esvath
Apprentice of Erebus
- Joined
- Mar 27, 2008
- Messages
- 1,403
So :
*) Thaumaturgy unlocks general "meta-magic" spells/abilities.
*) Maleficium unlocks a more specific sorcery spells/abilities.
*) Divine Liturgy unlocks holy spells/abilities.
Am I getting this right?
Reading from your reply, I guess there are intertwining between religions and magic, with magic plays a boarder role than religion. For example, a player can pursue Maleficium without adopting Aŋra, but any Aŋra-adopting civs will always learn Maleficium. That is cool, since there will be plenty of development paths for a player to choose. The "factions" that I can imagine are as follow (from the most "Good" to most "Evil") :
*) Follower of Azzandarayasna without maleficium
*) Follower of Pantheistic Cults without maleficium
*) Non-religious civs without maleficium
*) Non-religious civs with maleficium
*) Follower of Pantheistic Cults with maleficium -> will fall
*) Founder of Azzandarayasna with maleficium -> will fall and become founder of Aŋra
*) Evil maleficum civs with the goal of becoming Aŋra
But then, with Prophecy of Vâ, civs will be forced into two blocks : "Fallen" civs (those with Maleficium) which will pursue Destroyer victory; and non-"Fallen" civs (those with Azzandarayasna, or non-Azzandarayasna with no Maleficium). So is there any way to prevent this to happen? I imagine a tribe of Aos Sidhe who use (limited) sorcery who don't want to Fall should have a kind of protection from Falling (and yet, still have the ability to cast sorcery magic). Or is it not possible, since sorcery itself is the embodiment of destruction (by consuming Ea's magic)?
I think that Ea is very interesting! I can imagine holding many role-playing games using Ea as background.
*) Thaumaturgy unlocks general "meta-magic" spells/abilities.
*) Maleficium unlocks a more specific sorcery spells/abilities.
*) Divine Liturgy unlocks holy spells/abilities.
Am I getting this right?
Reading from your reply, I guess there are intertwining between religions and magic, with magic plays a boarder role than religion. For example, a player can pursue Maleficium without adopting Aŋra, but any Aŋra-adopting civs will always learn Maleficium. That is cool, since there will be plenty of development paths for a player to choose. The "factions" that I can imagine are as follow (from the most "Good" to most "Evil") :
*) Follower of Azzandarayasna without maleficium
*) Follower of Pantheistic Cults without maleficium
*) Non-religious civs without maleficium
*) Non-religious civs with maleficium
*) Follower of Pantheistic Cults with maleficium -> will fall
*) Founder of Azzandarayasna with maleficium -> will fall and become founder of Aŋra
*) Evil maleficum civs with the goal of becoming Aŋra
But then, with Prophecy of Vâ, civs will be forced into two blocks : "Fallen" civs (those with Maleficium) which will pursue Destroyer victory; and non-"Fallen" civs (those with Azzandarayasna, or non-Azzandarayasna with no Maleficium). So is there any way to prevent this to happen? I imagine a tribe of Aos Sidhe who use (limited) sorcery who don't want to Fall should have a kind of protection from Falling (and yet, still have the ability to cast sorcery magic). Or is it not possible, since sorcery itself is the embodiment of destruction (by consuming Ea's magic)?
I think that Ea is very interesting! I can imagine holding many role-playing games using Ea as background.