Showing posts with label sexuality. Show all posts
Showing posts with label sexuality. Show all posts

Sunday, December 6, 2009

Your mother was right! RPG's ARE SATAN WORSHIP! BUAHAHAHAHHAAH


As much as I value originality and making up weird shit, I think it’s really important not to forget about some images or symbols that are deeply rooted in the human cultural subconscious.

A fine example of a symbol that has the same connotations in many (if not nearly all) cultures would be associating snakes, toads or dragons (which fall to the snake category) with evil and fear.

I think a play on such re-emerging cultural motifs is essential when we want to make the players feel scared or at least uneasy.

And what else should an evil deity do, if not address peoples imagination and fears...

That’s why, when I was thinking of introducing evil deities and cults to my pantheon, the first thing that came to my mind was the image of the Baphomet.

Maybe I’m just weird from watching too many old horror movies, but I just love the long black robes and satanic imagery (seriously, who doesn’t?) even tho it got so overused.

Thus when an image of a goat headed starved man came to my head, I couldn’t resist...

The Hungry One (also The Bringer of Plague, the Master of Flies, The Starved One)
The Great Rapist is an evil deity. In iconography he’s usually portrayed as a thin, starved, naked man with small genitals and a goats head.

He is said to have been brought to life as a lover/slave by the Maiden. However he fell in love with her and became jealous of the many other men with whom he had to share his mistress. With time he changed from a merry youngster into a bitter and vengeful man. Finally, mad with jealousy, he came up with a plan to imprison the Goddess.

He crept up into her chamber woven from the roots of the Tree of Life and wanted to tie up the sleeping Maiden. However the Goddess wasn’t to be surprised so easily and a fight broke out.

Driven by madness and desperation, the lover decided that if he can’t capture his beloved one, he will kill her. In a furious struggle he managed to bite off the Goddess’ left nipple and cut her face with a dagger, taking away the sight in her left eye. In anguish and fury the Goddess cast a curse upon him, deeming him to a fate worse than death.

The spell made his genitals rot away and his head transform into that of a mindless goat. Endless thirst and hunger fell upon him. He is to wander for eternity, tormented by his lust but never knowing any satisfaction

The Hungry One is seen as the god of lust, jealousy and gluttony. He has no church or clerics, however shrines are built, in them people are supposed to leave gifts of food, money, drink or clothing which are than redistributed (usually by the clerics of some other cult, that also takes care of those shrines) to the poor.

It is said, that secret cults devoted to The Hungry One exist. Some of them have been heard to be societies for nobles seeking forbidden pleasures often of a sexual nature.

Wednesday, December 2, 2009

The Maiden, The Mother, The Crone

The main reason for the two previous posts about beliefs and religion is that I find them a very important part of every setting. It tends to be treated rather lightly by many game designers, which I think is a huge mistake. In the history of our world, religion and the way people approached it, often mirrors the spirit and atmosphere of a historical period.

That is why I want to create a pantheon that will have a dark, mysterious atmosphere. From the beginning I knew I wanted at least one religion to have a feeling of primitive, wild power embodying the forces of nature.

I somehow started thinking bout Luke Skywalker's visit to Dagobah. You know, swampy, dangerous surroundings, heavy mists. A place where players might feel powerless in the face of nature... That reminded me of a comic book which has a similar atmosphere, namely Slaine (specifically "Treasures of Britain", read it if you haven't). Here are some great illustrations by Dermot Power (click to enlarge):


Now I will have to digress, but believe me, I am closing to the main point of this post.

More or less at the same time as I started to think about religions in my world, I read something about druids. I always thought that D&D druids were somewhat tasteless and lacking character. The thing that especially bothered me was the idea of them being neutral(but I think that's a topic for a different post) and "worshiping" nature. I never really bought that. I was always wondering what their religious practices look like, is there any hierarchy or organization? I never came across an interesting idea or description of druids background, but that's not the point here.

Somehow I started thinking of druids and linking them to the swampy, secretive atmosphere. I also stumbled upon this blog entry and started listening to The Sword, who have a song entitled Maiden, Mother, And Crone.

By now you should be able to deduce what happened in my mind. I linked all ideas together arriving at druids worshiping the Mother Goddess.

The Cult of Goddess:

The Great Mother is considered to be the mother of gods and all living beings. She is the embodiment of the primitive forces and laws of nature. The Mother is said to be both generous and treacherous. She feeds all beings and all things alive are her children, but she favors the strong and cunning, and will not hesitate to kill the weak. However she is a fair mother and distributes her gifts equally among all, even if we may think otherwise.

The cult of the Goddess is thought to be the oldest in the world. However it seems that there is no larger organization than that of independent sacred groves located deep in the forests. Less than a dozen such places are known.

The Goddess is worshiped in three aspects - the Maiden, the Mother, the Crone. Each representing different aspects of nature. The Maiden is the embodiment of sexuality and strength of youth. She is often mentioned in rituals as being both a virgin and a whore. The Mother represents fertility and motherhood. The Crone is a mad, blind old woman who is thought to hold the fate of each living being, thus no man can know when to expect death. She is also said to know the future.

Each of the druidic groves is run by women. At any given moment there must always be three women being the embodiment of The Goddess. They are also the spiritual leaders of the order. On acquiring the "title", they are stripped of their previous identity and can only be talked of (or refer to themselves) as "the Mother" and so on...

Men are prominent in the cult and are the actual priests leading most of the rituals, except the most important ones. All male priests might be chosen by the priestess being "the Maiden" to be her partners, however upon taking the title of "the Mother" a priestess has to marry one priest who becomes her husband and they live in a monogamous relationship. "the Mother" has to become pregnant at least once. The High Priest is supposed to be the embodiment of an ideal husband, he also is administrating the grove.

It is said that in the middle of each grove there is a mystical "Tree of Life". Those trees are said to have been planted upon “Seeds of Life”, however nobody knows whether that is true. Many scholars think it’s a metaphor for places of power or magic knots.

Wednesday, November 25, 2009

Dwarven culture in a few difficult words

Ok, today I'll try to focus solely on the topic of dwarven culture. My idea of how it should be organized is a quite complicated one, but bare with me, as I hope you'll find it rewarding.

As I've already stated the dwarven society is a matriarchal one due to the small number of females. No one knows why the number of females being born is significantly smaller from the number of males, but it should be obvious that this long lasting phenomenon has led to a society in which women are highly privileged.


Here are some ideas I have about their society:

The society is organized into clans, which follow the rule of matrilineality , meaning that the lineage is established through the mother and maternal ancestors.

Dwarves cultivate polyandry. That is, one woman may take many husbands (in this case the maximum is 3), each of them however has to pay a dowry (or a lobolo if you prefer) before he is accepted as a husband.

The tradition has it, that such a fee must be payed only in what a male can carry by himself (counting what he wears). This might have given a beginning to the strange concept of dwarven money, which are shaped into spheres of gold, silver or copper, that are worn on display by being thread into beards, or worn as necklaces.

Dwarves are also avuncular. This means that a child is brought up not by it's father but maternal uncle. There are several reasons for that, the main one being to secure that all fathers will treat the child equally well (which of course doesn't work so well in real life) and to create a stronger bond with the clan, than with the family.

To avoid incest, dwarves are forbidden to marry into their own clan. This rule also secures the strong connection between the clans.

There exists a dwarven king, however his role is mainly representative. He is the leader of the Council of Clans, which appropriately to it's name consists of all the clan leaders (or their representatives, each of the clan leaders can bring all her husbands to join the discussion) with each of the council members, including the king, having one vote. The king also holds the title of the First Warrior. It means that in case of an armed threat to the dwarven kingdom, he becomes the leader of the armed forces, since the counsel has no word in matters of war.

The last thing is the problem of half-dwarves. It's obvious that my previous idea for that race doesn't fit this concept. Thus I need to turn it around a bit. Indeed half-dwarves aren't shunned by dwarven society, however as they can't participate in the reproductive cycle, their social status is rather low. Marrying outside the race is not forbidden, but it carries some social disadvantages, as the dwarf marrying a non-dwarf looses the privilege of being able to use the clan vaults and has to raise their child on their own.

The End

not yet! I wanted to say one more thing that I forgot to add. The slavic and nordic dwarfs stay, simply some clans lean one way and some the other. Is based on geographical location. That's all!

Monday, November 23, 2009

Dwarven Oddity


Today I'll speak about dwarfs and also continue some of the topics that surfaced in two previous posts.

The first of them is the problem of race-as-class. I've presented the main argument (apart from the one that it's the OD&D way of doing things) in favor of this rule when I was talking about elves. It simply underlines the difference between humans and fantastic races. Today I'd like to present the argument against the rule, which again helped me shape another demi-human race.

The argument I have in mind is the fact of homogeneity of demi-human cultures. Some might ask, what the fuck am I talking about?! What I want to say is that somehow we are stuck for better or worse with the stereotypical view of "one race = one culture".

You may object, by saying that many RPG's and settings have a lot of variation when it comes to demi-human subtypes. But a race subtype like for example drow, is often (correctly) called a sub-race, that is, one of the different races that together create the race group/category of elves, or so it would seem system wise.

A good example of this way of thinking is the treatment of elves in the Forgotten Realms 3e Handbook. We have 5 elven races, each with it's own distinct ability modifiers, however the descriptions point more to the difference on the cultural or lifestyle level, more than to any important morphological* differences, which would in my belief justify the ability mods. The exception here are the drow, due to their significantly different environment. The other problem is that the descriptions of different elven cultures are at leas laconic and amass to something like: "yellow elves are yellow and are scholars, green elves are green and fight, wood elves live in woods...", which isn't really any useful information to me.

I also find this whole approach unsatisfactory because it's logical continuation would be providing different ability modifiers for human nations. This solution is for me a dead end for three reasons. First, it's an unnecessary complication. Second, I don't see any significant morphological differences between the British, the French and The Germans and finally, I'd feel I might be getting dangerously close to racism.

But let's get back to the problem of cultural homogeneity.

I think that creating sub-races is the lazy approach that gives the illusion of variety instead of real choice. We might come up with an endless number of "dwarf types", call them Shield Dwarves, Doom Dwarves, Monkey Dwarves and so on... And even then 99% of players will end up role-playing all of them as an archetypical dwarf.

All this (and this ingenious post) led me to think that perhaps there are two cultures of dwarfs in my world. One are the classical nordic/tolikenish dwarfs, the other are the slavic dwarves. There is no morphological difference between them, thus they are treated equally in terms of mechanics.

The reason for introduction of those cultures is that I'm tired of having all the same dwarfs all around. Also, since I'm Polish and so are my players, the slavic dwarfs will be right at home, being a cultural archetype easy to relate to for all of us.

I've decided that, as a legend has it, at the beginning there were two brothers, who split the mining duties between themselves. One decided to go dig down into the mountains to find precious stones and unknown metals, the other decided to stay close to the surface, building quarries, coal mines and so on. There is no antagonism between two dwarf nations and all are considered equal, helping and trading with each other.

The last problem is of dwarven females. They exist, but in very small numbers, thus it's quite obvious that some dwarves have decided to marry human females thus bringing half- dwarves to the world. Unlike half-elves, their dwarven counterparts are accepted by their society, however they remain infertile.

The last thing is, because of the shortage of women, dwarven society has developed a very complicated matriarchal clan system. The head of each clan is a woman. I'm seriously considering introducing some kind of polygamy...

More on that to come!

*I mean the scientific term, as used in physical anthropology

Sunday, November 22, 2009

Half life of elves

Ok, so we know my elves are hermaphroditic, cool... Now what? Well... Before I give half-elves donkey heads and shave off dwarven beards I'd like to come back to the elves.

I've been thinking what impact my idea of elves might have on game play. I imagined my friends role playing an elf, about whom the rest of the party thought as being male, until the fertile phase starts, and the elf kicks into being a flirting woman! You see, to me it sounds like fun and a way of relieving tension. I also know that my friends will be treating the situation gently, with no vulgarity. However as I was looking at it in a wider perspective, I thought that perhaps not all people who want to play elves are comfortable with them being gender ambivalent.

Thus I want to implement a security buffer. Mainly, because the elves' hermaphroditic status is an effect of an experiment, there are still some cases of elves being unable to enter the gender-active phase as both sexes. This means, that for that time in the month, when their gender functions become active, they are always only a man, or a woman. This poses no true problem and is easy to hide in the elven society (since due to pheromonal negotiation the partner automatically will take the other sex), but can be looked down upon by other society members.

Ok. So simply, if you want your elf to be only a man, you can.

Now that we have this problem out of the way. Let's move to what this post is really supposed to be about.

Half-elves

I always wondered why the question of half-elven fertility isn't clearly answered in RPG handbooks. In Erthdawn or Shadowrun, the case of fantastic races cross breeding is resolved in a clever and simple way, the child of such union will just be the same race as one of the parents. As much as I like that solution, I don't think it will serve my world right.

Thus, the I've decided there are half-elves in my world, they are rare, not fertile and generally looked down upon by both elves and humans. Because of their elven ancestry there is rather small variation in the way both genders look, with males having very little, weak body hair, with a kind of gentle charm and females having no body hair, small breasts and generally being attractive in a way that some call alien.

I also consider giving half-elves an attribute bonus to charisma. My reasoning is that in my game, humans think of elves as weird and alien and not as beautiful. However I thought it would be interesting to make half-elves generally charming, but lacking in social status.

Next post -> Dwarfs

Friday, November 20, 2009

Those strange Elves


As you might know from my previous posts, I've assumed that in my development of a D&D setting, the themes of the setting itself will help me choose the rules I want to use. It seems that I was wrong. Since I last decided I'm leaning heavily towards OD&D, I've been doing some thinking about the race-as-a-class rule.

When I first came into possession of several D&D retro clones, the race-as-a-class idea was bothering me. I was always aware that it existed in the original game, but I guess just because I was used to not treating races as classes, the idea seemed simply unattractive and limiting.

Some time later, as I was reading some Grognardia, I found this article in which the author states:
"Aside from mechanical simplicity, what I really like about race-as-class, at least in the case of elves, is that it helps emphasize their differences from humanity."
It is a point I totally agree with. This and an other very good post from the same blog got me on the track of thinking how to differentiate demi-humans from other races.

Today I came up with the solution. It's not a revolutionary one (at least for me, I can imagine there are people that would behead me for what I'm about to say), as I've first encountered it in the 2ed. of WFRP, where the only elven deity is a hermaphrodite. There, I've said it. My elves are hermaphrodites.

The true source of the idea is one of my all time favorites "Left Hand OF Darkness" by Ursula K. Le Guin. One of the themes investigated in the novel is the problem of how sexuality and gender influence culture and political life. One of many strengths of the book is a very interesting depiction of the hermaphroditic race. Here's a quote from wikipedia:

"The inhabitants of Gethen are sequentially hermaphroditic humans; for twenty-four days of each twenty-six day lunar cycle they are sexually latent androgynes, and for the remaining two days (kemmer) are male or female, as determined by pheromonal negotiation with an interested sexual partner. Thus each individual can both sire and bear children. It is hypothesised by the first representatives of the Ekumen to explore Gethen that their unique physiology arose from a genetic-modification experiment."

I think the idea to apply this description to elven race is a very good one, especially that I've already found a way in which it might serve my "prime" setting assumptions. Namely, the experiment mentioned in the above quote, will be performed on the race by itself. I can easily see my image of eternal elves conquering the world, just to decide that it's not enough for them and since they are already immortal, they will try to ascend into godhood. However the experiment went wrong in the end also depriving the race of it's close to immortal status.

So there. I know it might be too much for some of you. And I don't blame you. This solution brings many problems into my setting, but I always liked to put "difficult topics" into my games...

Oh. Btw. I'm still not decided about race-as-class!