I'm thinking of giving the White Hand a disciple unit that can be sacrificed for culture/end revolts like the other religions have, and which could spread their religion (but with half the normal success rate) without requiring the state religion to train them.
I'll probably call them Frost Speakers, and use the AoI pedia entry that identifies the disciples of Mulcarn as such. Since it says they are fearless, I'd give them the Courage promotion, as well as Cold Resistance and Vulnerable to Fire. I don't want to bother with all new art, but can easily make them slightly smaller versions of the Priest of Winter model with the staff removed so they are not as easily confused with their upgrade.
Since The Hand's holy warrior UUs are elementals and beasts, I'd probably let the disciples also upgrade to regular Champions.
I'm thinking of moving both Frost Speaker and Temples of the Hand to Elementalism, leaving Priests of Winter at Priesthood.
I'm also thinking about letting Grigori Medics spread culture to end revolts, so that the godless civ is not the only one without a unit with such an ability.
I might let Bhall-Orcs be sacrificed for culture too.
What you you all think of those changes?
What happens when you cure lycanthopy in this patch? Does the unit simply lose the lycanthopy promotion, or does it revert to the unit it was prior?
My mod uses the unit's Scenario Counter to store its "Alternate Unit Type." When a unit is infected with Lycanthropy during combat and becomes a Ravenous Werewolf, its previous unit type is stored in that way. This data can also be edited in worldbuilder.
If a werewolf is created through an event or in worldbuilder, its Alternate Unit type would be -1 (unless specifically edited in worldbuilder).
If a werewolf unit has a valid alternate unit type (a number greater than -1 but less than the total number of unit types in the game), ans it does not resist the spall Assuage, then it will revert to its alternate unit type. It will also loose both the Werewolf and Cannot Cast promotions.
If a lycanthrope does not have a valid alternate unit type, then the Spirit 3 spell would instead kill the unit.
A former werewolf will belong to whatever player's caster cured its lycanthropy, regardless of where its former loyalties lay. You can even capture your enemies' national heroes by using a werewolf to infect them and then a Spirit 3 caster to cure them. (Religious heroes and leader avatars would still abandon you if you don't meet their requirements though.)
(Baron Duin Halfmourn himself can never be cured.)