EarthSeraphEdna
Explorer
The American Revolutionary War is a fairly bad example, and I would argue that both World Wars are poor examples, too. Truth is ofttimes stranger than fiction, but in this case, real life cannot hold a candle to the well and truly absurd degree of political, cultural, religious, metaphysical, and cosmological changes that occur in the adventure path.
Benedict Pemberton alone invents a wondrous new technology that would be the basis of whole sci-fi movies, and Tinker Oddcog churns through whole decades' worth of technological advancements in less than a year. I do not doubt that he could single-handedly develop a nuclear bomb or something similar given another few months; that is the level of technological prowess Tinker Oddcog displays, backed up by magic.
Never mind that the local planar system gains an entirely new degree of worlds to explore and worlds that imbue the whole region of space with society-reshaping qualities. That is absolutely huge, far more so than anything that has ever occurred in real-world history.
If there has to be a post-adventure-path setting, I think it should try to play to these strengths with something centered around dieselpunk space exploration with heavy doses of high magic, rather than just sweeping all this under the rug.
Different groups are likely to have changed the setting to tremendously different degrees. If the whole setting book is intended to be modular this way, then that is fine, and I support it. But keeping such a section to a handful of pages will never be enough, or even remotely satisfying. That is why I am skeptical of the notion of focusing so much on a "canon" arrangement.
I also agree with SanjMerchant on the matter. Choosing to undo the Axis Seal entirely is the goal of the "Amorals" faction in the convocation, and it is a major choice in and of itself. Exposing the Waking to the vastness of the multiverse's planar energies is a tremendous change that upends all of society, and it would be foolish to consider such a thing "not making a choice." Cutting away Jiese completely shatters all advanced technology in the world, and that is the fallout of losing merely one plane, let alone several others and consigning many to the Gyre.
Benedict Pemberton alone invents a wondrous new technology that would be the basis of whole sci-fi movies, and Tinker Oddcog churns through whole decades' worth of technological advancements in less than a year. I do not doubt that he could single-handedly develop a nuclear bomb or something similar given another few months; that is the level of technological prowess Tinker Oddcog displays, backed up by magic.
Never mind that the local planar system gains an entirely new degree of worlds to explore and worlds that imbue the whole region of space with society-reshaping qualities. That is absolutely huge, far more so than anything that has ever occurred in real-world history.
If there has to be a post-adventure-path setting, I think it should try to play to these strengths with something centered around dieselpunk space exploration with heavy doses of high magic, rather than just sweeping all this under the rug.
Different groups are likely to have changed the setting to tremendously different degrees. If the whole setting book is intended to be modular this way, then that is fine, and I support it. But keeping such a section to a handful of pages will never be enough, or even remotely satisfying. That is why I am skeptical of the notion of focusing so much on a "canon" arrangement.
I also agree with SanjMerchant on the matter. Choosing to undo the Axis Seal entirely is the goal of the "Amorals" faction in the convocation, and it is a major choice in and of itself. Exposing the Waking to the vastness of the multiverse's planar energies is a tremendous change that upends all of society, and it would be foolish to consider such a thing "not making a choice." Cutting away Jiese completely shatters all advanced technology in the world, and that is the fallout of losing merely one plane, let alone several others and consigning many to the Gyre.
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