Showing posts with label religion. Show all posts
Showing posts with label religion. Show all posts

Friday, July 10, 2020

The Moonlit Play

On nights when the moon is full, performers across the land dress up for the Moonlit Play.  In elaborate costumes they take on a variety of roles from animal star-gods to wandering folk figures to hidden people.  They act out stories through word, dance, and song: some passed down from their ancestors, some newly-invented.

This is one of the traditional religions of the Northern Lands, most commonly performed by giants and tree goblins.  Like most religions, it brings a community together, links you to your ancestors, and passes on hidden knowledge of the dangers of the world.

Kwakwaka'wakw winter dance


Sunday, June 21, 2020

Down in the Roots

The smallest of the four peoples are the goblins who live in the trees.  For their appearance, think of lemurs and raccoons.  They're ambush hunters who imitate animal calls, lie in wait, then leap down in a burst of teeth and claws.

Their activity takes them all throughout the forest and occasionally into lands beyond, but the heart of goblin life is the tree.  Up in a tree is safety, family, and home.  It's where children are raised and it's where you rest at night.

Danger lies below.




Saturday, December 1, 2018

Religion that can't be avoided

The world is a dangerous place, full of death and chaos.  What little people have been able to figure out about it they've passed down to their children and grandchildren.  Societies that discover the right way to live might prosper; those that don't are doomed to fail.

This hidden knowledge of the ages isn't something you can afford to ignore.  It's folklore and science and culture all wrapped into one.  This is religion.

Tuvan shaman, Alexander Nikolsky


In our present day, there's a rift perceived between religion and science, two areas of life set at odds against each other.  To many, religion is something you do in private for vaguely "spiritual" reasons or to "be a better person".  Science (like its aft-facing counterpart history) is seen as a proper area of learning and study, where useful knowledge can be obtained.

With that mindset, it's easy to forget about religion.  In the world of Signs in the Wilderness, everyone is religious, in one way or another.
  1. Religion is ancestral.  It's been passed down from generation to generation, a tangible link to the ancestors who came before you.  You might not own anything your great-great-grandmother once had, but you can still practice her religion and know her story.
  2. Religion is cultural.  If all our people do things the same way, that way identifies us as a people and shows who belongs to our group.
  3. Religion is political.  When religion determines identity and prescribes conduct, religious authority becomes political power.
  4. Religion is knowledge.  The ancestors did things this way for a reason.  We've lost a lot since the apocalypse; following their ancient rule may save us from dangers in ways we don't even understand.
That's fine for background material, but you might be wondering how it actually matters.  How does all this religion make any difference in a roleplaying game?  Why would a party of adventurers actually care?

Let's look closer at those four points:
1. History is passed down through religion.
  • Your grandfather's musket comes with a code of honor and a story of how it was used.
  • Conflicts in the past can spill over into the present, especially if they're still talked about in the religion.
  • Likewise, old alliances can be rekindled if both sides remember the old stories.
2. Cultural identity is religious identity.
  • If you want to fit in, you're going to need to show that you know the signs and the stories.
  • Breaking the religious rules gets you exiled from the group (or worse).
  • If you're of the wrong religion, you're not welcome here.
3. Political power can stand on religious authority.
  • A revered prophet speaks, and the people believe.  The one who bears the signs of the prophecy will be given great power.
  • A leader breaks a taboo or opposes the will of the ancestors, and the people will not allow them to remain in power.
  • Religious support strengthens a regime, so a wise conqueror will go to the priests for confirmation of their right to rule.

4. Hidden knowledge can be found in religion.
  • Throwing salt over your shoulder might actually ward away bad luck.
  • Hanging mirrors around a graveyard might actually keep the spirits of the dead out of the village.
  • There might actually be a being watching from the mountain, and the local religion teaches how to avoid angering it. 

W. D. McIntyre

Fifty-odd years ago, the world nearly came to an end.  Darkness covered the sun, cold winds blew down from the north, and there was hunger and war and death.

Beliefs were tested.  Many didn't survive.

Think of difficult times as a scientific experiment.  Previous experimenters had come to various conclusions, but now a larger experiment was being run, testing the foundational beliefs of the world.  Everyone had a hypothesis, a theory of their own about how the world truly worked, and everyone was about to see the result.  Some beliefs turned out to be right, gaining support from the experiment.  Some beliefs turned out to be wrong, leading some to change to better-supported theories while others dug in their heels.

The old ways have been shaken, challenged, and often broken by the apocalypse.  Great rifts in society have opened up, room for conflicts that can engulf everything, including unwary outsiders.  People today fall into a few major groupings:
  1. Those who hold even tighter to the old ways.  They're deeply conservative, trying to protect their people from any dangerous innovations.
  2. Followers of new religions.  They are certain that the old ways led to destruction.  They believe in their religion's promise of a new world.  It's likely that they follow a teacher or a prophet.
  3. Victims of the ongoing social trauma of the apocalypse.  They're stunned, in mourning, part of a culture that has lost its purpose.
At least one religion predicted that a great catastrophe was imminent.  It's no surprise that they've only gained adherents since the apocalypse, going from a tiny tribal religion to a widespread movement throughout the North.

New religions have also shown up since the apocalypse.  For many people, it seemed like none of the theories explained what had happened.  That's when to sit down and think and come up with a new theory, a new way to understand the world and figure out what to do next.

Santeria, Mick Palumbo

If religious movements were purely scientific, there'd be a lot less resistance to changing from one to another.  (Though there'd still be some resistance — scientists are as stubborn as anyone else.)  But when religion isn't just about knowledge, but also political power and cultural identity and ties to one's ancestors, changing religions undermines all of society.



A few topics I'd like to get to in future posts:
  1. rolling up a random human religion
  2. the fracturing of the elven religion after the loss of the great temple
  3. goblin shamans: spirits and pharmacology
  4. giants who converted to the old orthodox elven faith
  5. playing as a missionary character
Do any of those sound interesting?

Tuesday, October 23, 2018

Kingdom come

This is a dark and fallen world, but there's a new day coming. The promised land is just around the bend; the new world we've been hoping for is here any day now.

A generation ago the world fell in darkness.  The starving time killed off most who lived, and their bodies lay upon the ground with no one to bury them.

People these days grew up hearing tales of the end of the world.  It's only natural that their view of the world involves change.  Most people believe the ultimate destination is coming, a new kingdom to be built on earth.  Most people think it's going to be better.  Some don't.

Through the trial to the glory


Pretty much everyone agrees that there's a step that has to happen first, some kind of trial or transformation.

Scientific and industrially-minded people think this is going to be an age of reason, a time when superstition and backwardness are banished and a glorious new age dawns upon the world.  Their faith sustains them as much as it does anyone else.  They're quite sure that education is the key, that all the backward tribes and hidebound bureaucrats will recognize the brilliance of the shining future they intend to build, if they're only willing to learn.


A common refrain is repentance, a call for the people to turn away from sinful ways to reach the better future.  A prophet among the humans near Lake Ataska teaches that repentance will reveal the way to the promised land, a bountiful place for those whose homeland has been lost.

Peaceable Kingdom of the Branch (Edward Hicks)


Old Orthodox elves are less optimistic.  They mourn the loss of the great temple in the old homeland and they refuse to accept that the Emperor himself (long may he reign) could be dead (though concede that no one has heard from him in quite some time).  They believe there will be still darker days ahead, but that in the darkest times the Emperor will be revealed and the temple will be restored and all will be well in the world again.

The New Ancestors movement has taken a darker turn.  These are elves who also mourn the loss of so many temples and the ancestral spirits enshrined within, but they've decided to replace the spirits with those of new elves.  For now it means they'll be capturing and killing elves, enshrining their spirits in makeshift houses, but they know the ancestors will see their faithful obedience and return to the shrines to protect the living once again.

The new kingdom


A typical message of the new era to come has two parts: a period of trial and a new way of things.

Trial (d4)
1repentanceThe people must give up their sinful ways.
2judgementEveryone will be judged for their deeds.
3warStrife and warfare will wash over the world.
4enlightenmentIgnorant and backward thinking must be replaced by knowledge and wisdom.

New way (d6)
1the promised landA new and bountiful land is promised to those who have wandered far from their old home.
2invulnerability in battleThough so many have fallen in battle with our enemies, this new way will surely bring victory if we are worthy.
3abundance and prosperityDirt-poor folks are glad to hear that a time is coming when there shall be no hunger, with a roof over every head.
4deliverance from evilBeaten-down people seek freedom from oppression and evildoers.
5peace among the nationsAfter so much war and strife, an era of peace is surely at hand.
6apocalypticThe dark days came to cleanse wickedness from the earth, and they will come again right soon.

Roll up your own message of things to come:
message of things to come
trial
new way

Tuesday, September 18, 2018

Star-currency of the gods

You've probably heard of the stone money of Yap Island, great stone wheels called rai.  They're terribly impractical: large, cumbersome, fragile, just about the most awkward currency in the world.
In fact, they're so awkward to move that no one really moves them around anymore.  When you spend one, everyone knows who it now belongs to, so you don't need to bother rolling it all the way over to their house.  And when they spend it, everyone knows who it belongs to now.

The stones change ownership without ever changing hands.


As Yap islanders once used stones, giants use the stars.

When the world was young and the giants first emerged from the earth, the gods opened their mouths and taught them to speak.  They told them the names of the animals and mountains and the stars.

The gods gave stars as gifts, a sign of honor for the noblest and most loyal giants.

Owning a star means knowing its name and its place in the heavens, and being able to recite its history many generations back.  Gifted with prodigious memory, giants know the names of thousands of stars and their owners across the land.

Stars can be sold or given away, but only at an annual gathering where others may bear witness to the transaction.  Dim stars are traded away regularly, but bright stars are reserved for the most valuable of purchases or gifts bestowing high honors.



Stars function as something like money in the bank, a form of wealth universally accepted, but kept in a form that's very hard to steal.  Instead of a ledger showing how much you have in your account, the collective reckoning of giantish society keeps track of who owns which stars.

There's a bit of a delay in passing along that information.  It may take several years for knowledge of a transaction to propagate to the farthest reaches of the continent, but it will eventually get there.

Stars have fallen into the hands of other species.  Some have been given to human tribes as a peace offering.  Some have been used in trade with the goblins.  A few have even been given to the elves since their arrival a century ago.  But even the most giant-friendly of outsiders don't keep track of stars across generations, so giants will, from time to time, inquire about lineages and inheritance in an effort to determine the rightful owner of a star.

Many stars were lost in the apocalypse as people died without kin and heirs.

Giants name stars by their place in a constellation.  Each is named for a divine figure: a god or something like a god from one of the stories.  These are some of the major constellations; there are also many minor ones.

Constellation (d20)
1Old Porcupine
2Talking Goose
3Granny Vulture
4the Flock of Quail
5One-Eyed Bear
6the Poet Cricket
7Lean Coyote
8Salmon Who Listens
9the Thundering Moose
10Youngest Squirrel
11Snowstorm Jackrabbit
12Lame Deer
13Devouring Owl
14Mother Skunk and her Three Children
15Too-Fat Turkey
16the Unrepentent Raccoon
17the Crow Brothers
18the Great Rattlesnake
19Sleeping Turtle
20Many-Hued Beetle

Once you know the constellation, make up a position that makes sense there or choose from the list below.

Position (d20)
1the outstretched wingtip of
2the broken horn of
3the left shoulder of
4the third right toe of
5the end of the branch dropped by
6the long tooth of
7the wound in the side of
8the corner of the mouth of
9the tip of the tail of
10the drop of blood from
11the neck of
12the nose of
13the stone before
14the stolen amulet of
15the fly that annoys
16the eye that watches
17the one that pursues
18the bright eye of
19the second point of the right antler of
20the ear of


Roll up a random star yourself:

random star
star