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Start hereQuick answers#
The questions that come up most, answered in a paragraph. Each one links to the full section.
There are five roads and they all end at the same place. Ask a vampire you know for it: that hands you their blood rather than the trait, and the change finishes on its own somewhere in the next year. Be offered it by a vampire whose blood is already in you. Carry that blood into a battle and fall, which is the route added in 2.33: you wake three days later and have about a month to feed, ask for help, or refuse twice and die of it. Be born to a supernatural parent. Or take the trait in the ruler designer. There is a sixth road, the random embrace events, and it only ever fires at a player character, roughly three per cent of years. Full section.
Because feeding leaves a mark on the county it happened in, and that is the whole hunting layer in one sentence. A drained body costs the county 5 county control; a feed the victim lives through costs 1. A werewolf kill costs 2 control and a point of prosperity, a demon 4 and a point, a witch 2 and a point. The first incident on clean ground is usually only a whisper. A second one inside a year, or an unlucky first roll (30 per cent for a body, 12 per cent for a prowl), opens a real Trail, and at the third incident the county's lord is told about it. Full section.
A werewolf claws you and you get the Infected Wound, which is not lycanthropy yet. It festers for one to three years while events push an Infection track up and down, and then breaks one of six ways: two clean turnings, a rough one, two reprieves where you stay human, and death. Offering the gift starts the wound at a low infection; forcing it starts at 40, deep in the sickness, and is much likelier to kill. Curing is a decision, Abandon Lycanthropy, which takes the trait, the perks and True Werewolf with it — but that decision lives behind the Embrace Decisions game rule, which ships off. Nothing cures the wound itself before it resolves. Full section.
He finds the county, not you. Trails record where the bodies were, what kind of thing did it, and how many times. A hunter rides there, spends three weeks tracking against a bar that starts at 35, and the trail ends at a door. Then you get the other half of the scene, and there are six answers: stand and fight, go to ground (an intrigue duel; win it and you vanish for two years), look him in the eye if you are a maxed vampire and he is not carrying stakes, send your progeny in your place, let the wolf out, or tell him there is worse than you in this land and point him at a neighbouring county that really is worse. You also get warned before he arrives if you are standing in the county when he starts asking. Full section.
Get the trait from the ruler designer, or have a hunter train you. Training takes 75 to 115 days, ends in a choice of the Monster or Witch track, and finishes as a hunter about four times in five; the failed roll wounds you and makes you somebody's apprentice instead, which is finished by riding along on a real hunt. From there the work is the Supernatural Hunt activity: a two-year cooldown, half the usual activity cost, a quarter of that again if you are landless, and free while you are carrying a lord's contract. You need a county with a warm trail in reach, and the legend gate means the ugliest trails are closed to you until your Monster-Hunter track is high enough. Full section.
Because every witch the mod invented used to be born into it. House Hellion is the demons' house, and the character template that created a witch out of nothing carried the line that put her there, so a campaign that ran a lot of witch hunts filled the house with witches. It was fixed on 10 September 2026 and new witches are lowborn. Nothing in the mod moves anyone out of a house at runtime, so a save that already generated them keeps them. Full section.
A Game of Thrones, then AGOT submods, then The Long Night & Azor Ahai if you use it, then Supernatural, then the compatibility patch, always last. Supernatural needs nothing but the base game to run on its own. Do not load it alongside Witchcraft or V&L: it already carries that content, and running either next to it puts two copies of the same files against each other. Full section.
Asked oftenCommon questions#
Shorter answers to the things people ask in the comments. The sections below have the detail.
Do I need A Game of Thrones, or any other mod?
No. Supernatural runs on the base game on its own and requires nothing else. It works alongside A Game of Thrones through a separate compatibility patch, which you load last.
Can I add it to a save already in progress?
Yes. The mod seeds its world on load rather than only at game start, repairs old saves where it needs to, and every past release has shipped save-safe. Removing it mid-save is the usual CK3 problem: characters keep traits the game can no longer describe, so it is not supported.
Is it safe in multiplayer?
Yes, with the standard rule: every player needs the same mods at the same load-order positions, or the checksums disagree and the game refuses to start.
Where are the decisions to become a vampire or a werewolf?
Behind a game rule that is off by default. Supernatural: Embrace Decisions ships as "Default (Off)", and it gates all eight of the self-embrace decisions and both cure decisions. Turn it on at game setup if you want to pick what you are. With it off, the routes in are the ones other characters and events give you.
Do vampires have fangs?
No, and this one is worth stating plainly because the mod's own event text keeps mentioning them. There is no fangs portrait in the mod. The "Supernatural: Visual Fangs" game rule does not exist either: the localisation for it ships, but the rule behind it was removed and the portrait group that would have drawn them is commented out, so the option never appears on the game rules screen. The one automatic visual change a vampire gets is a single step of paler skin, and that is real and on by default. If you have a fangs option in your barbershop, it belongs to another mod.
Does a vampire's rank change how they look?
No. Nothing in the portrait code reads the Vampirism track. A Fledgling and an Elder are drawn identically; the rank shows in the trait name and the modifiers.
Why is my werewolf bald?
Because shifting is what changes the portrait, and what it changes is the hair. Half-Wolf and Werewolf form are stat modifiers with an icon; the visible part is losing your hair while you are shifted. There is no wolf model. Shifting has no cost, no cooldown and no duration, so the form stays until you change it back with the same button.
Can a hybrid be born?
No. Children of werewolves are born werewolves, and the file says so in as many words. Every hybrid after Niklaus Mikaelson, who is placed in history, has to be made: a werewolf drinks a vampire's blood and is then offered the change.
Who cannot be compelled?
Yourself, any vampire, any hybrid, any demon and any witch. Werewolves can be, and the mod charges you for it twice: they resist at −20 on the acceptance roll, and any successful command against one costs an extra 5 Vampirism on top of its own price.
I have played for decades and never seen a hunt. Why?
Two things, and 2.35 fixed the larger one. Before it, the AI checked the feeding and hunting decisions on an interval of zero, which in CK3 means never, so almost nothing wrote trails and there was nothing to hunt. The second is structural and still true: a hunt needs a warm trail, meaning the culprit is still alive. A census run on a live 346 AC save found 23 counties carrying trails and only four of them warm, because the other nineteen culprits had died of something else. Since 2.35 a dead culprit's trail is handed to another creature in the county where there is one, instead of sitting there unhuntable.
Can a hunter and a creature ever just leave each other alone?
Yes, several ways. The creature can go to ground, which costs it one or two years of not feeding. It can buy the hunter off if it is powerful enough and has 100 gold, which puts the hunter on its payroll for five years and gives it a hook over him. It can talk him into riding for a worse county. And a county that turns three hunters away picks up No One Will Come, after which only hunters at the top of the Monster track will touch it.
What nicknames can be earned?
the Unhunted, for a creature that has beaten or killed hunters, is reachable and sticks. Its counterpart on the hunter's side, the Beastbane, is granted at three recorded kills, and because a character records only one memory of each kind, in practice it cannot be earned in 2.35. A third nickname in the files, "the Timeless", has no text and is granted by nothing.
Does the mod work in languages other than English?
Partly, and honestly the answer is smaller than the folder list suggests. See Languages.
The shape of itWhat the mod is#
Supernatural puts vampires, werewolves, hybrids, witches, demons and the hunters who go after them into Crusader Kings III as characters rather than as scenery. A vampire is a lord with a court and a title. A werewolf is somebody's son. The hunter who arrives at your gate was trained by a man whose name is in his trait tooltip.
The design rule the mod keeps coming back to is that power is visible. Feeding is not free: it takes something out of the county it happened in, and what it takes is the thing a hunter can read months later. Compelling a town does not vanish; three compulsions in five years and the county starts to notice that nobody remembers that week. Killing somebody leaves a body, and the morning after you choose what the body looks like. That chain, from an act to a mark to a lord's letter to a man at your door, is what 2.35 built, and it is the spine of the whole mod now.
Underneath that there are six lifestyles with ten perk trees between them, a trait for each kind of creature with its own power track and its own tier names, eleven men-at-arms regiments, twenty-two game rules, and a large body of witchcraft content carried forward from another mod. The pieces are covered in order below; if you only want one part of it, the contents rail on the left will take you there and every heading has a link you can paste into a chat.
Before you playInstall and load order#
On Steam, subscribe and enable it. Nothing else is required, and no other mod is required with it.
Without Steam, take the archive from the releases page. If you took the Source code (zip), open the CK3SupernaturalMod-<version>/ folder first and take the two items out of it. You need both supernatural_mod.mod and the supernatural_mod folder, dropped side by side into the CK3 mod folder, so that you end up with mod\supernatural_mod.mod and mod\supernatural_mod\. The full walkthrough with paths for all three operating systems is on the download page.
If the launcher does not show the mod after a manual install, it is almost always one of two things: only the folder was copied, and the launcher reads .mod files rather than folders; or the .mod file is a launcher-generated copy whose path= points at an absolute folder on somebody else's machine. The portable form reads path="mod/supernatural_mod" and has no remote_file_id line. The descriptor.mod inside the mod folder is a different file and is not the one the launcher reads.
Load order with A Game of Thrones#
- A Game of Thrones
- AGOT submods
- AGOT: The Long Night & Azor Ahai (optional)
- Supernatural
- AGOT: Supernatural & The Long Night Compatibility Patch — always last
Do not run these alongside it
Witchcraft and V&L are the important two. Supernatural already carries that content, so loading either next to it puts two copies of the same files against each other and whichever loads later silently wins.
Also known not to get along: AGOT: Battlefield Duels, Better Barbershop, Asia Expansion Project, Cultural Armies Pack.
In multiplayer every player needs the same mods at the same positions. Compatibility and what it overrides has the detail on which base-game files the mod replaces, which is what decides whether some other mod will conflict with it.
The bloodVampires#
A vampire is immortal, cannot have children, does not age past the day they turned, and is the only creature in the mod with a relationship to the person who made them that the game itself tracks and prices.
The trait gives +3 intrigue, +2 stewardship, +1 learning and +10 prowess before any rank, immunity to non-epidemic disease, and no prowess loss from age. It renames itself by rank as the Vampirism track fills.
Becoming one#
Every route into vampirism runs through one hidden event, which is why they all behave consistently: it refuses anyone who already holds a supernatural or hunter trait, records the age you were when it happened so the visual ageing rules have something to freeze, clears any curable disease you were carrying, and decides whether you end up with a hidden secret or an openly Known Vampire trait.
Ask a vampire for it. The interaction is player-only; the AI never asks. What you get on acceptance is not the trait, it is their blood: a character modifier worth +0.4 health, +2 max combat roll, 20 per cent less stress and 15 per cent more lifestyle experience, and a flag that the rest of the system reads. The blood expires after three years, and separately a hidden roll somewhere in the next nought to one years finishes the change. If you change your mind first there is an interaction for that too, Ask to Not be Turned, which does not remove the blood but makes the finishing roll un-make you instead.
Be offered it. The mirror of the above, and the one an AI vampire will use on people it likes. It only appears against someone who already has vampire blood in them. The AI weighs a sick recipient as a better candidate than a healthy one, and a friend, child, spouse or soulmate far above a stranger.
Fall in battle with the blood in you. This is the route added in 2.33 and it is the most interesting one. While you carry vampire blood, a knight or commander who would have taken a fatal blow instead comes off the field alive, at roughly two-thirds of one per cent per combat pulse for a prowess-15 knight, scaled by prowess and by how badly the fight is going. Three days later you wake with no pain and a closed wound, and the chain gives you about a month:
| Beat | When | What happens |
|---|---|---|
| You Should Have Died | 3 days after the fall | One option. You get up. If somebody felled you, the game remembers who. |
| What the Blood Wants | +14 days | The choice: drain a man on your own side who will not be missed, ask the vampire who gave you the blood if they are standing there, or refuse. |
| The Last of It | +14 days | Only if you refused. Feed, or refuse a second time and die of it. |
Refusing twice kills you with its own death reason, Refused the Blood. Asking the donor is the branch where nobody dies, and it needs them alive, vampiric and standing in the same place you are. If there is nobody suitable to drain, the game creates somebody, so the chain works for a landless adventurer with no court.
Die of natural causes with the blood in you. Vampire blood is wired into the game's own second-chance-at-death rule, alongside the base game's Know Thyself perk. You come back as a vampire instead of dying.
Be born to it. Governed by the Supernatural: Inheritance/Pregnancy rule, which has eight settings and ships as "Werewolf Trait Only". A child who inherits is rolled into one of three skill bands and starts with track experience accordingly.
The random embrace events. Six chains, all of them player-only by design, fired at roughly three per cent per player character per year when the events rule allows it. Three are vampire routes: a peddler at a market with something in a bottle, a night among nobles that goes wrong in a kitchen, and a visitor with a proposal. They are also the reason a player meets these things at all in a world where the AI mostly does not.
Ranks and power#
Vampirism is both the rank ladder and the currency. Compulsion and the sire bond are paid for out of the same track that names you, so a maker who leans on his progeny can fall back down a tier.
| Rank | Vampirism | What it is |
|---|---|---|
| Fledgling Vampire | under 35 | The starting state for almost everyone. |
| Vampire | 35 to 70 | The Vampires regiment unlocks at 50. |
| Revered Vampire | 71 to 99 | |
| Elder Vampire | 100 | The cap. Opens the strongest compulsion commands and the confrontation compel. |
The numbers: what each rung of the track adds
Track rungs sit at 20, 40, 60, 80 and 100, and they are cumulative, so they do not line up exactly with the rank names above. A character at 70 is called a Vampire and is carrying the rungs up to 60.
| Rung | What it adds |
|---|---|
| 20 | +1 intrigue, +1 diplomacy, +8 prowess, +15% movement speed, +5% vampire lifestyle experience |
| 40 | +1 intrigue, +2 stewardship, +8 prowess, +10% movement speed, +10% experience |
| 60 | +2 intrigue, +2 stewardship, +3 learning, +9 prowess, +5% long reign bonus, +5% experience |
| 80 | +2 intrigue, +2 stewardship, +2 martial, +10 prowess, −5% dread decay, +10% experience |
| 100 | +4 intrigue, +2 stewardship, +2 martial, +2 learning, +10 prowess, +15% scheme discovery, +1 domain limit, +10% long reign bonus, +5% experience |
At a full track, with the base trait, that totals +13 intrigue, +10 stewardship, +6 learning, +4 martial, +1 diplomacy and +55 prowess, plus a quarter again on movement speed and a domain slot.
How the track fills. Every living vampire gets +1 a year and nothing more, which is a hundred years to Elder on the drip alone. The real lever is feeding: a clean feed on the decision pays 15 to 35, a feed that ends in a kill pays the same, the traveller on the road pays 5 to 12 and blood you paid for pays 10 to 20. Surviving a hunter pays 8 to 20 depending on how. The century events pay perk points rather than track experience.
Feeding#
There are two feeding systems and it is worth knowing which one you are looking at. The Satiate Bloodlust decision is the quick one: a seven-year cooldown for a player, a three-day wait, and a short event chain with three ways to go about it. The Feeding activity is the long one: you travel to a town, you can bring up to four other vampires, and it runs over about six weeks with a visible success bar.
The decision offers a courtier from your own realm, a traveller on the road, or blood you buy for a little gold. Taking the courtier is the highest-paying and the riskiest: seven times in ten it goes cleanly, twice in ten the courtier dies, and once in ten you are seen and the secret starts moving. Higher Vampirism shifts weight out of both failure branches and into the clean one, so power makes you tidier as well as stronger.
The activity is the set piece. It needs a province with a city or tribal holding within reach of your court, and you choose two things before you ride:
| Choice | Cost | What it does |
|---|---|---|
| Vampire Instincts | free | The default. Nothing. |
| Scout the City | 25 gold | +10 on the success chance. |
| Ambush | 35 gold and up | +20 on the success chance. |
| Respect the Dead | free | The default spoils choice. |
| Take What You Need | 20 piety | Unlocks a loot option at the end worth 20 to 125 gold plus twice the county's prosperity. |
| Target the Wealthy | 50 gold | Unlocks a richer one, 50 to 250 gold plus four times prosperity. |
Three weeks of searching, then the stalk, then the approach, then the kill. The person you are following is bound to the activity the first time you see them, so it is the same face all the way through. At the end the game rolls your success chance, and a clean night gives you six ways to finish it and 25 prestige; a botched one gives you three, all of which are damage control.
| The kill | Track XP | What it costs the county |
|---|---|---|
| Drain them completely | 15 to 22 | A body. −5 county control, and a mark on the trail. |
| Take just enough | 10 | −1 control. They live, carrying Bloodloss for three years. |
| Take a small taste | 2 to 6 | −1 control, and 10 to 20 piety. |
| Use the escape route | 5 | Nothing at all. Needs the hidden passage found earlier in the run. |
| Feed and loot | 4 to 8 | −1 control, plus the gold from the spoils option you paid for. |
The three botched answers are to silence the witness, which is a second roll and can leave you with two bodies instead of one; to flee, which is a seven-in-ten chance the secret gets out; or to compel them to forget, which is a roll that starts at 45 and is a great deal better with the Compulsion perk.
The numbers: the success chance, term by term
The bar starts at 50 and is clamped between 5 and 95. Everything below is added to it, and the breakdown is visible in the tooltip during the activity.
| Term | Value |
|---|---|
| Vampiric power | +4 for each band above 10, 25, 40, 60 and 80 Vampirism, to a maximum of +20 |
| Target development | −0.2 per point of county development |
| County control | −0.15 per point |
| Epidemic in the county | +12 |
| The county's holder is at war | +8 |
| Host is a hybrid | +5 |
| Host is a Known Vampire or Known Hybrid | −15 |
| Ambush laid / city scouted | +20 / +10 |
| Intent | Satiate Thirst +5, Strengthen the Blood −5, Embrace the Night −10 |
| Other vampires with you | +5, +4, +3, +2, +1 as the party reaches 2, 3, 4, 5 and 6, to a maximum of +15 |
| Host prowess / learning / intrigue | ×0.15 / ×0.1 / ×0.1 |
| Host is shrewd / comely / reckless | +5 / +5 / −5 |
| An Original at the table | +15 |
| What you chose during the run | the running total of the night's events |
A worked example: a Fledgling at 15 Vampirism with 20 prowess, 8 learning and 10 intrigue, feeding alone in a well-run city of 30 development and 80 control, with no preparation, comes out around 36 per cent. The same vampire with an ambush laid, two friends along and a poor, plague-struck county is over 90.
Who the victim is. The game looks in the local holder's court first, then a neighbouring county's court, then your own court as a last resort, and creates somebody on the spot if none of those work. Your own people are the last choice, not the first.
Afterwards. Everyone who attended carries Recently Fed for three years, worth +1 to four skills and +10 attraction, and cannot be invited to another feeding while it lasts. A victim who survives carries Bloodloss for three years, which a hunter can find and question.
Sire and progeny#
Whoever's blood made you is your Sire, and you are their Progeny. The relation is asymmetric on purpose: the progeny likes the maker by +400, the maker likes the progeny by +150. It is set on every route in, which was not true before 2.33; a vampire made by the older paths had a sire recorded in their tooltip and no actual relation, so none of the things below worked for them.
What the bond is for is Invoke the Bond, an interaction a sire can use on their progeny once every eight years. It has twenty orders and each one is paid for out of the sire's own Vampirism track, which is the whole design: leaning on your bloodline costs you rank.
| Order | Cost | Order | Cost |
|---|---|---|---|
| Entertain Me | 5 | Support my Influences | 20 |
| Demand Gold | 10 | Be a Fallen Hunter | 20 |
| Dismiss your Regent | 10 | Give me your Prisoners | 20 |
| Become my Patron | 10 | You Owe Me | 25 |
| Tell me your Secrets | 10 | Surrender your Wars | 25 |
| Release your Prisoners | 10 | Marry me | 30 |
| Join my Wars | 15 | Take my Faith | 35 |
| Become my Lover | 15 | Take my Culture | 35 |
| Join Me | 15 | Give me the Titles | 40 |
| Break your Betrothal | 15 | Commit Suicide | 75 |
Refusing an order breaks the bond outright: the relation is removed from both sides and the sire picks up an opinion penalty that is also a legal reason to imprison or execute him. A sire needs at least 10 Vampirism to invoke anything at all.
The bond does quieter work as well. A sire and a progeny can always invite each other to a feeding, without either of them having to hold the other's secret, because a maker knows what their progeny is. An AI creature will not sell out its own blood to a hunter. And a hybrid's death on a hunt can be remembered by two different makers, the one who gave the blood and the one who did the clawing, where a vampire's can only be remembered by one.
Compulsion#
Compulsion is the vampire's reach into other people's heads. It is available to vampires and hybrids, has a six-month global cooldown and a three-month cooldown against the same person, and it works on mortals and werewolves only. Vampires, hybrids, demons and witches cannot be compelled at all. Werewolves can, and they resist hard and cost an extra 5 track experience on top of whatever you asked for.
You also have to be able to reach them. The target must be in your realm, your liege's realm or a bordering one, or share a court with you, or be standing in the same place you are, or be at the same activity. A feast is a compulsion range extender.
| Command | Needs | Costs | Does |
|---|---|---|---|
| Become my Patron | 10 | 10 | Adds them as a contact. Landless adventurers only. |
| Demand Gold | 15 | 15 | They pay you 100 gold. |
| Join Me | 25 | 15 | They become your courtier. |
| Become my Lover | 25 | 15 | Sets the lover relation. |
| Leave Prison | 20 | 5 | Releases them from their cell. |
| Tell me your Secrets | 20 | 20 | Reveals every secret they own to you. |
| Do What I Say | 35 | 35 | Gives you a loyalty hook. |
| End your Life | 85 | 85 | They die. This one leaves a body. |
Resistance is a real number and not a formality. It is built from your own power, which climbs steeply with the track and climbs about sixty per cent faster again with the Compulsion perk, set against the target's will: learning resists, brave and stubborn resist hard, craven and trusting fold, and a hunter resists by −20 before you start and a further −10 for every ten points of Monster-Hunter track he has. A hunter at the top of his track is effectively immune.
Two things happen afterwards that are easy to miss. A refused compulsion hands your victim your secret if you have one. And a successful one leaves a trace: if you are standing in a county that carries your own trail, a compulsion is a chance to bury one incident, from 30 per cent at no power to 80 per cent at a full track. If you are sloppy, and low power is the main way to be sloppy, it instead punches a hole in the county's memory. Three of those inside five years and the county picks up Nobody Here Remembers, and its lord starts asking why.
Secrets and exposure#
What happens when you turn depends on what your faith thinks of you. If your faith, or any liege above you, shuns or criminalises vampirism, you get a hidden secret, and the people who made you are told about it so your own spymaster stops rediscovering it forever. If nobody around you cares, you get nothing at all, and you go on being a vampire that the game has no public record of.
The open Known Vampire trait is the other state: +20 opinion from other vampires, −15 from everyone else, and +15 baseline dread. It is what the faith doctrines hang their crime and intolerance penalties on. Being known costs you at the table too: −15 on every feeding success roll, and an AI vampire in that position is far less willing to host one at all.
Faiths take one of four positions on each kind of creature, set as a doctrine: Criminal, Shunned, Accepted or Virtuous. Criminal is −30 opinion and a legal reason to imprison or execute. Virtuous makes Known Vampire a virtue of the faith and costs a tenet-sized pile of piety to adopt.
There is a slow fuse as well. A supernatural who has been immortal more than eighty-five years and is over a hundred and twenty-five rolls three per cent a pulse that somebody finally works out why the lord has not aged.
The Originals#
Eight characters are placed in history as the Mikaelson family: Mikael and Esther, and their children Freja, Finn, Elijah, Niklaus, Rebecca and Kol. Esther and Freja are witches. Six of them turn on the same day in 866, and five days later Mikael founds a landless adventurer camp and takes the others into it, so the Originals start a campaign as a travelling company rather than a realm. Niklaus is the mod's one placed hybrid, and every hybrid that has ever existed in any save descends from somebody he or a player made.
Mechanically, being one of them does three things: an Original at a feeding is worth +15 on the success chance, the male Originals wear no beard and no headgear, and any vampire attending a feeding with one has a four-in-five chance of a short event chain about meeting them, once per character ever.
The moonWerewolves#
A werewolf is not immortal. That one line separates it from everything else in the mod: it ages, it scars, it catches the diseases a vampire shrugs off, and the only thing standing between it and an ordinary death is fifty years of added life expectancy at a full track.
The trait gives +3 martial, +2 diplomacy, +1 learning and +15 prowess before any rank, plus immunity to non-epidemic disease and +10 life expectancy. It renames itself by rank as the Lycanthropy track fills, and it is the only creature whose power reads as fighting strength first.
The bite and the wound#
Being clawed does not make you a werewolf. It gives you the Infected Wound, a health trait with its own Infection track that sits on you for one to three years and then resolves. The exact date is rolled the moment the wound lands, somewhere between 365 and 1,095 days out, and nothing you do moves it.
While you carry it you are visibly sick. The base wound costs 0.75 health, 2 martial, 1 intrigue, 3 prowess and a slice of fertility, and it disables combat leadership outright for the whole incubation, not just the bad end of it. Each tier of the Infection track adds more on top, and the tiers rename the trait as you climb: Infected Wound, Festering Wound, Virulent Wound, Ravaging Wound, Consuming Wound. At the top rung you are carrying −2.5 health, −10 martial, −15 prowess and a fifth more stress gain.
The track moves three ways. It creeps up on its own, three points a month, which over a long incubation is most of a full track. Roughly every three to four months an event fires from a pool of eight, and each one is a choice between pushing the infection down and paying for it in stress, or letting it climb and taking the comfort. And one event in that pool, The Wolf Stirs, asks you the real question: do you want this. Answering yes lowers the infection. Answering no raises it. The flag you set matters far more than the number, and this is the single most counter-intuitive thing in the chain.
The other seven events in the pool are worth reading rather than clicking through. A Healer's Hands is the biggest single drop available, at up to 20 points, at a 15 per cent risk that the physician works out what you are. A Hunter Grows Suspicious is where naming the werewolf who clawed you hands a hunter a named target, and is one of the ways hunts start. The Wound Worsens can take a limb. The One Who Clawed You opens a short relationship chain with your sire that can end in friendship, a lover or a soulmate.
How it ends. On the appointed day The Fever Breaks fires, you pick one of up to five stances, and the game rolls one of six outcomes against your infection level, your traits and the flags you set along the way:
| Outcome | What happens |
|---|---|
| Something More | You turn, and start at 30 Lycanthropy. Grants Strong if you lack it. |
| The Change Takes Hold | You turn, and start at 10. |
| A Hard Turning | You turn at zero, plus 30 stress. |
| The Curse Loosens Its Grip | You stay human and gain Strong. |
| A Bitter Reprieve | You stay human, wounded, plus 20 stress. |
| The Change Consumes You | You die. |
Low infection is what buys the clean turnings; high infection feeds both the scarred reprieve and the death. Yielding forecloses the good non-turn entirely. Resisting makes both non-turns much likelier and also feeds the death bucket, because resisting is what drove your infection up in the first place.
The Confer Death game rule does not protect you here. It is read by the vampire embrace and by the hybrid turning, and by nothing in the werewolf wound chain. A player who sets it to No will still lose characters to The Change Consumes You.
The three ways to hand it out. None of them costs gold or piety.
- Offer Gift. You ask; they decide. The wound starts at 5 to 15 infection and is flagged voluntary, which helps at the climax. The AI starts at −25 against and is moved most by fear of its own death, by being your child, spouse or soulmate, and by dread. A hook auto-accepts it, and the hook is consumed.
- Force Gift. Hostile, no reply, straight to a wound at 40 infection, tier three before the first event fires, flagged forced, which pushes the roll toward the rough turning and toward death. You need to be physically near them: same location and same army, activity or landless status, or they are your vassal, prisoner, courtier or guest. It costs you nothing but gives you +5 dread and puts the victim on a potential-rival footing. A player can do it once every five years; an AI once every ten.
- Ask for the Gift. The mirror, and player-only: the AI never asks. You need to know the target is a werewolf. The wound starts low and voluntary, same as being offered it.
There is no equivalent of the vampire's Ask to Not be Turned. Once a wound is in you, the only exits are the two reprieves and death.
Birth. Children of werewolves are born werewolves, never hybrids, and the code says so in as many words. Which parent counts depends on the Inheritance game rule, which ships on the Default (Werewolf Trait Only) setting. A newborn does not get the trait directly; it gets a flag, and a hidden event decides how much of a head start the bloodline gives it, weighing every parent and grandparent. Two supernatural grandparents is a meaningfully stronger child than none.
Ranks#
Five names, on the Lycanthropy track:
| Lycanthropy | Name |
|---|---|
| Under 20 | Fledgling Werewolf |
| 20 to 49 | Werewolf |
| 50 to 79 | Feral Werewolf |
| 80 to 99 | Dread Werewolf |
| 100 | Primal Werewolf |
The 50 boundary is the one that matters: it is exactly where the Werewolves regiment unlocks, so the name changes at the moment you gain something real. Rank does not change your portrait.
The numbers: what each rung of the track adds
Rungs sit at 20, 40, 60, 80 and 100 and are cumulative, so they do not line up with the rank names. A character at 70 is called a Feral Werewolf and is carrying the rungs up to 60.
| Rung | What it adds |
|---|---|
| 20 | +8 life expectancy, +2 martial, +1 diplomacy, +7 prowess, +5% werewolf lifestyle experience, +10 dynasty opinion |
| 40 | +8 life expectancy, +2 martial, +7 prowess, +5% experience, +1 to the Wolves regiment size cap, −15% inbreeding chance |
| 60 | +8 life expectancy, +2 martial, +1 diplomacy, +7 prowess, +5% experience, no prowess loss from age |
| 80 | +8 life expectancy, +2 martial, +7 prowess, +5% experience |
| 100 | +8 life expectancy, +2 martial, +1 diplomacy, +7 prowess, +5% experience, +1 to the Werewolves regiment size cap, +1 personal scheme, +15 powerful vassal opinion |
At a full track, with the base trait, that totals +50 life expectancy, +13 martial, +5 diplomacy, +1 learning and +50 prowess, a quarter again on lifestyle experience, and an extra scheme slot.
How the track fills. Every living werewolf gets +1 a year, which is a hundred years to Primal on the drip alone. The real lever is Satiate Hunger, and it is on a five-year cooldown for a player. A successful hunt pays 15 to 35, a kill 10 to 25, running the border 12 to 25, and crossing another wolf's ground 15 to 30. Turning cleanly pays 10 or 30 once. Surviving a hunter pays 5 to 15, and killing one pays 15 to 30. Twenty to twenty-five years of consistent hunting is a realistic run to the cap.
Satiate Hunger is the decision, and it is free: no gold, no piety, no prestige. Three days later you pick a route. Hunting your own people is the high-return one and the only one with teeth in it: 70 per cent a clean hunt, 20 per cent you kill a vassal, 9 per cent you are seen and become a Known Werewolf, and 2 per cent a hunter puts a silver arrow in you. Rank shifts that in your favour. At Lycanthropy 55 and up, roughly fifteen points of weight move out of the bad buckets and into the clean hunt. Running the border and crossing another wolf's ground are the safe options: lower experience, no death roll, a suspicious neighbour, and in the border case a prowl mark on the county.
Shifting#
Werewolves and hybrids get a self-targeted Shapeshift interaction with three forms. It is free, instant, has no cooldown and no duration, so you stay in the form you chose until you choose another. The AI can never open it; the block that would tell an AI when to shift is present in the file but unreachable.
| Form | What it gives |
|---|---|
| Human | Nothing. This is the absence of the other two. |
| Half-Wolf | +3 prowess, +2 martial, +2 learning, −2 diplomacy, −1 stewardship |
| Werewolf | +6 prowess, +4 martial, −4 diplomacy, −2 stewardship, and you lose your hair |
The full wolf form is worth a further +15 to your side of a hunt duel, which is the one place the choice has real weight. Set against that, a shapeshifted body is unmistakable: if you are killed while shifted, the corpse reads as a werewolf no matter what you actually were.
What shifting does not do is change your model. There is no wolf portrait, no wolf head, no new skin. The only visible change is going bald in full wolf form, plus the modifier on your character sheet. The prowess in both forms is the kind that deliberately does not alter your portrait's build.
One other thing can put you in wolf form: during a hunt, when a hunter is at your door, you can answer it as the wolf. That is the only timed shift in the mod, thirty days, and it costs you your secret with every hunter attending.
Kin and the pack#
The mod tracks who clawed whom with a pair of relations, Clawed and Clawed By. They are identifiers and nothing more: both are worth zero opinion. Compare the vampire's, where the maker relation alone is worth +400 and the progeny +150. The werewolf's sentiment comes from a separate pair of permanent opinion modifiers instead: +50 grateful if the turning was voluntary, −50 resentful if it was forced. A forced victim can be linked to the wolf who made him and be his rival at the same time, which is the point.
There is no Alpha relation and no pack relation. The pack is not a standing group; it is something that is counted at the moment a hunter arrives.
When a hunt reaches its end in a county, the game walks that county's holder, courtiers, guests and any player standing there, and asks of each one: are you a creature, are you not a demon, are you not going to ground yourself, and do you have a reason to stand. Kin qualifies, meaning anyone linked by claw or by blood. So does the defender being a legend, and so does simply not disliking them. Vampires stand with werewolves under exactly the same rule; the pack is not kind-based.
Only the first three joiners change the fight, and only by a fixed amount: kin are worth 12 each, strangers 6, so a full pack is 36 points off the hunter's side. A fourth joins the tally only if the defender is a legend in his own right. For scale, a hunter's kit is worth 15, daylight 15, the county's own men 10, and each hunter who came with him 5.
Nobody stands with the thing that killed their own maker or their own get. That exclusion is written in as a single line and it is the only absolute one.
Going to ground sends word up and down the line. You can warn your get, warn the one who made you, warn all of them, say nothing, or point the hunter at your own progeny, which writes a real mark on their county with their name on it and costs you stress to do. Werewolf kin travel the same machinery as vampire bloodlines here: where the code looks for a progeny and finds none, it falls back to whoever you clawed.
The cure#
Abandon Lycanthropy is a decision with no cost and no cooldown, and it takes everything: the trait, Known Werewolf, True Werewolf, all eight lifestyle perks and your secret. It is behind the Embrace Decisions game rule, which ships off. With that rule at its default there is no cure in the game at all.
Two things survive it. If you were in wolf form when you were cured you stay in wolf form, and bald, permanently. The only thing that un-shifts a werewolf is the Shapeshift interaction, and that interaction will not show for someone who is no longer a werewolf. And nothing at all removes an Infected Wound before it resolves: no decision, no interaction, no physician. Once wounded you carry the health penalty and the wait, and the wait includes a death bucket.
BothHybrids#
A hybrid is the mod's most powerful creature and its rarest by a wide margin. One is placed in history. None can be born. Every other hybrid that has ever existed in any save was made by a player or by an AI hybrid, one character at a time, at a coin-flip's cost.
The trait carries +3 intrigue, +3 martial, +2 learning and +18 prowess before any rank, the highest base prowess of anything in the mod, plus immortality, disease immunity, no prowess loss from age, and a fertility penalty. It has two tracks where every other creature has one, and unlike the vampire and the werewolf it never renames itself: a hybrid at a full hundred on both tracks still reads "Hybrid" in the interface.
The numbers: two tracks, and what a finished hybrid is worth
Both tracks have rungs at 20, 40, 60, 80 and 100, and each rung adds 5 per cent to hybrid lifestyle experience.
| Track | At a full 100, cumulative |
|---|---|
| Vampirism | +10 intrigue, +2 stewardship, +40 prowess |
| Lycanthropy | +10 martial, +3 diplomacy, +20 prowess, +0.10 fertility |
With the base trait that is 78 prowess, +13 intrigue, +13 martial, +3 diplomacy, +2 learning, +2 stewardship, and half again on lifestyle experience. There is no life expectancy anywhere on the trait, because it does not need one.
A court fears a known hybrid more than a known vampire. The three open traits are deliberately not interchangeable:
| Known trait | Own kind | Everyone else | Baseline dread |
|---|---|---|---|
| Known Hybrid | +35 | −10 | +20 |
| Known Vampire | +20 | −15 | +15 |
| Known Werewolf | +25 | −30 | none |
A court that learns it is housing a vampire dislikes it. A court that learns it is housing a hybrid is afraid of it. A court that learns it is housing a werewolf simply hates it, and is not frightened at all.
Making one. There is a single door, and it takes only a werewolf or a clean human. A vampire can never become a hybrid. The offered route, Make Hybrid, is shown by a hybrid or a vampire against a werewolf who already has vampire blood in them, so the sequence is: be a werewolf, drink, then be offered the turning. The asked-for route runs the other way, and a werewolf uses it on a vampire or hybrid he knows.
This is the one werewolf-side route where the Confer Death game rule is read, and it is brutal at its default: 40 live, 60 die, moved by the recipient's health against a pivot the rule sets. At the normal setting a character needs health above 4 to be net-favoured; at the harsher setting, above 5.5. Set the rule to No and the turning is simply granted.
A hybrid can do nearly everything both parents can. It shapeshifts. It compels, paying from its own Vampirism track at the same thresholds a vampire pays. It feeds, on its own decision with a seven-year cooldown rather than the werewolf's five, which splits fifty-fifty between the vampire chain and the wolf chain. It claws, though no AI hybrid ever will, because the AI side of both claw interactions requires the plain werewolf trait. It regenerates: the cleanups that strip disfigurement and the traits of old age run on vampires and hybrids, and pointedly not on werewolves.
It is also the only thing in the mod that cannot be compelled alongside vampires, demons and witches. Werewolves can be, and they are the most expensive target there is: −20 against the compeller before anything else, and a further −5 track experience every time it works.
In a hunt a hybrid carries +10 on its own account, and the game reads whichever of its two tracks is higher when it prices the fight, the lord's investigation and the prestige for the kill. If it dies shifted, the body reads as a werewolf; otherwise it reads as a vampire. The mod never gives a hybrid a death of its own: in the old confrontation chain it dies as one or the other on a coin flip.
The cost. The hybrid lifestyle is the most expensive in the mod, tied with the vampire's, and it buys eighteen perks across two trees rather than eight or nine in one. Both capstones together grant exactly the two traits the vampire and werewolf capstones grant separately, and the master focus needs both of them. The code puts the total at roughly 27,000 lifestyle experience and two full tracks, and identifies the Lycanthropy track as the starved one, which matches the fact that the feeding decision only ever checks that track for validity while splitting its outcome with the vampire chain.
Curing works the same way as the werewolf's, behind the same game rule, with one difference worth knowing: the hybrid cure takes the trait, the known trait and the secret, and leaves all eighteen perks and both capstone traits in place.
The craftWitches and magic#
Magic in Supernatural is not the mod's own work. It is Rycie's Witchcraft mod, shipped inside Supernatural in full, with Supernatural's own layer added on top of it: a hunter who can walk that world, a witch hunt that can find a coven, and a set of fixes where the two meet. That is why the witch layer is so much larger than everything else here, and why so much of it behaves differently from the creatures.
Because Witchcraft ships inside Supernatural, running both at once is the one incompatibility that matters. See Compatibility.
What a witch is#
Unlike a vampire or a werewolf, a witch has no single trait with a track that counts up. Magic is spread across a family of traits, and you climb through the lifestyle rather than through the trait:
| Trait | What it is |
|---|---|
| Witch | The base trait. −1 diplomacy, +1 intrigue, +1 learning, +10% magic lifestyle experience, +20 opinion from other witches. It is the thing every faith doctrine, every scheme and every gate keys off. |
| True Witch | The witch tree's capstone trait. +3 intrigue, +10 baseline dread, half again on diplomatic range, and it unlocks the artefact-searching activity. It can never sit on a hunter. |
| Mage | The arcane capstone, renamed Legendary Mage at a full Secret Knowledge track. It has five tracks of its own: secret knowledge, combat magic, demonology, alchemy and power saturation. |
| Warlock | The black magic capstone. Taking it locks you out of the final perk in the other two trees. |
| Source | Genetic magical potential, and the only inheritable one that matters, and one child in a hundred is born with it. It has a Magic Potential track that pays life expectancy and fertility, and an Instability track that charges for it in stress and health. Magic has a real cost here. |
There is also a female-line version of Source called Yaga's Blood, which passes from mother to daughter at a 90 per cent chance, and a Grand Master of the Coven trait with an Authority track.
Becoming one. The route is a scheme, Convert to Witchcraft, run on a target who does not already have the trait. It is secret, it takes a while, and its success chance is built mostly out of the target's zeal. A zealous target is −50 before anything else, and a faith that accepts witchcraft flips the whole zeal term in your favour. Attraction helps, up to +30. Being a coven house is worth +20. Mystics, revelers, herbalists, seducers and the excommunicated are all easier marks.
Witches do not inherit the trait. What inherits is Source, Yaga's Blood and possession. And the mod ships no historical witches at all. The one character in the magic history file is a demon who dies in 809, before the earliest bookmark. Every witch you meet in a campaign was made at runtime.
The lifestyle and its three trees#
The Magic lifestyle is the cheapest in the mod, and it holds three trees, Witchcraft, Arcane and Black Magic, where every creature lifestyle holds one. Twenty-one perks across the three, three capstones, three traits.
They are not equally open. Witchcraft needs only the witch trait or the secret, and it is the entry path. Arcane is closed to a plain witch: you need a magic artefact, the Source blood, a place of power, an academy, or a house that has one, which is why a toast exists to tell you it has opened. Black Magic takes anyone with a magic artefact, Source, or the Arcane root.
| Tree | Capstone | What the path gives you |
|---|---|---|
| Witchcraft, 8 perks | True Witch | An amulet artefact, a familiar (dog, cat, rat, horse or bird), precognition, an extra nature trait, +20 attraction, passive magic detection |
| Arcane, 7 perks | Mage | Counter-spells, artefact triangulation, two spells outright, rituals, and a long tail of event chains |
| Black Magic, 6 perks | Warlock | Curses, then powerful curses, then domination, then lifestealing, then demon summoning |
The Arcane tree's root perk, Magical Experiments, is a gamble. Four times in five it is +1 learning. The other fifth it leaves you disfigured, wounded, one-eyed or one-legged.
A hunter cannot take any of the three capstones. That block is explicit and it shows you why in the tooltip. Before it existed, a hunter could buy the perk, the trait would silently fail to attach, and the perk point was gone.
Spells#
There are 52 magic interactions, and none of them costs gold, piety or prestige. The price of a spell is its cooldown, its stress, and the risk of what the target does with it.
Three things can happen to a spell you cast. It can be countered, by a mage who took Counter-spells, or by a court mage protecting his liege's household. It can be stopped outright by an antimagic seal. Or, if the target is a Mage, a demon or Yaga, it can be deflected into a mage duel, which is a different event entirely and not one you chose to start. You also cannot cast while you are already duelling.
The spells themselves run from a curse and a domination at the low end through healing, power strikes, aura enhancement, mind scanning and shadow steps, up to plague, firestorm, tornado, earthquake and teleportation at the far end of the mage tracks. Cooldowns vary wildly and are the real balance lever: Power Strike is a day, Domination is a week, Hypercognition is eight years, and an Earthquake cannot be aimed at the same person twice inside twenty.
Potions#
There is no brewing screen. Potions are artefacts in your inventory with a hidden marker, and there are eleven of them.
You brew with the Create Potion decision, which needs either the witch trait plus Herbalist, or the Advanced Alchemy perk, and, as of 2.34, the hunter tree's Combat Spells perk, which is Supernatural's own addition reaching into the Witchcraft layer. It costs gold scaled to your title, on a four-year cooldown, three if you are a well-practised alchemist. The brew itself can fail, or poison you; a brewer who is both a herbalist and an advanced alchemist never fails.
What you get is rolled: Regeneration, Magic, Mutagen, Unknown, Youth, Charisma, Mind-Reading, Might, Learning, Fertility, or, only for a true mage, Liquid Aether, which is a crafting reagent rather than a drink.
The player drinks through a self-targeted interaction with a one-day cooldown. The ten separate drink decisions in the files are all AI-only and you will never see them.
Two worth knowing before you drink them. Regeneration clears thirty-seven different afflictions in one go, from leprosy and the pox through blindness, maiming and disfigurement. Mutagen is a real gamble: one time in ten you come out Herculean and clean, most of the time you trade fertility for muscle, and one time in twenty it leaves you weak, infertile and disfigured.
Rites, summits and searching#
Four activities belong to the craft, and each one gates on a different rung of it:
| Activity | Who can host | Cooldown |
|---|---|---|
| Grand Rite | A witch whose house is a coven, or a landless adventurer whose camp can host rites | 5 years, halved with a dark temple |
| Mage Summit | A Mage who is legendary, or highly prestigious, or whose house holds the magic tradition | 9 years between invitations |
| Magical Research | A true mage | 10 years, 5 as the High Council's loremaster |
| Search for Magical Artifacts | A True Witch holding fewer than eight magical artefacts | 12 years, the longest in the mod |
The Grand Rite has the strictest guest rule anywhere in the mod: you and the guest must each know the other is a witch. A witch nobody knows about is a witch nobody can invite. It is also where the coven chooses a new Grand Master.
Covens#
A coven is three things at once: a house modifier, a Grand Master at its head, and a culture tradition that gives the coven authority in the realm. The house modifier alone is worth health, fertility and magic experience to every member; the tradition unlocks a cultists regiment, free disinheritance of non-witches, extra benefits on the witch traits, and the Grand Master's own policy intent at the Rite.
You cannot found one. There is no decision, interaction or effect anywhere that lets a player start a coven from nothing. Covens are generated: the Baba Yaga family is one, and a second appears in the world the first time somebody creates the Crown of Shadows. A player joins one by being born or married into a house that already is one, and then becoming its head at a Grand Rite.
The one thing that reliably destroys a coven is losing a war: the witch-war casus belli strips the house modifier from the defeated house.
Until 2.35 there was no way for an outsider to find out that a house was a coven. Every read of the modifier in the game was a reward multiplier applied after somebody had already been burned. Supernatural's contribution is the sweep: when a witch hunt's trail ends at a coven house, the hunter can go through the house, up to five rounds in one night, each round another member of that house who is actually standing in that county. From the second round on he takes a wound before the door even opens, and losing a round ends the sweep the honest way, with him on the floor and four of them still upstairs. If he stops while the culprit is still free, the county records a withdrawal and it costs him 25 prestige.
The sweep is one night in one house, not a campaign against a dynasty scattered across three kingdoms. House members who are not in the hunted county are never drawn into it.
The smokeDemons and House Hellion#
A demon is smoke that wears a person. There is no underworld tour and no cosmology lecture in this mod. A demon is a thing that turns up in a court, is worth −30 opinion to everyone who is not one, and is very hard to be rid of.
Like the craft, most of this layer is upstream Witchcraft. What Supernatural added in 2.35 is the part that lets a hunter do something about it.
The three demon traits#
| Trait | What it is |
|---|---|
| Demonic Heritage | A dormant marker on a demon's child. +1 intrigue and nothing else: no immortality, no dread, no opinion penalty, and it is not a crime under any faith. It means this person may become a demon later. |
| Minor Demon | The real thing. Immortal, +10 health, +3 intrigue, +3 prowess, +10 baseline dread and −20 general opinion. It is what unlocks the demon lifestyle. Under a faith that shuns or criminalises witchcraft it carries a −30 crime modifier and legal grounds to imprison, execute or banish. |
| Greater Demon | Renames itself by its Hell Powers track, becoming Prince of Hell or Demon Princess at a full track. It is what the demon tree's capstone grants, and taking it removes Minor Demon. |
Demons are opposite to every creature in the mod. Vampire, werewolf and hybrid all list them as incompatible, and a witch hunter is −30 to them.
Summoning#
The door is the Summon Demon decision, which needs the black-magic tree's Summoner perk, enough stored magical power, and eighteen months since the last attempt. It is always a black-magic act.
The ritual can go wrong. With a middling grasp of demonology the binding botches 30 per cent of the time; master the track and that falls to 3. A botch gives you a raging demon and a choice: wrestle it, at a one-in-ten chance it kills you outright, or duel it on learning, where a loss is fatal one time in ten. Back out and you lose nothing but the attempt.
What you get, if it works, is rolled. Most of the time it is an unnamed minor demon. The rest of the table is named singletons: Belial, Lilith, Mammon, Samael, Moloch, Abaddon, Hecate, Nyx, Asmodeus, the Blob, Harmonius and Eshu, and each of them is gated on there being no living character already carrying that name. Kill Belial and Belial can be summoned again; leave him alive and his branch is dead weight. Several are player-only, and several need a Mage.
A botched-but-recovered summoning can only ever produce a minor demon. The named branches all require a clean binding.
The named ones are not equal. Asmodeus is the extreme case: he arrives with a landless empire title, an army of demonic knights, 50,000 gold and five prestige levels. Lilith is the only one with a life of her own. She re-ages herself to eighteen every few years, heals whatever ails her, finds a new lover when her last one dies or leaves, and periodically schemes to murder his spouse. Killing her clears her blessing and puts her back in the summoning table. The chain never ends; it resets.
A failed binding produces a different creature entirely: a demon that escapes, becomes your nemesis, rivals your heir, takes an exile title and starts a murder scheme against you. As of 2.35 it also leaves a mark on the county, which is what lets a hunt come looking for it.
House Hellion#
Nearly every demon in the game belongs to one house. The dynasty is displayed as Hell and the house as Hellion, two different words for the same family, which is the single most confusing thing about this content. A second house, Maledictio, belongs to the same dynasty and holds one demon. Both carry a white-and-red snake on black.
Sixteen of the seventeen demon templates place their character into House Hellion, which is why the house grows over a long campaign: every summoning, every escaped binding, every demonic courtier adds a member.
Fixed in 2.35. The invented-witch template used by witch hunts also placed its character in House Hellion, so every woman a hunt turned up joined the demons' house. A live campaign came back with 246 living members, almost all of them invented witches. Witches are now born without a dynasty. Demons keep the house.
The demon lifestyle#
Seventeen perks in one tree with two arms, one for war and one for guile, meeting at a root that hands out +10 to every skill and +10 prowess, the largest flat stat block anywhere in the mod. The war arm ends at Greater Demon; the guile arm ends at Crossroad Dealmaker and the cyrograph.
Two focuses, Manipulation and Destruction, and both carry +30 per cent stress gain. The demon lifestyle is the only one in the mod that taxes you for being in it.
It is also designed to be finished and abandoned: taking both capstones clears your focus and closes both focuses to you permanently. And because summoned demons are handed all seventeen perks the moment they appear, the lifestyle is in practice only for a mortal who became a demon. A Prince of Hell has already finished it before you meet him.
Demons can have children. That is governed by its own game rule, separate from the werewolf and vampire one, and its default is that two demons have a chance of a demon-blooded child while a demon and a human have a fifty-fifty. Turn it off and demons rely on adoption, which is what the mod did before the rule existed.
Exorcism#
Before 2.35 the mod's only answer to a demon was killing it, and demons are immortal. Upstream's Banish Demon spell does not banish. It kills, and every greater demon is immune to it. Meanwhile a greater demon can recruit another demon into its court every four years, forever. The population compounded and had no drain.
Exorcism is that drain, and it is the hunter's verb rather than the mage's: it costs no magical power at all. It sits inside the demon hunt, as one of three things you can do at the confrontation.
The numbers: what an exorcism is worth to attempt
The chance starts at 40 and is clamped between 5 and 90.
| Term | Value |
|---|---|
| Monster-Hunter track | +0.5 each, so up to +50 |
| Witch-Hunter track | +0.2 each, so up to +20 |
| Caught mid-feeding | +15 |
| One other hunter attending | +10 |
| Two or more other hunters | +20 in total |
| The demon is a greater demon | −25 |
| Its Hell Powers | −0.2 each, so down to −20 |
| Its reputation | −0.1 each, so down to −10 |
A career hunter against a plain minor demon is capped at 90. The same man against a Prince at high powers is about 50. A green hunter against that same Prince is 8.
The witch-hunting experience, 5 to 12, is paid either way. A man learns the words by saying them at something that did not listen just as surely as at something that did.
What success looks like depends on what the demon is. A summoned demon was never a person, and the body it was wearing simply collapses. A made demon, a mortal who was turned, has someone underneath, and the exorcism gives them back. The game answers that question by asking whether the demon has a father and a house of its own, because every summoned template is fatherless and Hellion.
Named demons are refused outright. Lilith does not go home because a man with a crucifix asked her to.
Failing does not kill you. It drops you into an ordinary fight at a 20-point penalty, with the way out still open.
The two other options at that door are worth knowing. Break it off ends the hunt as a withdrawal: you spend a year recovering at −2 prowess, the demon becomes your rival and hates you for a decade, and it is either pushed into a neighbouring province or, if it holds land and cannot move, marked as driven off for five years. The county's record is wiped clean either way. And the bargain is the one where you sign its cyrograph: you are healed, de-aged and improved across every skill, and it takes your soul on a ten-, twenty- or thirty-year timer. A hunter who later learns to put demons down will refuse to pay when the bill arrives, and the demon has a war that executes soulless defenders outright.
2.35The hunt#
The hunt is what 2.35 is for. It takes the four kinds of creature the mod already had, gives every one of them a way of leaving evidence in the county it fed in, and builds a three-week activity around a hunter riding there to find out what it is and who it is. Both sides are playable. The creature gets a screen at every point the hunter does.
Trails and what leaves them#
Everything here runs on one thing: a county that carries Something Stalks Here. The modifier is worth −5 county opinion and nothing else, and it does not suppress growth. The cost of a creature living somewhere is the drain each incident does, not a standing penalty.
A county holds four facts under that modifier: who the culprit is, what kind it is, how many incidents there have been, and whether the lord has been told. The kind is shown only to a hunter who has learned to read wounds; everyone else sees a county with a problem.
The first incident is usually only a whisper. It leaves no modifier, no map pin, no culprit and nothing a Trailsman can read, and it expires in a year. A second incident inside that year opens a real trail immediately. A first incident can also be noticed outright on a roll: 30 per cent for a body, 12 per cent for a prowl. Once a trail is open, every later incident escalates it without a roll, up to a cap of six.
The numbers: what each incident costs the county
| Kind | A kill | A prowl |
|---|---|---|
| Vampire | −5 county control | −1 control |
| Werewolf | −2 control, −1 prosperity | −1 control |
| Demon | −4 control, −1 prosperity | −2 control |
| Witch | −2 control, −1 prosperity | −1 control |
A demon does not feed, it ruins, so the county pays for it twice. A witch is the quietest of the four. The county loses faith in its lord faster than it loses people.
What counts as an incident. Feeding, killing on a feed, a werewolf's border run, a demon escaping a botched binding, a witch's plague spell, the corruption scheme, a body you chose to leave as your own, and a body you pinned on someone else. Roughly two dozen places in the game write a mark.
What does not. A death in a tournament. A death in war, or with either party in an army. Killing a prisoner. And any death inside a hunt. A body that turns up inside a supernatural hunt is the hunt's business. Hunters never leave marks, because a hunter is not a creature.
Forgetting. There is no decay event. The modifier is added for five years and refreshed on every incident, so a trail dies five years after the last thing that happened. You can shorten it deliberately: leaving the county clears one mark, paying the lord off clears one and leaves him a debt he will remember if a hunter later proves what was living there, and a compulsion in a county carrying your own trail can bury an incident outright.
And a trail whose culprit has died goes cold: no hunt can ever answer it. When the culprit dies the game looks for someone in that county who could plausibly have been doing it, whether a creature or a witch in the holder's court or the holder himself, and hands the trail to them, re-deriving the kind. If there is nobody, the trail is wiped.
This mattered. A census on a live 346 AC save found 23 trails in the world and only four of them warm. Nineteen counties carrying a mark no hunter could ever answer, for five years each.
Riding out#
The Supernatural Hunt is an activity. You need the Hunter trait, you must not be recovering from your last one, and there must be something within reach worth hunting. The button greys out and tells you which of those is missing.
It costs about half what a vanilla activity of its size costs, a quarter of that again for a landless adventurer, and nothing at all if you are riding under a contract. The cooldown is two years.
There are two kinds. A Monster Hunt needs a county that carries a trail left by a living creature. A Witch Hunt can be held anywhere in your own lands, a vassal's or your liege's, and if you ride it to a county that carries a witch trail with a live culprit, it runs the whole monster spine instead of the thin version.
Where you can ride. A hunt is held at a county's capital, because a trail is a fact about a county. You can reach anywhere within your court's ordinary range, or anywhere at all under your own top liege, so a duke can hunt across the kingdom, a king across the empire. A landless adventurer's reach is five times a landed hunter's radius.
What you are allowed to hunt. A creature that has beaten hunters before is gated by reputation. A legend of 2 or more wants a Monster-Hunter track of 40, or two hunters riding with you. A legend of 4 or more wants a track of 75, or 40 and three hunters. And a county that has been hunted in the last four years is closed while it catches its breath.
What you take with you. One kit and one approach:
| Choice | What it does |
|---|---|
| Travel Light | Nothing. The default. |
| Stakes | +15 at the door against a vampire, and it cannot look you in the eye. −10 against a wolf. |
| Silver | +15 against a werewolf. −10 against a vampire, and one that finds you carrying the wrong kit may look you in the eye. |
| Hire Local Guides | +15 tracking. |
| Ask Quietly | No change. The creatures may still hear that a stranger is asking. |
| Ride In Openly | +10 tracking. Every creature in the county will hear of you. |
| Read the Signs | +5 tracking, +5 at the door. |
Against a hybrid, stakes and silver are the same thing: neither helps and neither hurts. An AI hunter who can read the trail picks the right kit; one who cannot, guesses.
Up to four other hunters can ride with you, drawn from your friends, family, court and the hunters whose secret you keep. Each one is worth +10 on the tracking bar up to three, and another blade at the door. An apprentice who rides with their trainer on a hunt that finds its creature, or drives it away, finishes their training.
The three weeks#
The tracking phase runs three weeks and the whole of it feeds one number, shown as a Tracking bar with its own breakdown. It starts at 35 and is clamped between 5 and 95.
The numbers: every term in the tracking bar
| Term | Value |
|---|---|
| Base | 35 |
| Your Monster-Hunter track | +0.5 each, up to +50 |
| Your reputation | +3 per rung, up to +15 |
| The creature's legend | −3 per rung, down to −18 |
| Hunters riding with you | +10 each, up to +30 |
| Local guides | +15 |
| A county that remembers too little | +8 |
| Riding in openly | +10 (reading the signs, +5) |
| A local hunter riding with you | +10 |
| You know what the creature is | +20 |
| The creature's power | −0.25 each, down to −25 |
| The trail has gone quiet: it left the county | −25 |
| What the three weeks taught you | whatever the events added |
What fills those three weeks is a weekly pool of events. A survivor who can be listened to or pressed. What the graves say. A mob that has picked the wrong man: let him go, or let them have him for 25 prestige and two years of a county that remembers. A fellow hunter's tale. A county so crowded with creatures that you can be counted yourself. Another hunter already working the same trail, who can be ridden with, questioned, or warned off.
The field events are the ones that read the kind. By the Moon tells you when a wolf will be out, worth +20, or you can warn the county and lose ground instead. Not a Drop points a vampire hunt at the people who survived. Two Different Animals is the hybrid's tell, and getting it right is worth 15 while guessing two creatures costs you. They Are All Very Sure is a county that has been compelled, so stop asking what happened and start asking what they cannot remember.
And when your bar passes 60, the creature is told. He Asked About You By Name gives it three choices: run now, and the hunt ends with nothing but two years of not feeding; misdirect him on an intrigue duel, which takes 20 off everything he has built; or let him come.
The door, from both sides#
The confrontation phase opens on Cornered. If the county is crowded, you are told how many will stand with the thing before you choose how to go in:
- Strike now.
- Wait for daylight: +15 against a vampire or hybrid, nothing against a wolf.
- Bring the county's men: +10, if the lord likes you, you field witch hunters, the county pledged them during the tracking, or your name is known.
- This is practically a nest: always available. You withdraw, lose 25 prestige, and the county counts a refusal against you.
Then the creature answers, and this is the part of the hunt that was built for both players. Six answers, each gated on what it actually is:
| Answer | What happens |
|---|---|
| Let them come | The fight. |
| Go to ground | An intrigue duel. Hidden: you are gone, one mark comes off, your kin are warned, and you cannot feed for two years. Found: the hunter goes into the fight +15 up. |
| There is worse than me in this land | A diplomacy duel, available only when a neighbouring county is carrying three or more incidents. You do not deny what you are; you tell him where the bodies are stacking higher, and it is true. He leaves and rides there instead. Refused, you have told a hunter you keep count, and the fight is harder. |
| Look them in the eye | Vampires and hybrids only, and only if he did not bring stakes. Costs 20 track experience and pays some back. He turns around. |
| Let it out | Werewolves and hybrids. Thirty days in full wolf form, +15 in the fight, and every hunter at the door learns what you are. |
| Send someone else | Your progeny or the one you clawed goes instead. A player in that position gets their own screen, and can refuse. |
| Make them an offer | At a very high track and 100 gold in hand. 50 gold, a five-year hook on the hunter, and he is on your payroll. Refusing pays him 25 prestige and five points in the fight. |
The numbers: how the fight is scored
A prowess duel, both sides starting at 50 and floored at 10.
| The creature | The hunter |
|---|---|
| Prowess difference, up to ±25 | The same, reversed |
| Its track × 0.6, up to +60 | Monster-Hunter track × 0.6, up to +60 |
| +15 shapeshifted | +10 for True Monster Hunter |
| +10 hybrid | Everything he brought (kit, daylight, the county's men, a local hunter, a refused bargain) comes off the creature's side |
| +10 forewarned | |
| −12 per kin standing with it, −6 per stranger, first three only |
Losing does not have to be the end. Overmatched lets you fall back for a wound, a year recovering and some experience, or press on at a further 20-point penalty, where losing means you do not leave.
Winning gives you a screen of your own, added in 2.35a. Before it, every other outcome had one and a win did not: the creature simply died silently inside an event running on the AI. You can finish it, or take it alive if you hold land.
What the hunt was worth#
Nine outcomes, and the conclusion screen names each one. The county's recovery is scaled to what was living in it:
| Outcome | The county | The hunter |
|---|---|---|
| Slain or exorcised | Vampire: +5 control. Demon: +4 and a point of prosperity. Werewolf or witch: +2 and a point. The whole trail is removed. | Prestige scaled by what it was, 15 to 35 Monster-Hunter, and the bounty. Guests take 5 to 15. |
| Proxy slain | +1 or +2 control, one mark cleared, the culprit still out there | Three quarters of the prestige, 10 to 25 track |
| Fled | Nothing. The trail stays. | +25 prestige, 5 to 10 track |
| Withdrew | A refusal counted against the county, unless you walked away in the first week, which costs nothing | 3 to 8 track. Apprentices do not graduate; there was no lesson in it. |
| Cold | Nothing | 5 to 10 track |
The bounty starts at 40, adds five per point of county development and a little over one per point of the creature's power, and is floored at 40 and capped at 320. Against a hunt that costs about 45, a poor county's ordinary vampire pays around 90 and a rich city's elder pays a few hundred. Worth riding for, never worth farming.
Two reputations come out of this, and neither is a stored counter: both are read off what the characters remember doing. A hunter's name climbs at one, two, three, five and eight creatures slain; at three he becomes the Beastbane. A creature's legend climbs by besting hunters and, worth double, by killing them; at three it becomes the Unhunted, and from then on only serious hunters are allowed to come for it.
Killing a culprit can leave children behind, and the hunt asks what you do about them.
Covering your own kills#
When a player's creature kills someone, the next morning brings What They Will Find, and five answers:
- Make it look like nothing. A roll on your strength and your talent for lying. Clean, and there is no mark at all.
- Pay it away. No roll. The lord takes your money, the county takes a mark off, and he remembers who paid.
- Let them look at someone else. The same roll fifteen points harder, and a success writes the mark against another creature carrying their kind, so a vampire who dresses a body as a wolf's work sends the county's next hunter to a wolf's door. You cannot frame your own maker, progeny or the one you clawed.
- Let them know it was me. No roll. The trail is yours and it is loud: three incidents at once, and every soul in the lord's hall is told what walked through. Hunters will come. That is the idea.
- And at a botched feed, silence the witness, which, failed, gives you two bodies instead of one.
Compulsion works the other way. It is not an incident; it is a creature reaching into a county and taking a week out of somebody's head. Used in a county carrying your own trail it cleans, at 30 per cent with no power behind it and up to 80 at a full track. Used badly, and low power is the main way to be sloppy, it leaves a hole instead. Three holes inside five years and the county picks up Nobody Here Remembers, and its lord starts asking why, which is its own investigation and can end with a real trail carrying your name.
The Trailsman#
A court position, and a camp officer version for landless adventurers. The employer does not have to be a hunter.
The Trailsman walks your counties and reads what has been left in them. Bodies found at the edge of a village, herds taken in a way no wolf takes them, a road nobody will use after dark. He goes and looks, and he comes back and tells you where. A good one comes back with a name.
Aptitude runs on prowess and martial, with +35 for having hunted one before, +15 for a witch hunter or a lifestyle hunter, +10 for patience, and −40 for being a creature, because a creature does not report on its own kind. The AI will not appoint one at all.
Three tasks:
| Task | What it does | Chance a year |
|---|---|---|
| Read the Countryside | Finds a trail you have not been told about. Your priests only write once a county has lost three people; he goes before that. | 40, up to 70 at high aptitude |
| Follow the Trail | Puts a face to a trail you already know about, and the only way short of hunting it yourself. Costs double. | 20, up to 65 |
| Beat the Bounds | County opinion and faster control recovery, scaling with aptitude. Finds nothing. It is the standing answer to what a trail drains. | — |
He will not report a trail while your hunt is on cooldown, which was a deliberate request: no point being told about a monster you cannot ride for.
Summons, bounties and contracts#
On the third incident, the county's lord is told. Something Stalks gives him five answers: look into it himself, put his spymaster on it, post a bounty, send for a hunter, or write it off as superstition and keep bleeding control.
Looking into it is an intrigue duel against how well the creature hides, which scales with its power. Winning reveals the culprit to him by name. The spymaster runs the same duel with a bonus for being a schemer, and a Trailsman turns the compelled-county version into a far better one.
Post a bounty creates a real task contract that any landless adventurer hunter can take off the board: the county's menace, with a purse on it. That needs the landless expansion.
Send for a hunter needs nothing. Three letters go out with names on them, and the lord is shown three men in the order of what they are asking for. The roster is built nearest first: the man in your own hall, then the men who owe you, then the world. The fee starts at 60 and rates on the hunter's own reputation rather than the lord's purse: you are paying for the man, not haggling from your ledger. The hunter can accept, refuse, or write back naming a higher price, which doubles it.
A county can only be answered once, because the first lord to write stamps it for ten years, so two lords can never both have a man on the same trail. And a hunter who holds both a bounty contract and a summons for the same county is paid twice, which is deliberate.
The other sideHunters#
A hunter is the only playable role in the mod that is not a monster, and the game will not let you be both. Vampire, werewolf, hybrid, demon, witch, necromancer and warlock are all written into the Hunter trait as opposites, so the engine refuses the pair outright.
The trait gives +3 diplomacy, +2 learning, +4 prowess, +2 advantage and +5 life expectancy, and it has two tracks rather than one. They are not variations on a theme:
| Track | What filling it makes you |
|---|---|
| Monster-Hunter | A fighter. Across the full track: +12 prowess, +10 diplomacy, +5 advantage, a quarter more knight effectiveness and cheaper holy orders. It is what the hunt itself reads at almost every point. |
| Witch-Hunter | A schemer. +14 on hostile scheme success, +10 baseline dread, +8 life expectancy, doubled diplomatic range, better piety, and four supply-cancelling terrain traits. It is what exorcism and the witch hunt read. |
There is no inheritance and no random roll on the trait itself: a hunter is always made. Four doors: the ruler designer, the background distribution roll at game start, training, and a handful of story events.
Training one#
Two interactions, and neither costs a coin. Train Character as a Hunter is the offer; Ask Character to Train You is the mirror, and it is player-only. The AI never asks, and to use it you must already know the other person is a hunter.
The gates are worth knowing: the trainee must be at least 13, must not already be partway through someone else's training, and must not have turned you down in the last five years. All three are recent. It used to be possible to train a four-year-old, and pressing the button twice used to queue two copies of the whole chain onto the same person.
Training takes a specialisation early, monsters or witches, and then runs about three months before the night that decides whether it took. An AI hunter only ever offers this to someone who already likes them.
An apprentice whose training did not finish can be brought on a hunt instead. If that hunt finds its creature or drives it off, they graduate at the door with a head start on the track. If it ends in a withdrawal they do not: there was no lesson in it.
The lifestyle#
Two focuses, Monster Hunter and Witch-Hunter, worth +3 martial and +3 intrigue respectively, and those attribute points are the whole mechanical payload of a focus here. Everything else in a focus is the AI deciding what kind of hunter it wants to be.
Two trees of eight perks each. The Monster Hunter tree has two roots that converge on The Witcher, which grants the True Monster Hunter trait: +5 prowess, +3 martial, half a prestige a month, and +35 life expectancy. Stacked with Built Different's +10 and the trait's own +5, a finished monster hunter lives fifty years longer than he would have.
The Witch-Hunter tree ends at True Witch Hunter, and several of its perks actually unlock things rather than just adding numbers:
- Anti-Mage, the root, opens witch trials and the old witch-hunting decision.
- Combat Spells reaches the Witcher's elixirs, letting a hunter brew potions without being a witch.
- Protection Runes grants the witch tree's own protective perk, which more than thirty magic gates read. It did nothing at all until it was noticed that the two perks' names differ by one letter.
- Hunter Academy unlocks the regiment.
A hunter can never take a witch, mage or warlock capstone. The perks refuse to be picked rather than failing silently, which is what they used to do.
Hunter Trainees#
The hunter's regiment. Skirmishers, 50 to a stack and ten sub-regiments at the cap, needing both the Hunter trait and the Hunter Academy perk to raise or reinforce, so an heir can field an inherited regiment but cannot replace its losses until he has earned the perk himself.
They do not out-fight monsters and are not meant to. One vampire sub-regiment hits for 1,850 and takes 1,750; a full trainee stack hits for 700 and takes 900. The counter is the point: a quarter against monsters and animals, and a tenth against demonic knights. A maxed hunter's guard neutralises one monster regiment, not an army of them.
Fielding them is also one of the ways the county lends you its men at the door.
Being known#
Hunters have secrets too. Depending on what your faith and your liege's faith think of hunters, you either carry a hidden Hunter secret or the open Known Hunter trait, which is +15 from other hunters and −20 from everything else, and gives creature-friendly faiths a crime to charge you with.
Faiths take the same four positions on hunters as they do on every other kind: criminal, shunned, accepted, or virtuous.
ProgressionLifestyles and perk trees#
Six lifestyles, ten trees, and they are not priced the same. What a lifestyle costs per level, and how many trees it has to spend those levels on, is most of what separates the creatures in a long game.
| Lifestyle | Per level | Base gain | Trees | Ends at |
|---|---|---|---|---|
| Vampire | 1,500 | 30 | Vampirism, 10 perks | True Vampire |
| Werewolf | 1,100 | 27 | Lycanthropy, 8 perks | True Werewolf |
| Hunter | 1,400 | 25 | Monster Hunter and Witch-Hunter, 8 each | The Witcher / True Witch Hunter |
| Hybrid | 1,500 | 30 | Vampire and Werewolf, 9 each | Both capstones, then the master focus |
| Magic | 1,000 | 25 | Witchcraft 8, Arcane 7, Black Magic 6 | True Witch / Mage / Warlock |
| Demon | 1,000 | 25 | Demon, 17 perks | Greater Demon and Crossroad Dealmaker |
The werewolf is the cheapest creature to advance and has the least to buy. The hybrid pays the most per level and has eighteen perks to get through, which is why its own code puts the full cost at around 27,000 lifestyle experience on top of two full trait tracks. The demon's tree is the largest single tree in the mod and is designed to be finished and then abandoned: taking both capstones closes the lifestyle behind you.
Every creature lifestyle also has a master focus that unlocks only when you hold the capstone. It grants a broad spread of attributes and, deliberately, no further lifestyle experience at all. The road is finished; what is left is power.
Two problems in this area were fixed and are worth knowing about because they change how the AI behaves. Before 2.32 only the root perk of each tree carried a weight, so an AI entered a tree and stopped; every perk now carries one and the AI climbs. And a hunter holding a magic artefact used to be outbid into a magic focus, because the hunter focuses sat at a flat weight while the magic ones stacked past it. The creature focuses now all multiply themselves down for a hunter rather than zeroing, so a hunter can end up there, it simply stops being his first pick.
SetupGame rules#
There are 22 rules across 85 settings, in two tabs: eleven under Supernatural and eleven under Witchcraft. None of the Supernatural settings blocks achievements; seven Witchcraft ones do.
These are the ones that change your game the most:
| Rule | Default | Why you might change it |
|---|---|---|
| Embrace Decisions | Off | Turn it on and you get the eight decisions that let you become, or stop being, a vampire, werewolf, hybrid or hunter at will. With it off there is no cure for anything. |
| Trait Distribution | Counts and below | Decides who in the world can be born supernatural. On puts it on everyone; Off gives you a world with no creatures in it but the eight Mikaelsons. |
| Confer Death | On | Seven settings from Off through NPC-only to More Death. It governs the vampire embrace and the hybrid turning, and, as a trap, not the werewolf wound. |
| AI Confer | On | Whether AI creatures turn and train other people, and which kinds are allowed to. Set it to Off for a world where you are the only one spreading anything. |
| Inheritance / Pregnancy | Werewolf trait only | Eight settings covering who can have children with whom and what comes out. One setting is labelled Skip this Setting and means it. |
| Demon Inheritance | On | Separate from the above. Off is the original behaviour, where demon pregnancies were always lost. |
| Events | On | Four settings. You can have embrace events only, everything except embrace events, or none. |
| Paleness | Vampires | Whether turning lightens your skin, and whether that applies to hybrids too. |
| Ageing | Stops at portrait maturity | How an immortal's portrait behaves over centuries. |
| Visual Changes | Off | Turns on five cosmetic right-click options. Off by default, so most players never see them. |
| Reset Lifetime Events | Every 50 years | Lets once-per-lifetime event chains come round again for immortals, who otherwise exhaust them. |
The Witchcraft tab covers whether you can be a witch at all, how many mages the world generates, how witch hunters behave, the range of spells, arena mode, demonic aggression, Bael, and the endgame crises.
The Supernatural settings take their text from one file; the Witchcraft settings take theirs from seven different files scattered among event text. If a Witchcraft rule's description ever reads oddly, that is why.
ButtonsDecisions and interactions#
Fifty-five decisions across three files, and more than a hundred character interactions. Almost none of it costs money. The currency in this mod is cooldowns, risk and exposure.
The Supernatural eleven#
Eight of them are the embrace and abandon pair for each of vampire, werewolf, hybrid and hunter, and all eight are behind the Embrace Decisions rule, which ships off. The AI can never take any of them.
The other three are the feeding decisions, and they are what 2.35 rebuilt:
| Decision | Who | Your cooldown | What it does |
|---|---|---|---|
| Satiate Thirst | Vampire | 7 years | Three days later, the feeding chain |
| Satiate Hunger | Werewolf | 5 years | Three days later, the hunt chain |
| Satiate Hunger/Thirst | Hybrid | 7 years | A coin flip between the two |
None of them costs anything. An AI creature runs on its own fourteen-year cadence rather than your cooldown.
These were broken in instructive ways. The vampire decision was entirely commented out before 2.32, so pure vampires had no feeding decision at all, and the familiar coin-flip belonged to the hybrid. All three then had their AI check interval set to zero, which means the AI never looks at a decision: twelve years of a fresh campaign with about ninety-six vampires in it produced zero feeds and zero trails.
Interactions#
The Supernatural layer's own interactions are the eleven turning interactions (offer, force and ask for each kind, plus the two hunter training ones), the two vampire social interactions, Compulsion and Ask for Blood, the werewolf and hybrid Shapeshift, and five cosmetic right-click options that are hidden unless you turn the Visual Changes rule on.
The Witchcraft layer adds fifty-four more, which are the spells.
One file is worth mentioning because it is not there: a cross-species duel interaction, a challenge between vampires, werewolves, hybrids and hunters, fully written with AI weighting and species-awareness. It ships as 462 lines of comment and nothing else. It has no localisation and nothing references it. It is the largest piece of dead content in the mod.
War and lootRegiments and artifacts#
Eleven men-at-arms regiments: five from the Supernatural layer, six from Witchcraft. They are priced in four different currencies, and two of them are free to keep.
| Regiment | Who can raise it | Cost | Damage / toughness | Stack |
|---|---|---|---|---|
| Wolves | Any werewolf or hybrid | 65 prestige | 100 / 75 | 10 |
| Werewolves | Lycanthropy 50 | 100 prestige | 215 / 185 | 5 |
| Bats | Any vampire or hybrid | Gold | 5 / 5 | 250 |
| Vampires | Vampirism 50 | 100 piety | 185 / 175 | 10 |
| Hunter Trainees | Hunter + Hunter Academy | 60 gold | 14 / 18 | 50, ten sub-regiments |
| Cultists | A coven culture, or a camp that unlocks them | 50 gold | 15 / 14 | 100 |
| Skeleton Warriors | A necromancer | 200 prestige | 20 / 14 | 100 |
| Demonic Knights | The demon tree's Infernal Guardians | 1,000 prestige | 300 / 80 | 100 |
| Battle Golems | A finished golem project | 1,000 gold | 250 / 100 | 100 |
| Baba Yaga's hut | Yaga, with the house | 1,000 gold | 1,000 / 100 | 10, exactly one ever |
Vampires are the only thing in the game maintained in piety as well as gold; wolves and werewolves are maintained in prestige. Skeletons cost nothing to keep at either maintenance level, so a necromancer fields a thousand free skeletons for prestige alone.
The creature regiments cannot be borrowed through a vassal, because every one of them refuses to be raised through a subject.
Two counters in the files do not work, and the files say so. Bats claim a bonus against werewolves and werewolves claim one against vampires, but a counter key has to name a regiment type, and both of those are keys whose type is Monster. They are inert. Hunter Trainees' counters are written correctly and do work.
Artifacts#
Every artefact in the mod is created at runtime by an event or an effect. There is no artefact type declared anywhere, and no fixed list to collect: there is one template, marked unique and impossible to reforge, and sixteen visual keys hung off it.
What you can end up carrying includes the Darkblade, the Crown of Shadows, a black grimoire, dragonscales, rings of life, death and power, two ancient singularities, a witch's amulet, Baba Yaga's broom, a magic orb, Hell's Scepter, a witch hunter's crossbow, Merlin's wand, and the eleven potions. Only the Darkblade and Merlin's wand have real per-culture art; the rest borrow a vanilla mesh.
Before you playCompatibility and what it overrides#
Supernatural runs on the base game and needs nothing else. The compatibility questions that matter come from what it replaces, and from one specific pair of mods you must not run beside it.
Do not run this alongside Witchcraft or V&L. Supernatural already carries that content. Loading either next to it puts two copies of the same files against each other, and whichever loads second wins outright. Also known not to get along: AGOT: Battlefield Duels, Better Barbershop, Asia Expansion Project and Cultural Armies Pack.
Load order with AGOT#
- A Game of Thrones
- AGOT submods
- AGOT: The Long Night & Azor Ahai (optional)
- Supernatural
- AGOT: Supernatural & The Long Night Compatibility Patch — always last
The patch is a separate subscription and it exists because both mods define the same twenty-two entries: marriages, secrets, disinheritance, the witch ritual, birth events, schemes, abductions and more. The patch merges them so neither mod silently erases the other's work. One of those entries, the marriage-acceptance rule, was behind multiplayer desyncs in testing.
What it replaces#
CK3 resolves mod files by path, last loaded wins. A mod file sitting at the same path as a base-game file replaces that file entirely. Anything the vanilla copy defined and the replacement does not is simply gone. Most of Supernatural is new filenames, which collide with nothing. The exceptions are the places it deliberately steps on vanilla: the birth on-actions, the death on-actions, several character interactions including disinheritance, some scripted relations, travel options, a handful of secret effects, and a set of portrait and accessory gene files. The mod ships its own list of these.
Two mods that both replace the same vanilla file are mutually exclusive in practice. That, rather than anything specific to witches, is why Witchcraft and V&L cannot sit beside this one.
Mid-save#
Adding it to a running campaign mostly works, and it is built for it in places: existing saves get a one-time repair pass for secrets nobody was told about, creatures that predate the disease-immunity flag are retro-fitted on a yearly pulse, characters stuck mid-transition are released, and the hunt's availability check is written to fail open on a continued save rather than grey the activity out forever.
Two things do not carry over. Game rules are chosen when a save is created, so a campaign started without Supernatural has no values for its twenty-two rules. And the mod adds portrait and accessory genes, which is the usual CK3 hazard around adding or removing a mod mid-save.
Removing it from a save is not supported and there is no uninstall path. Most of what strands is mod-created and disappears with the mod. The exception worth knowing: the mod writes three doctrines onto every pagan faith in the save at game start, and those are vanilla faith objects that persist. Nothing takes them off again.
Multiplayer#
Every player needs the same mods at the same positions. The mod honours CK3's own multiplayer murder-scheme protections in its own scheme, and carries no other multiplayer-specific code.
The game version it is built against is 1.19.0.6.
TranslationLanguages#
Eight language folders ship, and only one of them is maintained.
| Language | State |
|---|---|
| English | Complete and maintained. 56 files. |
| Spanish | Real translation, contributed by Luke0704, and behind the current English text. |
| Russian | Real translation, and behind the current English text. |
| French, German, Korean, Polish | English text under a translated header. All four are byte-for-byte identical to each other on every file. |
| Simplified Chinese | The same English text again, and every file is exactly six bytes larger than the French one, which is the length of its header line. |
Nothing is broken by this; a player in one of those five languages simply sees English rather than missing keys. The Workshop page does not claim any language support, so it is not a broken promise. But if you play in French, German, Korean, Polish or Chinese, expect English.
HistoryVersion history#
The mod shows its own changelog once per save, at game start or on the next 1 January after an update. This is what it says, condensed.
2.35 — The Hunt#
A new activity: ride out and hunt what is killing people. Kills and prowling leave trails on the counties they happen in, and trails escalate: three incidents and the lord hears about it. He can look into it himself, set his spymaster on it, post a bounty, or send for a named hunter and pay him when it is done. A new court position, the Trailsman, reads the countryside. You can hunt a creature or hunt a witch, each with their own trails and beats. Bring silver, stakes, dogs or men, and the door goes differently. Take an apprentice along and he graduates in the field.
The creature gets the other half of the scene, and real answers: stand and fight, go to ground, compel him, send your progeny, let the wolf out, or talk him onto somebody worse. Get away and you can warn your sire and your get, or sell them. Demons argue instead of running, and may offer a bargain. Hunters and creatures earn names the world starts using. A county that turns three hunters away stops attracting any. You can cover your own kills: pay it off, frame someone, or hide the body. Compel a whole town and the holes start to line up. Hunters ride at bad odds far less often, and can turn back.
Fixes: witch hunts were impossible to reach and now work; two files never loaded, so no trail was ever written; the hunter migration layer never ran; hunters are told about witches and monsters far more often; secret witches leave trails, not only openly known ones; compelling someone for their secrets no longer errors; thousands of script errors a session removed; hunter regiments now need the Hunter Academies perk.
Earlier#
| Version | What it was |
|---|---|
| 2.34a | Your spymaster stops finding secrets you already know; makers, sires, trainers and parents know what they made; existing saves repaired once on load. |
| 2.34 — the blood remembers who | Turnings are remembered and name your maker. Six one-off events grow out of those memories. A maxed vampire can compel a hunter to go home. True Witch Hunter and True Monster Hunter capstones. Vampires can feed on tribal holdings. |
| 2.33 — the blood remembers | Fall in battle with vampire blood in you and rise. Weeks of hunger, then feed or refuse for good. Whoever gave you the blood becomes your maker. Works landed or landless, and needs no patch. |
| 2.32 | Feed in foreign cities. Vampires get their Satiate Thirst decision back. Two new vampire branches and two new werewolf branches. Surviving a hunter makes you stronger. Werewolves are named by tier, like vampires. |
| 2.31c | Dragons, wights, Others and the Night King can no longer be turned, compelled or cursed. 130 spell tooltips showed a raw key. The eight Originals use AGOT's current portrait genes. |
| 2.31a | A werewolf bite festers one to three years first. A quarter of NPC werewolves were spawning as vampires. Demon-blooded children grow into demons in their twenties. |
ThanksCredits#
The magic half of this mod is Rycie's Witchcraft, carried forward here with their updates merged in as they ship. Nope's V&L is the same lineage. Neither belongs in a playset with this one. Thanks also to the Princes of Darkness team, BDW and Sparc especially, and to Luke0704 for the Spanish translation, and to the people on YouTube and in the Discord who reported, argued and tested.
The 2.35 version notes thank eleven people by name for bug reports: CleverPolarBear, Lord Zymeth, Noa3, ТоЬЬыэЯ, Omni, Angel DeStaar, Explode_Toad, manic_Mage, AZTRAGOS, valdijan72 and Dr. Baphomet.
This page was written from the mod's own files at version 2.35. Where a number here disagrees with something written elsewhere, the files are what it was checked against. There is a sibling page for The Long Night.
Supernatural is a free, non-commercial fan mod for Crusader Kings III. It is not affiliated with or endorsed by Paradox Interactive.
