Lunar versus Draconic Mysticism

From: Chris Bell <kaiu.keiichi_at_um1HwKRYUrlksnFfQUQ_tTKF2e46hpBjX9vb9WC5rRChoyJdQqKVqypEBtLQpOk>
Date: Thu, 27 Oct 2011 12:48:22 -0400


In a 3rd Age game, I'm curious how Sartarite and Tarsh resisters who rediscover EWF mysticism (like Argrath) might use it to resist Lunar magical advantages - being able to draw on all three otherworlds, ease of using Chaos, and so on.

Also, what are the philosophical differences between Lunar Sevening (as expressed in ILH2) and Draconic Illumination (as expressed in the MRQ2 2nd Age products)? How do Lunar and Draconic mystics differ in dealing with challenges from the material world? How do Draconic mystics and Lunars differ in viewing the All? What are the differences between awakening one's Arangorf nature versus awakening the 7th Soul? How does Chaos play into all this? It seems that Draconic mysticism ignore or opposes Chaos, while Lunar mysticism is steeped in it, due to Lunar Nysaloran roots.

How would Draconic cults (from MRQ2's Cults of Glorantha) be expressed in HQ2 terms?How would Lunar Mysticism be expressed in MRQ2?

Thanks!

CB

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