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[Discuss] on arresting priests

Timothy Collett danaris at mac.com
Tue Mar 20 17:29:21 CET 2007


On Mar 20, 2007, at 12:22 PM, Loren Schmidt wrote:

> On 3/20/07, Tom <tom at lemuria.org> wrote:
>> On 03/15/2007 02:11 PM, Josiah Allen wrote:
>> > Enemy priests are more feared than enemy infiltrators.
>>
>> Why?
>
> You've got me.  When poor old Serko was an infiltrator it was sort  
> of a game people would play to see if they could find him.  With  
> religion, every opportunity someone has gotten poor old Nerol has  
> been thrown in prison, and the government threatened with war or  
> some such.
>
> It's gotten to the point for me where I wonder if people actually  
> care about it, or as players are just looking for an excuse for  
> conflict in worlds that have otherwise stabilized themselves.

No, I think it's because priests can have *much* greater and more  
wide-ranging and long-lasting effects on a realm than infiltrators can.

The worst 3 infiltrators can do to your realm, even really good ones,  
is generally along the lines of steal a few hundred in tax gold,  
assassinate a few nobles--even if they're Council members, they'll  
heal up in less than a week, and you can reelect them then--and  
damage production or fortifications.

3 priests in a realm can evade your armies by moving between turns,  
they can turn your own peasants against you--slowly, but on a grand  
scale--they can start riots, cause unrest, scare the peasants...in  
general, just wreak havoc, and there's at least a perception that  
there's a lot less you can do to stop them.

That's why unarmed, peaceful priests are feared more than assassins  
with poisoned daggers, and that's why people are starting religions  
in many places whose sole mandate is to support the government of the  
realm they were founded by.

Timothy Collett
Anaris Family

--

"The heart does not recognize boundaries on a map, or wars, or  
political policies.  The heart does as the heart does."
~ Delenn




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