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<blockquote data-quote="mhacdebhandia" data-source="post: 1651714" data-attributes="member: 18832"><p>Hong seems to think my Studies in Religion academic mojo will cause a Reality Check failure for the metaphysical and spiritual elements of his world, but he worries far too much.</p><p></p><p>That said, I am tweaking the normal role of religion in D&D worlds to reflect a bit more ambiguity and complexity so as to better represent the interesting conflicts between real-world religious beliefs and opinions, mostly to provide a source of conflict in an area I know I understand. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p><p></p><p></p><p>I won't be worrying too much about this, primarily because I'm setting my campaign (if it ever takes off) in a relatively newly-colonised archipelago that wasn't previously inhabited (at least, not in the areas settled so far).</p><p></p><p></p><p>To a certain extent. I won't be including a great deal of technology beyond, at the most, the early Renaissance, though I suspect I might want to research the names of ships and whatnot in use during that period, historically - and not just in Europe, since I'm contemplating the addition of an Asian-style culture to the mix. I may, however, seek out technological equivalence rather than historical simultaneity for this purpose.</p><p></p><p></p><p>I intend to figure out what, exactly, is traded between the islands of the archipelago and any other nations in the trading sphere, but I'm not going to obsess about working out currents and the like. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>One nation, one political entity. That said, I intend to use a political system based loosely on a Roman republican model, since that's another area I'm familiar with from my studies. At least - governmental participation will be based on land ownership, with the addition of urban guilds filling the rough role of the plebeian tribunes, representing the common man; <strong>if</strong>, that is, the common man belongs to a guild. There will be a definite underclass without guild representation or a landed patron to look out for them.</p><p></p><p></p><p>I don't intend to commit any ridiculous violations of geophysics, but I won't be breaking out any geology textbooks to figure out how the archipelago should be formed. It's harder to get things wrong on islands, though, I think, than it is on continents.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 1651714, member: 18832"] Hong seems to think my Studies in Religion academic mojo will cause a Reality Check failure for the metaphysical and spiritual elements of his world, but he worries far too much. That said, I am tweaking the normal role of religion in D&D worlds to reflect a bit more ambiguity and complexity so as to better represent the interesting conflicts between real-world religious beliefs and opinions, mostly to provide a source of conflict in an area I know I understand. :heh: I won't be worrying too much about this, primarily because I'm setting my campaign (if it ever takes off) in a relatively newly-colonised archipelago that wasn't previously inhabited (at least, not in the areas settled so far). To a certain extent. I won't be including a great deal of technology beyond, at the most, the early Renaissance, though I suspect I might want to research the names of ships and whatnot in use during that period, historically - and not just in Europe, since I'm contemplating the addition of an Asian-style culture to the mix. I may, however, seek out technological equivalence rather than historical simultaneity for this purpose. I intend to figure out what, exactly, is traded between the islands of the archipelago and any other nations in the trading sphere, but I'm not going to obsess about working out currents and the like. :) One nation, one political entity. That said, I intend to use a political system based loosely on a Roman republican model, since that's another area I'm familiar with from my studies. At least - governmental participation will be based on land ownership, with the addition of urban guilds filling the rough role of the plebeian tribunes, representing the common man; [b]if[/b], that is, the common man belongs to a guild. There will be a definite underclass without guild representation or a landed patron to look out for them. I don't intend to commit any ridiculous violations of geophysics, but I won't be breaking out any geology textbooks to figure out how the archipelago should be formed. It's harder to get things wrong on islands, though, I think, than it is on continents. [/QUOTE]
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