Re: Church of Ashara

From: L C <lightcastle_at_OoIV23P549mvWviEO6jrzBmtwdHsBU1eoeRrkwUOaO21QVk1q_t5YhIAlntMP0yr>
Date: Fri, 08 Jan 2010 11:06:23 -0500


Nicholas P wrote:
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> I realize this is a setting list and not a mechanics list, but I'll be
> interested to see how HQ2 deals with more blended religions like the
> Church of Ashara (IMO just having Kolat doesn't really make you
> blended). Unfortunately, to do that properly I'll want to see how they
> do animist and monotheistic societies first, and that may take a
> while. (BTW, this is an acceptance of reality, not a complaint!)
>

If you want to bring it over to the HQ2 RPG list, I'd be willing to bat around some ideas for that.

> I wonder what strains The Opening and the coming Hero Wars will put on
> the Trader Princes' relationship with their Church. It's possible
> different Trader Princes start trying to push bishops with
> significantly different religious beliefs, or if a Church leader tries
> to establish an independent power base from the Trader Princes. Ooo...
> I'm now imagine the Gottis being thrown out of Dizbos and a Asharan
> theocracy established. Such a thing would end very badly but be a very
> interesting campaign idea.
>

It would be. I'd be intrigued by that. :)

>
> And that's the story of most groups in Wenelia. Syncretism and magical
> pluralism will let the groups survive, but they'll probably never
> achieve the raw magical power displayed in Dragon Pass by the Orlanthi
> there (or the Lunars, or Praxians, etc).
>

*nod* That does seem to be the basic tradeoff -- wide dabbling is very practical, but deep specialization is needed for serious power. (You can

LC            

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