User:Chénier/On Religion
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I have read every single message on the discussion list, spam and non-spam, for over a year now. I was the founder of an unsuccessful religion, and another character became an elder in a religion that is currently growing. So I have decided to put here one of my posts, which best represents my view on religion in BM.
I'm going to attempt to recapitale what we discussed about yesterday on IRC, concerning religions. I was debating with someone else about the power of religions, I arguing they have *everything* they need to become powerful entities and that new fancy mechanics are useless, the other person was not so convinced. Basicly, the power of religions seem to depend on two core points: 1) The number of priests and 2) The political power of the members. The point 1 is obvious, you need priests to preach. You also need them to raise/lower morale, but that's not all that important, they are important because they spread the faith and are seen (and are) the pilars of the faith. The more you have, the stronger the faith is internally. Some religions have trouble with this point, though, and that's already a bad omen for them. However, some faiths have the numbers, but for numerous reasons it just ain't working. Number 2 is perhaps the most important of them all. Having 20 priests that can't cross the border of your 3-region realm without getting captured and that get stabbed every turn won't bring you far, especially if the leadership doesn't give a damn. For the religion to have influence, members of that religion *must* have political power. A priest in the decision-making council is a very good start, a religion elder as judge or ruler as well, even better if he's not even an elder! Followers in the decision-making process makes sure that the realm(s) legiferate in ways that suits the religion (think of how the bourgeoisie took political power for their own goals, for a more modern example). For example, if a strong realm decides that its priests will *not* be stabbed anymore, foreign realms might think twice about allowing their infils to perform such actions unpunished. Which brought us to the question: How to make religious states from the state religions (How to make religions control realms instead of realms controlling religions)? The first solution, rather simple, is to have to come up that way upon realm creation. Create the realm to serve the religion, and force religious figures into power there. This solution, however, is most fit for Dwilight, where it is atleast planned by one group (mine). Though Beluaterra was not mentionned, I feel it interesting to note it as the middle-grounds: Some realms have state religions, many of the important religions spread over many realms, and don't act in politics, and some faiths seem to have power over (daimon-aligned) realms. However, the East Continent was what we talked about, which I have despised for the longest time (something I don't see changeing soon), but was nonetheless interested in how we could fix it a bit (so that atleast we'd stop hearing so many people complaning about how religions are handled because of what happens on the damn island). I came up with two solutions. The first was that experienced players with lots of power decided to gain more, by using a religion as a tool to manipulate others, however this was quickly dismissed because we don't see the general mentality about religions (them being inferior to realms) change anytime soon. So it's not really worth any attention. The second seemed the be the only plausible way for powerful multi-realm religions to spawn. It involved a state religion being imposed on others, through strength of arms, as in "Convert to our faith or we will destroy what remains of you". Obviously, this cannot be done by anyone, it will need to be done by a strong realm with an established state religion (I don't know politics there, I wouldn't know who, or if any, fit these requirements). Once a realm (properly) uses the religion as a tool of subjugation, and that we end up with conflicting realms sharing the same faith, *then* we get great potential, and it makes it much easier to fufill the two previously-mentionned requirements. Having members in both sides of the alliances gives the religion an extreme ammount of maneuvrability, if they do things right. I believe this sums up most of the important stuff we said about religions, and I hope it inspires others to use religions properly to give them the power they deserve. The christian faith in itself had no power in ancient Rome, they even enjoyed burning and persecuting them. The power came when the Emperor created the Catholic church and made himself pope, uniting religious and political power. The same applies to BattleMaster.