Table of Contents
Faith of Yeenoghu
Yeenoghu is the named god of Cerilia's gnolls and an enemy of Erik. In the Gnoll Fells, Ghus Feuerscorn organizes worship through Yeenoghu's Dark Curse. Territorial families, roaming warbands and strength give this faith its setting.
Why choose it? Support a martial ruler through Piety, reduced army maintenance and Prowess. Faith does not change ancestry or grant a divine bloodline. Ordinary Gnoll shamans are useful but socially inferior; Ghus earns respect through his prior fighting strength. Worship does not give all priests a racial prestige bonus.
Beliefs and their benefits
The starting faith has three custom tenets. These rituals and numerical effects are authored adaptations, rather than a claim that the source establishes each ceremony.
Predatory Offerings
Marauding Packs
Warbands gather for plunder while territorial families keep strong local loyalties.
In play: -5% army maintenance for believers.
Dominance Through Strength
Personal tenet benefits
These are additional effects when a qualifying worshipper chooses the tenet personally under the normal selection rules. They are not automatic benefits for every believer.
| Personal tenet | Additional character effects |
|---|---|
| Predatory Offerings | +2 Prowess. |
| Marauding Packs | +2 Martial; +10% supply capacity. |
| Dominance Through Strength | +3 Prowess. |
What believers admire
Virtues: Brave and Wrathful. Sin: Craven. These are faith judgments, not mandatory racial personality traits.
Rules of the faith
| Topic | What it means for your character |
|---|---|
| Religious leadership | No universal head of faith. Yeenoghu's Dark Curse is a source-backed organization name, not a newly assigned map headquarters. |
| Gender | Equal; men and women can govern and join the clergy. |
| Religious stance | Righteous. Yeenoghu and Erik have reciprocal Evil hostility overrides. |
| Belief | Polytheist. |
| Temple holdings | Theocratic clergy administration. |
| Marriage | One spouse; divorce is allowed. |
| Children outside marriage | Legitimization required. |
| Marriage between relatives | Cousins permitted; closer relationships restricted. |
| Same-sex relations and adultery | Shunned, rather than religious crimes. |
| Kinslaying | Killing close kin is criminal. |
| Deviancy | Criminal. |
| Witchcraft | Accepted; this does not grant Arcane training. |
| Clergy | Men or women; may marry; recruitment-oriented clerical function. Native appointment eligibility remains. |
| Appointment | Temporal appointment under the normal restrictions. |
| Monasticism and sacraments | Absent. |
| Pilgrimage and funerals | Pilgrimage encouraged; stoic funerals. No mapped holy-site network was invented. |
The doctrine choices are CK3 adaptations of an incompletely specified religion. The fang insignia, shaman labels and ancestral-pack afterlife wording are original mod presentation; only the deity and cited organization are asserted here as source-backed. No canonical creation myth, official symbol or universal church hierarchy is claimed.
Faith, bloodline and training
Gnoll Ancestry, Pack Bonds and Dominance Through Strength each have separate Prowess effects. The ordinary faith bonus does not include the personal Dominance bonus unless chosen. Faith does not supply class training, land, temples or a divine bloodline; Divine realm actions retain their existing requirements. Read the source and ancestry guide and class paths.
Version and testing
This guide describes the current development mod, updated 11 October 2026. An older beta or Workshop package may differ. Fully restart CK3; use a new test game for starting traditions, discoveries and faith setup. Existing saves can retain earlier culture or faith data. Script and asset checks pass; live gameplay, ageing, facial expressions, equipment fit, animations and save/load still need testing. Preview images are exported-asset diagnostics, not CK3 screenshots.
Culture · Ancestry and names · Faith of Yeenoghu · Development · Research · Buildings · Duchy buildings




