Cultures and Worldviews
The differences and similarities
between our real-world viewpoint and that of our characters
As a general rule, the campaign is set in
a feudal, vaguely-European, fantasy environment, rife with magic,
monsters, and adventure. This "default" milieu borrows
heavily from European myth and folklore as well as Tolkien, Lieber,
LeGuinn, Moorcock, Zelazny, and other fantasy writers. There are
some differences, however, between the historical feudal era of
Earth and the conditions found on Oerth.
As much as possible, I've tried to tailor
the cultures, values, and mores of Oerth to match those of modern
Earth without damaging the culture's distinct flavor. Many "truths"
of the medieval mind are both untenable in the light of reason
and repulsive to the worldview of the players. Thus, while women
were often little better than chattel during the Dark Ages, Oerth
enjoys a more enlightened viewpoint of (near) gender-equality,
much as found in the office buildings and homes of 21st Century
America. Likewise, while slavery and racism were constants of
medieval life, they are largely marginalized institutions on Oerth.
Children enjoy the same benefits and idle time found in today's
Western democracies, thanks to the synergy of hard work, divine
providence, and magical spells. Technology is lacking, but magic
takes its place. Germs may be undiscovered, but sanitation is
the product of divine inspiration and the successful hygiene-practices
of previous civilizations. Priests and mages gain insight into
what we moderns would call science, although this science is understood
in the context of a fantasy world with dozens of gods, spell-slinging
mortals, and epic heroes.
While I will discuss individual cultural
assumptions later, there are a few universal "givens".
Everything not covered should be treated as "like modern
America".
- Gods are real.
They have incredible powers. They grant miracles (usually spells)
to their worshipers, based on faith, but the gods are NEITHER
omniscient NOR omnipotent. Many gods "jockey" for position
and, although wise and enlightened, have very human motivations.
Monotheism is a self-delusion for the blind; how can one god
claim to represent such divergent goals and ethics as goodness,
nobility, light, and truth (Mitra) and still also represent evil,
destruction, decay, and horror (Incabulous)?
- Magic is real.
The term "science" applies to the body of knowledge
and lore associated with the mystic arts. Aris
Tradewind, for instance, is a master of the "science"
of fire -- he can cast fire shuriken, fire rain,
fire breath, fiery eyes and various other fire-based
spells. Technologically (using the 21st Century understanding
of the term), humanity's crowning achievements are crop rotation,
the crossbow, and plate armor (in the West ONLY), the spyglass
and magnetic compass (in Zakhara ONLY), the printing press (in
Asia ONLY), and most other pre-Renaissance discoveries. Gun-powder,
steam-engines, electricity, germ theory, genetics, and the like
are all unknown. Wizardry is expensive and mages are rare, but
magical spells and clerical prayers perform many of the same
tasks which technological innovations and advancements do for
21st Century humans. Very few have even heard the term "psionic" much less believe it is
something other than magic.
- Non-human sentient life is abundant, both as allies and enemies. Humans are the dominant
life form, but their abilities pale before the magic of elves,
the might of dragons, or the armies of orcs. Humans share their
world with a plethora of other sentient species. Intra-species
racism (judging a fellow human by her skin color or ethnicity)
is a short-sighted endeavor practiced by only the most judgmental
and puritanical of fools. There are cultural biases, conceits,
and egotism, but biologically, a human is a human is a human.
Unfortunately, there are also a few issues
which are NOT really tangible to our modern minds. One of the
very strengths of the 21st Century, Western worldview is its flexibility,
especially in light of accepting a diverse array of belief systems
and attitudes. Unfortunately, this can be a slight disadvantage
in a cosmos where Evil is a palpable force, bent on world domination
and destruction. Among the myths and legends of our Earth, certain
acts now construed as "another religious tradition"
were clearly evil or wrong. Included amongst these beliefs are
witchcraft, lycanthropy, and necromancy, to name a few. Moderns,
who usually aren't too solid on the concept of a soul, afterlife,
moral imperative, earning value in this life, spiritual taint/sin,
etc, don't grok this well. But in a fantasy universe where there
is good and bad magic, spiritual repercussions for wicked acts,
divine beings, and absolute morality, such a distinction is huge.
What follows is a list of traits believed to be reprehensible
to characters on Oerth, sorted from least to most heinous. To
make it easier for players to grasp, I've drawn some parallels
and made some very ROUGH analogies to modern social issues.
- Witchcraft
encompasses the magic, knowledge, and rewards bestowed on unworthy
humans by tainted or forbidden supernatural entities. On Oerth,
where wizards arduously and painstakingly study the "science"
of dweomercaft in order to use their hard-won insights to facilitate
everyday life and, on Oerth, where priests receive spells from
their gods in return for true and fervent faith, on Oerth, witches are those magic workers
who neither study magic nor devoutly follow deities, but instead
"cheat" and are given insight into magic from marginal
or inappropriate supernatural beings in exchange for services
and/or worship. Witches subvert the natural order of the cosmos
by claiming power and knowledge which they have not earned. Their
relationship with their patron is often quid pro quo; a grab
for power without belief in the ethical strengths or divine attributes
of the witch's patron. Indeed, often only the most marginal,
anarchistic, dangerous, and/or evil of spiritual entities will
serve as a witch's patron, although there are (not commonly acknowledged)
exceptions. Most cultures believe, in fact, that a witch offers
her soul (and therefore her moral compass as well as spiritual
future) to her patron in exchange for his support.
- This,
then, closely parallels the cultural issues held by the educated,
Western aristocracy with regard to wise women as seen in Europe.
Wizards (and doctors) studied long and hard, while witches (and
midwives) performed much the same work without the arduous labors.
Likewise clerics (and Catholic priests) represented a moral authority
and religious devotion, while witches (and pagans) were not so
tightly bound to a single, monolithic belief system. Thus witches
were vilified as pretenders and cheaters, venerating an illegitimate
and/or evil religion.
- Just
as not all religions are equally dogmatic about adherence and
belief, so too not all characters in Dnd are equally offended
by witches. As a general rule, any member of the clergy should
take affront to witches, with most wizards looking down on witches
as inferior "cheaters". Since gods are real and have
decreed witches inappropriate, most PCs should likewise take
a dim view of witchcraft and its practitioners. And yet, not
all character hold their religious views in equally high esteem.
Moreover, there are some religions with great tolerance for witches
in general (the Greeks) or for witches who hold compatible ethical
views (the Egyptians, followers of Freya, etc). Meanwhile, more
orthodox deities demand punishment for witches (mostly very lawful
gods or those which shaped the universe, such as Angellus, Pholtus,
St Cuthbert, etc). Finally, while there are many evil witches,
there are also heroic witches of good and benign deities working
for the common weal.
- With
such a diverse spectrum of beliefs, players may find themselves
lost. Thus, a good analogy to draw to witchcraft from our modern
world is homosexuality. Some faiths feel it is a horrible aberration
while others are indifferent or even tolerant. In any event,
however, no faith will actively support this behavior (religions
need future generation [RE: homosexuality] as well as current
believers [RE: conversion to witch patrons]). Likewise, a given
individual may follow a religion with strict teachings on the
subject, but yet judge each individual on her own merit. Such
individuals tend to be rare and require some justification for
their (very 21st Century seeming) attitudes, perhaps a skill
in philosophy, experience with noble, good, and heroic witches,
or diverse experiences in various other cultures as well as appropriate
role-play. Using these guidelines, witches can be seen to possess
a taint which is unredeemable to some (most clerics and paladins,
the very devout, particularly orthodox faiths), but a non-issue
to others (the marginally religious, free-thinkers, particularly
accepting faiths or individuals).
-
- Lycanthropy
is the horrible condition where a human involuntarily transforms
into a bestial monster. On Oerth, there is no such thing as a
cuddly were-creature. The vast majority are blood-thirsty monster
bent on destroying anything that the human-consciousness once
cherished. The transformation from rational being to mindless
beast is horrible and terrifying to behold. Although a handful
of lycanthropes are able to converse and a fraction of these
can sometimes be reasoned with, were-creatures in general are
the scourge of society. Of course, no sane being would ever wish
to be a lycanthrope -- thus werelords
are unheard of.
- It
is true that although the vast majority of were-beasts are evil
and actively seek to do harm (werewolves, wererats, werebats,
werejaguars, weresharks, werejackals, etc), there are a few which
hold the same ethics as natural animals (weretigers and wereboars).
Although sentient, these creature are still wild animals. They
will therefore not hesitate to harm, maim, or kill anything which
threatens them, just as a tiger or boar would. Finally, there
are a handful of lycanthropes who are ethically compatible and
potentially trustworthy to humans (CG werebears and LN werelions),
but despite this, such creatures still have a terrible, fearsome,
bestial aspect to them. As a general rule, lycanthropes cannot
be trusted.
- As
with witches, culture shapes an individual's views toward lycanthropes.
Among the Greeks and Egyptians, they're all bad. To the Norse
and Celts, the non-evil were-creatures can be trusted, under
the right conditions. To non-humans, who rarely survive their
first transformation into a were-beast, all lycanthropes are
agents of death, disease, anarchy, and chaos.
- A
good way for moderns to look on lycanthropy is to draw a parallel
with a disease that combines the worst aspects of AIDS, ebola,
and homicidal mania. Lycanthropy is a (largely) incurable disease
that leads to the horrible death of the infected, either at the
hands of his former friends and lovers or at the hands of their
avengers, after the beast has killed everyone the human-consciousness
ever cared for. The disease is easily spread, fast-acting, and
(especially for non-humans) almost invariably deadly. Moreover,
the precise mechanism of the contagion is not fully understood.
Imagine a mysterious form of HIV that appeared to spread as easily
as ebola, had been around since before recorded history, and
which caused the infected to go on a killing spree. Unless you
knew EXACTLY how such a disease spread, I would imagine you'd
stay WELL away from anyone suspected of being infected. And if
such an individual cannot be effectively quarantined? There's
a reason that suspected lycanthropes are often rounded up and
summarily executed -- for the good of the many! Again, certain
lycanthropes may indeed establish bonds of trust with open-minded
individuals through education and heroic acts -- but it better
be well-earned!
-
- Necromancy
includes the use of magic purely to do harm to another. In this
definition, that of using spells to directly harm or snuff out
the life-force of another, necromancy fits the modern concept
of the "Dark Arts" or "black magic". In a
cosmos of tangible goodness and evil, the use of such spells
is an anathema to those holding non-evil ethics. Naturally, certain
spells are more repugnant than others, but all bear a certain
taint. Spells which animate or summon evil undead, drain away
the soul (life force), or have very vile manifestations are the
most abhorrent of all necromancies. These include summon shadow,
ghoul gauntlet, energy drain, lich touch,
and rain of blood. Less obscene spells are those which
animate mindless non-evil undead, snuff out the life force of
another, temporarily drain life energy, or cause pain and suffering
through the manipulation of bodily functions. Spells in this
category include animate dead, conflagration, dead
man's eyes, death shroud, death spell, death
ward, enervate, exterminate, finger of death,
trap the soul, wail of the banshee, bone blight,
brainkill, choke, contagion, mummy rot,
pain touch, and throbbing bones. Only marginally
disgusting and repulsive necromancies are those which duplicate
the effects of the undead, cause harm without tapping directly
into the soul or Negative Material Plane, or invest an object
with fell power. Among these are control undead, corpse
visage, ghoul touch, mummy touch, shadow
form, blackmantle, chill touch, defoliate,
vampiric touch, bone club and skull trap.
Spells which do not directly harm another living creature are
ethically-neutral (also known as "grey magic") and
bear little or no social stigma (other than cultural); examples
include death link, death recall, and spectral
hand. You may note that this list is a bit more "open-minded"
than that presented in the Complete Necromancer's handbook --
I believe it is possible to play a lawful good necromancer,
but her every action must be undertaken with great scrutiny.
- Unlike
clerics, whose spells are limited by their gods based on ethical
concerns, mages are under no such restriction. The morality associated
with the use of such magics, however, remain. Thus, the siren
song of power that necromancy offers is available to all who
would study it; many wizards have dabbled in the Dark Arts with
the best of intentions only to be led to corruption and wickedness.
All these magics take their toll after a while. The concept
of losing one's soul to evil is a VERY REAL threat in the
Dnd cosmos.
- Again,
culture gives some further shape to a characters views, although
here there is far more uniformity. Greek, Norse, Celt, Oerdian,
Touv, Chinese, and Animistic cultures all view necromancy as
absolutely abhorrent, while Egyptian, Babylonian, and Aztec individuals
are more ambivalent and/or accepting of CERTAIN applications
of the Dark Arts.
- The
modern analogy here is probably (for good reason) also the most
offensive: it ranges from liberal sexual mores to pornography
to child-molestation.
- Gray
magics, those spells which are ethically-neutral (hold undead,
feign death, and reincarnation), may draw an askance
glance or cause muttering in the general public, but are unlikely
to engender anything stronger than pity and/or frustration for
potentially unhealthy interests. Fellow spell casters recognize
the importance of "gray" necromancy and will rarely
give such a mage any grief. This is similar to the modern attitude
with regard to dabbling in unusual sexual practices (BSDM, fetishes,
and other "kinky stuff"); the more educated and/or
experienced recognize it's part of the human condition and therefore
accept it even if they do not practice it themselves, while the
more puritanical might be offended, but not unduly. This, however,
is the boundary of acceptability.
- Wielders
of black magic, even of the most mild type (control undead,
corpse visage, chill touch, and skull trap),
are pretty universally viewed as tainted and potentially corrupted
by these spells. There is no heroism here and such spell casters
are usually treated with disdain and/or disgust. Conventional
wisdom states that such wizards have willfully stepped onto a
road which can easily corrupt them and lead to their destruction.
The mage may FEEL she can maintain her ethics, but she is treading
upon the most dangerous of ground with her soul, sanity, and
afterlife at stake. Upon publicly using such spells, the necromancer
will likely be socially stigmatized and distrusted. The modern
analogy here would be habitual dependency on unusual sexual practices.
For some, this might be tolerable, but for many, it is a terrible
taint which cannot be cleansed. Better to die than willingly
subject oneself to such perversion. And yet, there is often justification
for the mage, depending upon the individual, culture, circumstances,
and ends.
- More
foul necromancies, such as animate dead, death spell,
enervate, finger of death, trap the soul,
and pain touch, are far less easily accepted or forgiven.
Certainly it would be better to die than to risk one's soul?
Perhaps the ends justify the means, but not to many and not very
often. In the ethical tangles of a Dnd universe, it's perfectly
justifiable to hack an enemy to pieces; trial-by-combat, an age-old
belief that the good shall prevail in mortal combat through moral
superiority and divine aid. Likewise, using positive magics to
blast a foe to cinders is still (to most cultures) a form of
trial-by-combat. But a death spell, however, attacks a
victim's life force, going far beyond a test of ethics and fairness
and will likely result in a range of responses from questions
about the ethics and character of the mage (at least) to persecution
and banishment (or worse), depending upon the specifics of the
situation. Without justification, the casting of any of these
spells is considered an evil act with all the appropriate repercussions.
The social stigma for these spells is akin to what moderns hold
for kiddy-porn; not only is this fetish disgusting, but also
risks leading to the predation of the innocent and the perversion
and corruption of all. These people need help and/or to be restrained,
so as not to hurt others. It would take pretty extreme circumstances
to justify the use of these spells.
- The
most wicked of the Dark Arts, those which destroy the soul of
another, are universally considered evil. There is no excuse;
these spells are only for the most wicked. Those that cast such
spells will be hated and feared, engendering a true revulsion
in their fellow beings. These necromancers are stepping into
the domain of the gods and meddling with force no human should.
In our world, such acts should illicit the most extreme of responses,
similar to how child-molesters are viewed. These people haven't
just pondered doing evil, they have embraced the act. These spells
should generally be viewed as "off-limits". How many
characters could really justify taking part in molestation "for
the greater good"? Hopefully, I've made my point...and established
that necromancy is NEVER something to be taken lightly.
Questions? Comments? Funny stories? Lemme
know...
© 2003 buddhabear@geocities.com