CyberForte
Chieftain
- Joined
- Feb 26, 2011
- Messages
- 63
Hello. I've been something of a lurker on these forums for some time, as well as a player of FfH2 and RifE. I don't think I've made a post previously here, so I suppose this passes as my introduction.
I'm not sure if this really belongs here or in the FfH2 modmod forum, but for the moment I'm going to put this here since, beyond being something I might eventually figure out how to mod in, I'm putting it as a possible submission as an alternate possibility for a Neutral Evil religion after reading the Religion in 1.4 thread.
But beyond being a submission, since, as I've said I might attempt to mod it in myself, especially since I'll likely keep a copy of RifE 1.31 even if I do like the 1.4 changes. Thus, I'd like to ask for opinions on the general concept, including:
Balanced?
Decent fit with the existing lore?
Interesting as a concept to use?
That all said, I should probably say what this actually is. The idea was born out of having trouble finding a religion I really enjoyed and could use (Esus and White Hand are my favorites--but both have some problems in actually being used), and mild annoyance that the supposedly arcane flavors of the Veil only really went skin-deep.
Thus, I present The Chosen of Ceridwen:
Name: Chosen of Ceridwen (better name?)
Alignment: Evil
Description:
The teachings of Ceridwen yet linger from past days, and with the return of civilization and magic, they take on new life in the Age of Rebirth. The teachings of the goddess known as the Queen of Pain do not seem evil upon the surface, and yet in time even the best intentions are corrupted in her service. Knowing, perhaps, that the teachings of the Veil often fail to sway those who would not be supplicants of hell, but rather think themselves able to rule it, her own approach is much more subtle, drawing in with a gentle hand whilst secretly crafting those ensnared with a climate of fear, uncertainty, and oppression.
The peoples of a land in which the Chosen has spread seldom have any true grap of the situation, for they are easily tended to by the Messengers, who go amongst the people and tend to their needs as the priests of any other faith would. It is into this class, serving Ceridwen's ends without much real knowledge, that the men who would seek her teachings are put, for the most part--though certainly there are notable exceptions. Little knowledge of the magics which characterize the faith are needed in this, but even so they are touched by the goddess and so are trained to dabble in the ways of dimensions, giving them unparalleled speed as well as a way to escape from dangerous situations, both of which are factors leading to their name.
Those who truly have the favor of the goddess, however, are primarily women, and almost exclusively those who have already obtained significant magics in their own right before they catch her eye. Such talented spellcasters are on many cases easily swayed by the whispers promising them not only greater power, but greater respect. Indeed, capitalizing on the lack of a place for arcane magics in most of the other faiths of Erebus, Ceridwen promises these already powerful and skilled women both the power and prestige that are given to priests in most societies.
And, to those who accept this favor, they are indeed given such power. The few who both are offered such power and accept it become the Inviolate of Ceridwen, sacrosanct to her. Although they are not granted the powerful divine magics of other priests, they do receive the ability to perform divine healing--and, more importantly, the protection that their name suggests. It is a difficult thing to successfully attack a priestess cloaked in the protection of the lady of dimensions--and to do so at all is an incredibly poor idea. Those who successfully attack and kill one of the Inviolate are cursed and indeed, the life of such a person is forfeit. To anyone who looks upon them, save their own people perhaps, they will seem an evil creature, and the curse is of such a nature that any attempt to communicate this is prevented, and so, in most cases they must either retire to some isolated place or die at the hands of anyone they should come across. This malediction from the Queen of Pain is strong enough to resist almost any attempt to dispel it.
In exchange for such prestige, however, they learn that the favor of the goddess is no easy thing. The higher levels of the Chosen's hierarchy are inevitably filled with jealousy, rivalry, and general animosity between the priestesses, carefully nurtured by the goddess herself. And, of course, to anyone who fell to her whispers in the first place, the appeal of ruling others becomes increasingly powerful. This is only heavily enhanced by the deeply ceremonial nature of the public festivals which are required fairly frequently, and the somewhat arbitrary rulings which she imposes upon them, which in turn encourage the Inviolate to treat their own followers in such a way.
Though the execution of the festivals and ceremonies differs between places, one rule which is unchanging is that he worship must be conducted outdoors, and indeed no true temples to Ceridwen are allowed. However, another fairly standard practice of her followers is to build "forests" of stone in which to conduct their worship, usually with an actual housing complex for the Inviolate and Messengers placed nearby. In some cases these "forests" or henges are purely ceremonial, but a properly built one becomes a powerful magical focal point as well.
Finally, for those who had excelled in the service of their goddess despite the limitations and rivalries of the Chosen, the highest office of the faith is that of Oracle. Even here, two Oracles sit at once, to create tension, and even to her most devoted followers Ceridwen does not grant favors freely. However, in addition to being further inviolate--the life of anyone who should so much as touch one without her permission is forfeit--and nearly impossible to kill, the Oracles do have divine power to justify their name. That is to say, they are granted the ability to see the world and watch as important events unfold, though to see as such requires great preparation, and no results are assured, with the fickle nature of their goddess.
Tech: Forbidden Paths, requires Sorcery
Quote:
"How like that fool of man who abandoned the truth to teach that the most sacred treasures of the world are available to anyone. But anyone with vision knows he is wrong--the greatest power of magic is only fit to be wielded by those who have both talent and devotion to their art. The unworthy who seek it with less call me cruel and oppressive, but they will never glimpse what lies down these "forbidden" paths of mine.... It is no wonder that their empires fall." - Ceridwen
Religious Hero: ?
Unique Units:
Messenger
Requires Priesthood
Disciple Unit
4 str
3 mov
Starts with Medic I, Medic II, Dimensional I, Dimensional II, Channeling II
Unit an use the "Spread Chosen of Ceridwen" ability.
Background:
The closest thing in the Chosen to the disciples of other faith, the Messengers of Ceridwen are primarily the men who would attend the goddess's call. Only the most powerful and ambitious men avoid falling into this class--and it is indeed a fall, for although they become skilled healers and the first to bring the faith to new lands, there is, in the vast majority of cases, no chance for advancement. One may become quite well-respected and prominent amongst the messengers, but it is almost unheard of for a messenger to advance along and become Inviolate. Those chosen to be messengers do, however, learn the basics of dimensional magic, speeding them even further in their travels to do the bidding of the Chosen and of their goddess.
Note: Due to the national limit on Inviolates, I thought the disciple unit should be somewhere in the middle between normal disciples and normal priests. Their cost would be somewhere in the middle as well, due to having the healing ability and tech req of a priest, but lacking the ability to cast divine spells or found temples. However, the dimensional spells and high mobility would make up for the tech requirement in terms of allowing them to easily reach cities to spread the Chosen unescorted in many cases.
Inviolate
Requires Forbidden Paths
National Unit - 8 Allowed
Arcane unit - Unit cannot be built, must be upgraded from a unit of level 6 or higher (Upgrades from unitclass mage).
3/5 str
2 mov
75% withdraw chance when defending
Starts with Channeling I, Channeling II, Dimensional I, Dimensional II, Dimensional III, Twincast, Medic I, Medic II, Divine, Inviolate. Unit starts with +1 free promotion.
Unit can use the "Construct Sacred Henge" ability (Requires Divine, Channeling II)
Background:
The Inviolate are the priestesses of Ceridwen and have her protection and those who would kill them are cursed by the Queen of Pain, their lives forfeit to anyone who does not know them due to powerful bending of reality that makes them seem monsters to all who look upon them and know not their crime. But only those who have become skilled mages in their own right first may take up the black robes of the Inviolate. These priestesses wield great political and society power as well, and indeed most seek it out, attracted by the idea of having the same social standing as the members of other priesthoods.
The Inviolate are almost exclusively women in the Age of Rebirth, and tend to be powerful, charismatic individuals, and their station only boosts this, but such power and exclusiveness inevitably breeds corruption. That is not to say they may not still act, or even be, benevolent in their actions. Instead, the corruption is of intention and belief. The priestesses find themselves striving to outdo each other in their dealings with the people through the many elaborate festivals they are expected to attend, as well as in their healing prowess or the defense of their nation in war. The teachings of Ceridwen are guarded quite jealously as these tendencies grow, and indeed the study of magic is something most would happily deny to all but a chosen few. This makes the already hard-to-access order almost as inaccessible as it is Sacrosanct, unless someone should violate the latter tenant and free up a spot in the ranks of the priestesses.
Notes: National limit is for lore reasons and, more importantly, to avoid losing too many units to their curse when attacking a city. Their withdraw rate is somewhat useful in this regard, as Inviolate only takes effect when the unit is killed. Aside from this, they're mages who're stronger on the defense and able to use Dimensional III, as well as heal and cure disease, but no further divine spells, instead having the normal Twincast ability available from the start. They also have access to the create temple spell--however, due to the jealous nature of the religion, it can only be cast in your own cities, and ones where the religion is already present. However, though it requires several turns to cast, it does not consume the Inviolate. Although they are authorized to acquire command I and March, they cannot be upgraded into Paladins/Druids/Eidolons.
Oracle
Requires Theology
National Unit - 2 Allowed
Arcane unit - Unit cannot be built, must be upgraded from a unit of level 10 or higher (Upgrades from Inviolate).
Requires Incense
5/7
2 mov
100% withdraw chance when defending
Starts with Channeling I, Channeling II, Channeling III, Dimensional I, Dimensional II, Dimensional III, Twincast, Medic I, Medic II, Medic III, Divine, Inviolate, Inviolate II. Unit starts with +1 free promotion.
Unit can use the "Construct Sacred Henge" ability (Requires Divine, Channeling II)
Background:
The High Priestesses of Ceridwen, and those who have her highest favor. In addition to greater divine protection and even more inviolate status, they are given Sight by the lady of dimensions, so that they might look upon the world from afar. This requires great ritual preparation, and it will not always grant a view of anything particularly valuable, but it can also potentially give her followers an edge in seeing beyond any border and in watching as events unfold elsewhere in the world. In addition to this, the Oracles retain all the abilities of the Inviolate, and also gain the ability to use magic at least equal to that of an archmage.
Given this favor, and their greater power in the form of the divine spells, Oracles are generally even more corrupt and oppressive than the Inviolate, but it is hard to deny their utility to those they give their help to. Beyond their duty as actual Oracles, they have even more ceremonial duties than the Inviolate, and are almostly constantly busy with something, although in times of war they may still travel with the arnies. However, once created, the presence of an Oracle who is direlect her duties will create some discontent amongst the people.
Notes: The national limit is as before--and even lower here, both for reasons described in the lore and because the curse of Inviolate II would be applied to any unit who attacked (if that is possible), even if the Oracle withdraws. Of course, even with the withdraw rate, they can still be killed if surrounded or pursed by multiple units. As far as the divine spell, "Sight," it would first do a check with 60% good 40% bad; if it came out good, then the spell would search for an area with a high concentration of units, favoring areas the player is currently unable to see. If the result is bad, it would instead favor empty land the player does not currently have sight in. In either case, the spell would immobilize the oracle in the city of casting for a few turns and spawn an invisible unit in that place to grant the player vision there for several turns, with the spell casting requiring one turn of rest after before she could return. If possible, -1 happiness in all cities with a Sacred Henge if you have Oracles, but there is not currently at least one within cultural borders, and +1 happy for a city an Oracle is stationed in.
Unique Buildings:
Sacred Henge
Requires Forbidden Paths
+20% Culture
Training Modifiers: 0.25 (Arcane Units), 0.10 (Disciple Units)
+ 1 Happy from Incense
+ 1 Happy from Reagents
+ 1 Happy with Religion
+ 1 Happy with Oracle in city
- 1 Happy with Oracle, but not within cultural borders
Can turn 1 citizen into Priest
Can turn 1 citizen into Healer
+15% to heal rate of units in the city
+20% resistance to magic for units in the city
Required to Train Messenger, Inviolate, Oracle
Background:
In the Age of Rebirth, the worship of Ceridwen is something which may only be done in the open air. However, this has not stopped elaborate sites from being prepared for this purposes. Stone forests of intricate design and varied shape, the Sacred Henges usually stand high above the cities that follow the ways of the Chosen, a testament to the power and exclusivity of the priestesses. However, at festivals they are opened to the public and the sight of elaborate rituals, often including impressive feats of magic that increase the veneration of the people for the Inviolate. And should an Oracle be present, these festivals become even more resplendent, drawing the populace even further into their veneration of Ceridwen.
In times of war, the Sacred Henges also become bastions of magical power, protecting the city from the magics of those who would assail it, and the herblore of the Messengers and Priestesses offer a substantial amount of healing to soldiers who find themselves within a city with a Henge.
Forbidden Utopia
Can only be built in the Chosen of Ceridwen Holy City
Can be built by Great Prophet, Healer
+2 GPP (Healer), +8 Culture
Provides 1 Dimensional Mana
+1 gold per city with Chosen of Ceridwen
Can turn 2 Citizens into Priest
Can turn 1 Citizen into Healer
Free Promotion for units in the city (Magic Immune), removed on leaving the city
Prevents units of Level 4 or less from entering or leaving the city (including those of the owner).
-75% military production
+100% production of Arcane units
Cannot airlift units to or from city
Background:
The holy shrine to the lady of dimensions could be built in no ordinary way, nor in any mundane, ordinary place. No, the city in which it is built is no longer entirely a part of the material world, moved into the mists that lie between existence and nonexistence. These are not the same mists that linger in the Sidar lands, however, but rather mists to hide what is not there. Those who have accomplished nothing can neither enter nor leave this sacred city, and it is protected against even the power of her own magics, as for Ceridwen it is a simple task to close the portals of the nexus as well as the roads of men.
However, this protection is quite impartial; it prevents leaving as easily as entering, and it effects her followers as much as their enemies, save in ome regard--their magics within are stronger, whilst no magics from without can do harm to those who stand upon the sacred ground, nor even so much as reach them. Given its nature, the city is poorly suited for the training of military units, for instructors and armorers cannot easily enter, but it is a perfect place for users of magic to be schooled in their craft, though not even they can leave before they have obtained a significant degree of skill.
It is said that the city which is thus withdrawn into the mists becomes exceptionally beautiful, however, for in its place between the worlds the laws of reality do not always apply, allowing for strange and wonderful things to occur. Though the truth of this is not something which is divulged freely, for those so favored that they have passed through the mists to the Forbidden Utopia tend only to speak cryptically, following the teachings of Ceridwen and making their prestige yet greater at the expense of others.
Notes: Out of everything, this was the most challenging to try to balance, and I don't know if I've succeeded. However, I feel the concept of a place as inaccessible to units of the owner as of the enemy fits the theme of exclusivity and prestige quite well. If you think it needs improvement, please feel free to post suggestions for this. Given the general secondary healer focus of this religion, I felt having it able to be built by one and giving healer gpps was appropriate, though. Also, if possible, teleporting via dimensional I/II would be disabled in the city, unless it was the capital in which case Dim. I would still function. Not the best place to put your capital, though.
Edit: Also, since I never mentioned what those who're cursed actually get hit with... -2 def str, hidden nationality, unable to receive defensive bonuses, and increased chance to defend the stack was what I had in mind. Too strong? Too weak?
I still need to decide upon a religious hero or two, as well as another unique unit, so any thoughts on these subjects are welcomed, in addition to comments and criticisms on the rest of what I've put down here. Is there any canonical documentation on who the Archangel of Ceridwen is?
I suppose if I decided to mod it myself, the hardest part would be creating the Oracles' spell.... That would require a knowledge of Python to implement, correct? Much of the rest seems fairly similar to existing features, though my few small forays into modding haven't been enough for me to be sure of that yet.
I'm not sure if this really belongs here or in the FfH2 modmod forum, but for the moment I'm going to put this here since, beyond being something I might eventually figure out how to mod in, I'm putting it as a possible submission as an alternate possibility for a Neutral Evil religion after reading the Religion in 1.4 thread.
But beyond being a submission, since, as I've said I might attempt to mod it in myself, especially since I'll likely keep a copy of RifE 1.31 even if I do like the 1.4 changes. Thus, I'd like to ask for opinions on the general concept, including:
Balanced?
Decent fit with the existing lore?
Interesting as a concept to use?
That all said, I should probably say what this actually is. The idea was born out of having trouble finding a religion I really enjoyed and could use (Esus and White Hand are my favorites--but both have some problems in actually being used), and mild annoyance that the supposedly arcane flavors of the Veil only really went skin-deep.
Thus, I present The Chosen of Ceridwen:
Name: Chosen of Ceridwen (better name?)
Alignment: Evil
Description:
The teachings of Ceridwen yet linger from past days, and with the return of civilization and magic, they take on new life in the Age of Rebirth. The teachings of the goddess known as the Queen of Pain do not seem evil upon the surface, and yet in time even the best intentions are corrupted in her service. Knowing, perhaps, that the teachings of the Veil often fail to sway those who would not be supplicants of hell, but rather think themselves able to rule it, her own approach is much more subtle, drawing in with a gentle hand whilst secretly crafting those ensnared with a climate of fear, uncertainty, and oppression.
The peoples of a land in which the Chosen has spread seldom have any true grap of the situation, for they are easily tended to by the Messengers, who go amongst the people and tend to their needs as the priests of any other faith would. It is into this class, serving Ceridwen's ends without much real knowledge, that the men who would seek her teachings are put, for the most part--though certainly there are notable exceptions. Little knowledge of the magics which characterize the faith are needed in this, but even so they are touched by the goddess and so are trained to dabble in the ways of dimensions, giving them unparalleled speed as well as a way to escape from dangerous situations, both of which are factors leading to their name.
Those who truly have the favor of the goddess, however, are primarily women, and almost exclusively those who have already obtained significant magics in their own right before they catch her eye. Such talented spellcasters are on many cases easily swayed by the whispers promising them not only greater power, but greater respect. Indeed, capitalizing on the lack of a place for arcane magics in most of the other faiths of Erebus, Ceridwen promises these already powerful and skilled women both the power and prestige that are given to priests in most societies.
And, to those who accept this favor, they are indeed given such power. The few who both are offered such power and accept it become the Inviolate of Ceridwen, sacrosanct to her. Although they are not granted the powerful divine magics of other priests, they do receive the ability to perform divine healing--and, more importantly, the protection that their name suggests. It is a difficult thing to successfully attack a priestess cloaked in the protection of the lady of dimensions--and to do so at all is an incredibly poor idea. Those who successfully attack and kill one of the Inviolate are cursed and indeed, the life of such a person is forfeit. To anyone who looks upon them, save their own people perhaps, they will seem an evil creature, and the curse is of such a nature that any attempt to communicate this is prevented, and so, in most cases they must either retire to some isolated place or die at the hands of anyone they should come across. This malediction from the Queen of Pain is strong enough to resist almost any attempt to dispel it.
In exchange for such prestige, however, they learn that the favor of the goddess is no easy thing. The higher levels of the Chosen's hierarchy are inevitably filled with jealousy, rivalry, and general animosity between the priestesses, carefully nurtured by the goddess herself. And, of course, to anyone who fell to her whispers in the first place, the appeal of ruling others becomes increasingly powerful. This is only heavily enhanced by the deeply ceremonial nature of the public festivals which are required fairly frequently, and the somewhat arbitrary rulings which she imposes upon them, which in turn encourage the Inviolate to treat their own followers in such a way.
Though the execution of the festivals and ceremonies differs between places, one rule which is unchanging is that he worship must be conducted outdoors, and indeed no true temples to Ceridwen are allowed. However, another fairly standard practice of her followers is to build "forests" of stone in which to conduct their worship, usually with an actual housing complex for the Inviolate and Messengers placed nearby. In some cases these "forests" or henges are purely ceremonial, but a properly built one becomes a powerful magical focal point as well.
Finally, for those who had excelled in the service of their goddess despite the limitations and rivalries of the Chosen, the highest office of the faith is that of Oracle. Even here, two Oracles sit at once, to create tension, and even to her most devoted followers Ceridwen does not grant favors freely. However, in addition to being further inviolate--the life of anyone who should so much as touch one without her permission is forfeit--and nearly impossible to kill, the Oracles do have divine power to justify their name. That is to say, they are granted the ability to see the world and watch as important events unfold, though to see as such requires great preparation, and no results are assured, with the fickle nature of their goddess.
Tech: Forbidden Paths, requires Sorcery
Quote:
"How like that fool of man who abandoned the truth to teach that the most sacred treasures of the world are available to anyone. But anyone with vision knows he is wrong--the greatest power of magic is only fit to be wielded by those who have both talent and devotion to their art. The unworthy who seek it with less call me cruel and oppressive, but they will never glimpse what lies down these "forbidden" paths of mine.... It is no wonder that their empires fall." - Ceridwen
Religious Hero: ?
Unique Units:
Messenger
Requires Priesthood
Disciple Unit
4 str
3 mov
Starts with Medic I, Medic II, Dimensional I, Dimensional II, Channeling II
Unit an use the "Spread Chosen of Ceridwen" ability.
Background:
The closest thing in the Chosen to the disciples of other faith, the Messengers of Ceridwen are primarily the men who would attend the goddess's call. Only the most powerful and ambitious men avoid falling into this class--and it is indeed a fall, for although they become skilled healers and the first to bring the faith to new lands, there is, in the vast majority of cases, no chance for advancement. One may become quite well-respected and prominent amongst the messengers, but it is almost unheard of for a messenger to advance along and become Inviolate. Those chosen to be messengers do, however, learn the basics of dimensional magic, speeding them even further in their travels to do the bidding of the Chosen and of their goddess.
Note: Due to the national limit on Inviolates, I thought the disciple unit should be somewhere in the middle between normal disciples and normal priests. Their cost would be somewhere in the middle as well, due to having the healing ability and tech req of a priest, but lacking the ability to cast divine spells or found temples. However, the dimensional spells and high mobility would make up for the tech requirement in terms of allowing them to easily reach cities to spread the Chosen unescorted in many cases.
Inviolate
Requires Forbidden Paths
National Unit - 8 Allowed
Arcane unit - Unit cannot be built, must be upgraded from a unit of level 6 or higher (Upgrades from unitclass mage).
3/5 str
2 mov
75% withdraw chance when defending
Starts with Channeling I, Channeling II, Dimensional I, Dimensional II, Dimensional III, Twincast, Medic I, Medic II, Divine, Inviolate. Unit starts with +1 free promotion.
Unit can use the "Construct Sacred Henge" ability (Requires Divine, Channeling II)
Background:
The Inviolate are the priestesses of Ceridwen and have her protection and those who would kill them are cursed by the Queen of Pain, their lives forfeit to anyone who does not know them due to powerful bending of reality that makes them seem monsters to all who look upon them and know not their crime. But only those who have become skilled mages in their own right first may take up the black robes of the Inviolate. These priestesses wield great political and society power as well, and indeed most seek it out, attracted by the idea of having the same social standing as the members of other priesthoods.
The Inviolate are almost exclusively women in the Age of Rebirth, and tend to be powerful, charismatic individuals, and their station only boosts this, but such power and exclusiveness inevitably breeds corruption. That is not to say they may not still act, or even be, benevolent in their actions. Instead, the corruption is of intention and belief. The priestesses find themselves striving to outdo each other in their dealings with the people through the many elaborate festivals they are expected to attend, as well as in their healing prowess or the defense of their nation in war. The teachings of Ceridwen are guarded quite jealously as these tendencies grow, and indeed the study of magic is something most would happily deny to all but a chosen few. This makes the already hard-to-access order almost as inaccessible as it is Sacrosanct, unless someone should violate the latter tenant and free up a spot in the ranks of the priestesses.
Notes: National limit is for lore reasons and, more importantly, to avoid losing too many units to their curse when attacking a city. Their withdraw rate is somewhat useful in this regard, as Inviolate only takes effect when the unit is killed. Aside from this, they're mages who're stronger on the defense and able to use Dimensional III, as well as heal and cure disease, but no further divine spells, instead having the normal Twincast ability available from the start. They also have access to the create temple spell--however, due to the jealous nature of the religion, it can only be cast in your own cities, and ones where the religion is already present. However, though it requires several turns to cast, it does not consume the Inviolate. Although they are authorized to acquire command I and March, they cannot be upgraded into Paladins/Druids/Eidolons.
Oracle
Requires Theology
National Unit - 2 Allowed
Arcane unit - Unit cannot be built, must be upgraded from a unit of level 10 or higher (Upgrades from Inviolate).
Requires Incense
5/7
2 mov
100% withdraw chance when defending
Starts with Channeling I, Channeling II, Channeling III, Dimensional I, Dimensional II, Dimensional III, Twincast, Medic I, Medic II, Medic III, Divine, Inviolate, Inviolate II. Unit starts with +1 free promotion.
Unit can use the "Construct Sacred Henge" ability (Requires Divine, Channeling II)
Background:
The High Priestesses of Ceridwen, and those who have her highest favor. In addition to greater divine protection and even more inviolate status, they are given Sight by the lady of dimensions, so that they might look upon the world from afar. This requires great ritual preparation, and it will not always grant a view of anything particularly valuable, but it can also potentially give her followers an edge in seeing beyond any border and in watching as events unfold elsewhere in the world. In addition to this, the Oracles retain all the abilities of the Inviolate, and also gain the ability to use magic at least equal to that of an archmage.
Given this favor, and their greater power in the form of the divine spells, Oracles are generally even more corrupt and oppressive than the Inviolate, but it is hard to deny their utility to those they give their help to. Beyond their duty as actual Oracles, they have even more ceremonial duties than the Inviolate, and are almostly constantly busy with something, although in times of war they may still travel with the arnies. However, once created, the presence of an Oracle who is direlect her duties will create some discontent amongst the people.
Notes: The national limit is as before--and even lower here, both for reasons described in the lore and because the curse of Inviolate II would be applied to any unit who attacked (if that is possible), even if the Oracle withdraws. Of course, even with the withdraw rate, they can still be killed if surrounded or pursed by multiple units. As far as the divine spell, "Sight," it would first do a check with 60% good 40% bad; if it came out good, then the spell would search for an area with a high concentration of units, favoring areas the player is currently unable to see. If the result is bad, it would instead favor empty land the player does not currently have sight in. In either case, the spell would immobilize the oracle in the city of casting for a few turns and spawn an invisible unit in that place to grant the player vision there for several turns, with the spell casting requiring one turn of rest after before she could return. If possible, -1 happiness in all cities with a Sacred Henge if you have Oracles, but there is not currently at least one within cultural borders, and +1 happy for a city an Oracle is stationed in.
Unique Buildings:
Sacred Henge
Requires Forbidden Paths
+20% Culture
Training Modifiers: 0.25 (Arcane Units), 0.10 (Disciple Units)
+ 1 Happy from Incense
+ 1 Happy from Reagents
+ 1 Happy with Religion
+ 1 Happy with Oracle in city
- 1 Happy with Oracle, but not within cultural borders
Can turn 1 citizen into Priest
Can turn 1 citizen into Healer
+15% to heal rate of units in the city
+20% resistance to magic for units in the city
Required to Train Messenger, Inviolate, Oracle
Background:
In the Age of Rebirth, the worship of Ceridwen is something which may only be done in the open air. However, this has not stopped elaborate sites from being prepared for this purposes. Stone forests of intricate design and varied shape, the Sacred Henges usually stand high above the cities that follow the ways of the Chosen, a testament to the power and exclusivity of the priestesses. However, at festivals they are opened to the public and the sight of elaborate rituals, often including impressive feats of magic that increase the veneration of the people for the Inviolate. And should an Oracle be present, these festivals become even more resplendent, drawing the populace even further into their veneration of Ceridwen.
In times of war, the Sacred Henges also become bastions of magical power, protecting the city from the magics of those who would assail it, and the herblore of the Messengers and Priestesses offer a substantial amount of healing to soldiers who find themselves within a city with a Henge.
Forbidden Utopia
Can only be built in the Chosen of Ceridwen Holy City
Can be built by Great Prophet, Healer
+2 GPP (Healer), +8 Culture
Provides 1 Dimensional Mana
+1 gold per city with Chosen of Ceridwen
Can turn 2 Citizens into Priest
Can turn 1 Citizen into Healer
Free Promotion for units in the city (Magic Immune), removed on leaving the city
Prevents units of Level 4 or less from entering or leaving the city (including those of the owner).
-75% military production
+100% production of Arcane units
Cannot airlift units to or from city
Background:
The holy shrine to the lady of dimensions could be built in no ordinary way, nor in any mundane, ordinary place. No, the city in which it is built is no longer entirely a part of the material world, moved into the mists that lie between existence and nonexistence. These are not the same mists that linger in the Sidar lands, however, but rather mists to hide what is not there. Those who have accomplished nothing can neither enter nor leave this sacred city, and it is protected against even the power of her own magics, as for Ceridwen it is a simple task to close the portals of the nexus as well as the roads of men.
However, this protection is quite impartial; it prevents leaving as easily as entering, and it effects her followers as much as their enemies, save in ome regard--their magics within are stronger, whilst no magics from without can do harm to those who stand upon the sacred ground, nor even so much as reach them. Given its nature, the city is poorly suited for the training of military units, for instructors and armorers cannot easily enter, but it is a perfect place for users of magic to be schooled in their craft, though not even they can leave before they have obtained a significant degree of skill.
It is said that the city which is thus withdrawn into the mists becomes exceptionally beautiful, however, for in its place between the worlds the laws of reality do not always apply, allowing for strange and wonderful things to occur. Though the truth of this is not something which is divulged freely, for those so favored that they have passed through the mists to the Forbidden Utopia tend only to speak cryptically, following the teachings of Ceridwen and making their prestige yet greater at the expense of others.
Notes: Out of everything, this was the most challenging to try to balance, and I don't know if I've succeeded. However, I feel the concept of a place as inaccessible to units of the owner as of the enemy fits the theme of exclusivity and prestige quite well. If you think it needs improvement, please feel free to post suggestions for this. Given the general secondary healer focus of this religion, I felt having it able to be built by one and giving healer gpps was appropriate, though. Also, if possible, teleporting via dimensional I/II would be disabled in the city, unless it was the capital in which case Dim. I would still function. Not the best place to put your capital, though.
Edit: Also, since I never mentioned what those who're cursed actually get hit with... -2 def str, hidden nationality, unable to receive defensive bonuses, and increased chance to defend the stack was what I had in mind. Too strong? Too weak?
I still need to decide upon a religious hero or two, as well as another unique unit, so any thoughts on these subjects are welcomed, in addition to comments and criticisms on the rest of what I've put down here. Is there any canonical documentation on who the Archangel of Ceridwen is?
I suppose if I decided to mod it myself, the hardest part would be creating the Oracles' spell.... That would require a knowledge of Python to implement, correct? Much of the rest seems fairly similar to existing features, though my few small forays into modding haven't been enough for me to be sure of that yet.