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If you're determined to stamp them out, take note of which houses the witches belong to. Houses with a large number of witches likely host a coven, in which case you can either set your spymaster up to find secrets and out them individually, or go full tyrant and preemptively lock all of them up.
It is the same with adultery, they are to happy to do it and it gives to easy imprisonment reasons or title revocations reasons.
I can't promise any specific changes of course, but I can definitely pass the suggestion along!
I'd say there is probably a good chance that one of the children of my first character in this run became a witch, and tainted my house. You're probably right about multiple covens. In this play through, I think I have resolved to take a "if you can't beat 'em, join 'em," mentality and just form my own coven.
Agreed. if anything - you should gain piety!
I'm not sure human nature always works that way. After all, policies of eradication were employed against Christianity, who responded by embracing opportunities for martyrdom.
Can´t you just move them to the dungeon and let them rot there? Between the health penalty and the illness risk, they won´t last very long there unless they were very healthy to begin with.
Although these were unknown until at least 1400, I think maybe why not still give your Spymaster some low-key means of rooting out a coven. Not your Bishop, because the Church largely denied the existence of non-Christian magic/miracles and therefore witches until the Counter Reformation (begun mid 1500's)
But since oppression is never a cure-all, there ought be some kickback or resistance. I'm thinking of retaliatory poisonings and assassinations, functional curses cast from the pyre. etc.
So let's have the 'Witchy Poo' DLC!
It would be really interesting to have an event chain where you play detective and unravel the web of lies and deceit that surround a powerful coven so you can root them out, once and for all!