and, since it’s been out and playable for a week, I thought it’d be fun to go a little bit into some of the design rationales we had and my personal perspective on some of the feedback so far. Welcome comrades, to a very odd diary for me to be writing!