This discussion mirrors one we had over at the HoA forums, but I'm hoping to toss in some ideas on the philosophy, history and character of the various faiths. The big idea is to discuss alternative setups for religious allegiance/hostility in a potential sequel.
This is an illustration of the (7-sided 'Magic TG-inspired') graph of religious relations I came up with a while back. it's not perfect- I'd like Fervus/Agrela to be on better terms, for starters- but it gives you an idea of what a different arrangment from the present could resemble. In clockwise order, you have-
Dauros (opposes Krolm and Fervus, ally of Lunord and Agrela)- Grey
Agrela (opposes Fervus and Kryphta, ally of Dauros and Helia)- Pink
Helia (opposes Kryphta and Lunord, ally of Agrela and Krolm)- Yellow
Krolm (opposes Lunord and Dauros, ally of Helia and Fervus)- Orange
Fervus (opposes Dauros and Agrela, ally of Krolm and Kryphta)- Green
Kryphta (opposes Agrela and Helia, ally of Lunord and Fervus)- Red
Lunord (opposes Krolm and Helia, ally of Kryphta and Dauros)- Blue
Now, naturally you'd need some kind of elaborate historical pretext for these shifts in allegiance, but if you set the sequel in either the distant past or near future, that might be feasible.
Another way to set things up would be to give temples major and minor antagonisms. For instance, Kryphta might have a major antagonism with Agrela, but minor antagonisms with Dauros and Krolm. When deciding whether to establish a temple in a given fiefdom is possible, you add up 'point values' for each opposed faith. let's say major antagonist = 2, minor antagonist = 1, and a value of 3 or more makes building impossible. Thus, it would be possible to build a Temple To Kryphta in a kingdom with a temple to Dauros and Krolm, but not Krolm+Agrela or Dauros+Agrela.
You might also increase the antagonist value depending on how well-developed the temples in question are, or how many of them are present. Having a single level 2 Temple to Fervus may allow you to settle your healers without problems, but frictions may erupt if you build further temples or upgrade the healers' dwelling to level 3. (In turn, this effect might be offset by building statues or taking other loyalty-boosting measures to ensure your heroes don't attack eachother.)
Let's say you have a system like the following:
Major antagonism = +2
Minor antagonism = +1
+2 per extra temple
level 2 temple present = x2
level 3 temple present = x4
As total antagonism value increases (perhaps 10 or so will do?) bloodshed or disputes between adherents of opposed faiths becomes more likely.
Naturally, this system could also be applied to the non-human races, or even immigrants from outside provinces or reaches. Yet another complication you could introduce is the presence of mutual allies, which help to smooth out potential hostilities and prevent eruption of violence (such, as, say, Lunord between Kryphta and Daurosm) and temples spaced farther apart might be less likely to contribute to such frictions.
This is an illustration of the (7-sided 'Magic TG-inspired') graph of religious relations I came up with a while back. it's not perfect- I'd like Fervus/Agrela to be on better terms, for starters- but it gives you an idea of what a different arrangment from the present could resemble. In clockwise order, you have-
Dauros (opposes Krolm and Fervus, ally of Lunord and Agrela)- Grey
Agrela (opposes Fervus and Kryphta, ally of Dauros and Helia)- Pink
Helia (opposes Kryphta and Lunord, ally of Agrela and Krolm)- Yellow
Krolm (opposes Lunord and Dauros, ally of Helia and Fervus)- Orange
Fervus (opposes Dauros and Agrela, ally of Krolm and Kryphta)- Green
Kryphta (opposes Agrela and Helia, ally of Lunord and Fervus)- Red
Lunord (opposes Krolm and Helia, ally of Kryphta and Dauros)- Blue
Now, naturally you'd need some kind of elaborate historical pretext for these shifts in allegiance, but if you set the sequel in either the distant past or near future, that might be feasible.
Another way to set things up would be to give temples major and minor antagonisms. For instance, Kryphta might have a major antagonism with Agrela, but minor antagonisms with Dauros and Krolm. When deciding whether to establish a temple in a given fiefdom is possible, you add up 'point values' for each opposed faith. let's say major antagonist = 2, minor antagonist = 1, and a value of 3 or more makes building impossible. Thus, it would be possible to build a Temple To Kryphta in a kingdom with a temple to Dauros and Krolm, but not Krolm+Agrela or Dauros+Agrela.
You might also increase the antagonist value depending on how well-developed the temples in question are, or how many of them are present. Having a single level 2 Temple to Fervus may allow you to settle your healers without problems, but frictions may erupt if you build further temples or upgrade the healers' dwelling to level 3. (In turn, this effect might be offset by building statues or taking other loyalty-boosting measures to ensure your heroes don't attack eachother.)
Let's say you have a system like the following:
Major antagonism = +2
Minor antagonism = +1
+2 per extra temple
level 2 temple present = x2
level 3 temple present = x4
As total antagonism value increases (perhaps 10 or so will do?) bloodshed or disputes between adherents of opposed faiths becomes more likely.
Naturally, this system could also be applied to the non-human races, or even immigrants from outside provinces or reaches. Yet another complication you could introduce is the presence of mutual allies, which help to smooth out potential hostilities and prevent eruption of violence (such, as, say, Lunord between Kryphta and Daurosm) and temples spaced farther apart might be less likely to contribute to such frictions.
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