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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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RulingNations
RulingNations

Tue

Dec 9
2003

03:30



Wikify

[Cel] [qai] religions

In a message dated 12/8/03 4:28:31 PM Mountain Standard Time, 
dfsolley@comcast.net writes:

>The southern Midsea area has probably merged both of these ideals into
>a sailor's Lord of the Sea where the sailors believe and the landlovers
>pay lip service.

So; let's see.

None of the existing southern Midsea religions are particularly
activist, but they are deeply entrenched. What Exquaestio is
encountering isn't so much hostility (although there is some of that) as
indifference. Avoiding questions about religion has become commonplace.
Each religion is fragmented with competing factions. Because of the
currently divided nature of the southern Midsea active persecution is
likely to be matched by active support from the persecutor's enemies.
(Hmmm, any word on the Parglug / Videssia conflict?) The church of the
Lord of the Sea is decadent, the church in Parglug is subservient to the
nobility, and the church in Videssia is hostile to magic in any form.
(I'm not quite sure how the Onagir and Eerith fit in yet.)

So, what does Exquaestio offer? First it is activist. The Anradan supply
physical force and protection from magical threats. The espiri supply
rites (spells). The Anradan are in communication with and supportive of
each other. All factions teach and train. Second, it teaches limits to
the authority of the church. Exquaestio may advise, but the decisions of
a farmer or a ruler are that person's to make. It is also unified. The
original belief hasn't broken down into competing factions (yet).
Finally, it is inclusive. It has no problems with fitting other beliefs
into its structure, and welcomes questions into its own.

Now for its problems. First, it's difficult for most people to
understand. It's beliefs and structures aren't organized the way most
people are used to. For some it's incomprehensible, for others
frightening. (This may be why Feroze stressed the teaching of children.)
Second, it has no existing power base. Economically poor and based in a
hardscrabble region it has no political or religious alliances to call
on. Third, there's no overarching belief structure for it to overcome.
Other beliefs in the area are divided and approaches that work in one
area aren't easily transported.

So, all told, Exquaestio is currently in a fairly good position.
Considering the existing religious factioning, 1,000 worshipers isn't
bad. It doesn't make them powerful, but they're far from the least
powerful religious faction in the area. The 1.4% (and potentially up to
6%?) proportion of those who wield authority magic is higher than most
(almost all?) existing religions, but still reasonable. I'm not quite
sure how much attention they're receiving from the existing political
and religious structures. Probably not much, if any.

Does all that sound good?

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
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