Fen Orc
  • Home
  • The Magus Hack
    • Magus Corrections
    • Magus Magic
    • New Virtues
    • Wizard Sport
  • The Vampyre Hack
    • Blood Hack >
      • Nights of Fire
  • OSR
    • Dragonslayer >
      • Dragonslayer Feats
      • Death in Dragonslayer
      • Psionics >
        • Psionic Monsters
      • New Class: Detective
      • Pooka (Swamp Goblin)
      • Nandie (Neanderthal)
      • The Gods
    • White Box >
      • House Rules >
        • Death & Dismemberment
        • Trauma & Derangement
        • City Downtime
        • Combat Tactics
        • Feats
        • Psionics
      • Character Classes >
        • Assassins
        • Barbarians
        • Demonists
        • Detectives
        • Druid Spells
        • Elves
        • Familiars
        • Fighter-Thieves
        • Half-Orcs
        • Houris
        • Illusionists
        • Necromancers
        • Rangers
        • War Smiths
      • Campaign >
        • Merkabar, City of Paradises >
          • Clans of Danaan
          • The Millennium War
          • Medusian Culture
          • Swamp Elf Culture
        • Danaan Clerics
        • Ellyon
        • Half-Ghouls
        • Living Armour
        • Medusians
        • Street Mages
        • Swamp Elves
        • Magic Items
        • Monsters >
          • Faerie Monsters
          • Psionic Monsters
          • Stonehell Monsters
  • Forge Out of Chaos
    • Rules
    • House Rules >
      • House Combat Rules
      • Quick NPC Magic
    • Monsters
    • Scenarios >
      • Competition
  • Top Secret
  • Home
  • The Magus Hack
    • Magus Corrections
    • Magus Magic
    • New Virtues
    • Wizard Sport
  • The Vampyre Hack
    • Blood Hack >
      • Nights of Fire
  • OSR
    • Dragonslayer >
      • Dragonslayer Feats
      • Death in Dragonslayer
      • Psionics >
        • Psionic Monsters
      • New Class: Detective
      • Pooka (Swamp Goblin)
      • Nandie (Neanderthal)
      • The Gods
    • White Box >
      • House Rules >
        • Death & Dismemberment
        • Trauma & Derangement
        • City Downtime
        • Combat Tactics
        • Feats
        • Psionics
      • Character Classes >
        • Assassins
        • Barbarians
        • Demonists
        • Detectives
        • Druid Spells
        • Elves
        • Familiars
        • Fighter-Thieves
        • Half-Orcs
        • Houris
        • Illusionists
        • Necromancers
        • Rangers
        • War Smiths
      • Campaign >
        • Merkabar, City of Paradises >
          • Clans of Danaan
          • The Millennium War
          • Medusian Culture
          • Swamp Elf Culture
        • Danaan Clerics
        • Ellyon
        • Half-Ghouls
        • Living Armour
        • Medusians
        • Street Mages
        • Swamp Elves
        • Magic Items
        • Monsters >
          • Faerie Monsters
          • Psionic Monsters
          • Stonehell Monsters
  • Forge Out of Chaos
    • Rules
    • House Rules >
      • House Combat Rules
      • Quick NPC Magic
    • Monsters
    • Scenarios >
      • Competition
  • Top Secret

Post-apocalyptic Mythology part 1

29/12/2019

0 Comments

 
Part 2: A World Without Gods
Part 3: Making Myths in Our Image
In a previous post, I analysed Forge Out Of Chaos' rules for Divine Magic, used by the worshipers of Grom and Berethenu. This led to details about Forge's odd mythology (these are the only active deities and both are imprisoned in the subterranean fiery hell of Mulkra) and Ron Edwards' observation that it is typical of 'fantasy heartbreakers' to belabour mythological backdrops but ignore the role of religion.
To be fair, of all the heartbreakers that he reviews, Edwards concedes that "the best of the bunch is Forge: out of Chaos, probably (as I read it) because this material was taken the least seriously and written for fun imaginative-background rather than as a personal fantasy opus."
Edwards sketches out a brief checklist of the way these games travesty religion while obsessing over mythological settings:
  • "a lot of highly-imitative or downright dumb names": no further comment needed
  • "lots of un-fun strictures": the standard list of things you mustn't do or your god will take your cool powers away, again usually pertaining to adventuring rather than day-to-day life (lots of rules for monsters you must kill or treasure you must give away rather than food you mustn't eat or people you mustn't marry)
  • "direct correspondence with player-character options (as opposed to societies or organizations)": in other words, gods are concocted to justify PC races, powers and classes rather than to explain the structure of a fantasy society
Let's see how Forge measures up to the first two; the third will have to wait until the next blog.

The God-Wars

The Forge rules open with a mythological treatise, explaining how the Supreme Being (named 'Enigwa') created the world and ordered it to be beautiful and harmonious. Enigwa then snoozes (having become Enigweary?) and his children, the gods, are left in possession of the paradise he has bequeathed them. The gods start off perfect too, but they become more differentiated as the ages pass, with some developing selfish or aggressive traits.
Picture
The Supreme Being is disturbed by this discord and, I suppose, Enigwakes. He draws the gods together in fellowship to create Humanity and then commands the gods to be mankind's instructors and guardians, for Man shares the best and worst traits of the gods. Then Enigwa disappears, off to create new worlds (his Enigwork?), strangely blind to the trouble he has set in motion.
The gods immediately fall out and a triumvirate forms: Necros the god of Death teams up with his brothers Grom the god of War and Galignen the god of Disease.
Picture
Picture
Picture
Grom starts creating his own servitor races by mutating humans: the orc-like Higmoni, the Klingon-inspired Berserkers and the one-eyed gorilla Ghantu.
After a polite pause to register their shock at this impiety, other gods follow suit: Dembria, goddess of Creation, creates the albino Dunnar; Katharu, god of nature, creates the lizardy Kithsara; Marda, goddess of Animals, creates the avian Merikii; Omara, goddess of harvests, creates the half-pint Sprites; even virtuous Berethenu, god of Justice, creates his loyal Dwarves.
I'm not sure who creates the wheezing weasely Jher-em; Marda, I suppose. The Elves aren't attributed either, but Terestar the god of Time appeals to me as their creator.
The gods go to war, tearing up the landscape. Marda is particularly wrathful, creating monsters and Dragons to defend her pristine wilderness. Necros figures out how to create the Undead to be his creatures. He tricks Dembria into creating the moon to blot out the sun, so that his undead army can dominate the lightless world. Then, when his sister Shalmar the goddess of Life pleads with him for peace, he murders her
Enigwa returns to judge his creations and he isn't happy: his Humans have been mutated into other races, the landscape churned up and rearranged, Shalmar dead, the moon blocking out the sun: it's not pretty and the Supreme Being is Enigwrathful. He pronounces judgement on Necros, flinging the death-god into "the endless void." Grom gets dropped into the fiery depths of Mulkra for his crimes. Berethenu has the chance to repent but is too noble to accept forgiveness: he leaps into Mulkra to be imprisoned with Grom. Enigwa gathers together the remaining errant gods and takes them away with him, leaving the world of Juravia to recover from this divine ruckus.
The various races are left to pick up the pieces in a god-free world. They reconstruct the principles of magic but, since these powers no longer come directly from gods, Pagan Magic is uncertain and has nasty side-effects. Down in Mulkra, Grom and Berethenu seize moments between burning in eternal agony to invest their worshipers - Berethenu Knights and Grom Warriors - with Divine Magic. There are rumours that the gods occasionally sneak back to Juravia when Enigwa isn't Enigwatching and the monsters and undead horrors unleashed during the Great Wars are still out there, causing trouble. All this rationalises a fantasy world with monsters, races and magic,

Dumb Names

Guilty as charged, but it's not all bad. If Enigwa is a dumb name for the Supreme Being then chain me to the wall. It's got  'enigma' in it but the W has been flipped, see? The overall effect hints at something African, which is great.
There are a lot of GFNs (Generic Fantasy Names), just syllables with -a or -ia or -ar added on the end. 'Necros' is lame, being filched from the Ancient Greek nekrós meaning 'corpse.' I'm sympathetic to the Tolkien Conceit, that fantasy names are just translations into familiar English of words that are really in other languages, so Peregrin Took was really "Razanur Tûk" in Westron. But if you're going to do that, be consistent. Shalamar should be named after the Greek for 'life' which is Zoe, Grom should be Polemos, Galignen should be Nosos and Marda should be Therion. Fine names all.
Some of the names have a whiff of poetry to them. Galignen has connotations of 'malignant' which is clever. I like the -u names Berethenu and Kitharu, which suggest (to me) something Babylonian or perhaps Romanian or East Asian.
Grom is a near-steal from Robert E Howard's Crom, the war-god Conan respects (I was going to say 'worships' but that's going a bit too far), and in turn adapted from Celtic myth.
But it's all a mad jumble really and not in a good way. Over on Zenopus Archives, there's a 'Holmes Random Name Generator' that creates fantasy names extrapolated from the quirky imagination of Basic D&D author Eric Holmes. These names may be random but they're not GFNs: Chor Paldon, Zoque Kar, Losho the Blue, I could do this all day. Try it yourself:
Holmes Name Generator
These names are random collections of syllables, but they're still evocative. Crucially, they're not European in flavour. They sound like they're from a slightly alien fantasy land: not Marda but Mardreb, not Dembria but Drebael.
Thomas Wilburn slams Forge for (among other things) starting off with 10 pages of myth-making before we get a content page, never mind rules: "mythology belongs in a background section in the main text, not at the very front where the reader has to wade through it just to get to the game." But the trend for '90s RPGs to kick off with thematic fiction or campaign setting before introducing the rules was well-established long before Forge came along. No, I don't object to the positioning of mythology at the start of the book and it's well-written: in fact, it's the best-written part of the whole book. I just wish the Kibbe Brothers had knuckled their foreheads and come up with names that were genuinely evocative or thematically consistent .

What cultural setting do these deities connote?
Five minutes of Google-fu (or half an hour with a decent encyclopaedia) prompts suggestions like this:
Picture
This harmonises the gods' names (I like that -u ending and -ara as the feminine suffix is more interesting than plain -a or prettified -ia) and Nergu re-names Necros along Babylonian lines. Just sticking an O- prefix in front of Grom works wonders (and connotes 'ogre').

Why would all the races use the same names? The creatures of Kitharu and Mardu get a synthesis of Babylonian and Yoruba names and the 'Grom-folk' (Higmoni, Berserkers, Ghantu) get Japanese-inspired adaptations. I think the Dunnar would have Celtic-style names (reverencing Dembara and Dobuna, Berethenu as Berethos and Grom as Crom) and let's go with Norse-style for the Dwarves (re-titling Berethenu as Borothor and Grom as Grotun) and Greek-style for the Elves (Berektor and Grotos). Names do amazing things: they imply a world.

Un-fun Strictures

No surprises here. Grom Warriors and Berethenu Knights both have to follow an honour code. For Grom-ites it's a simple barbaric code of never running away, fighting face-to-face and taking part in a demented yearly rally. Berethenudians have a chivalrous equivalent that gets more restrictive as they advance: eschewing armour and fighting fairly.
From a roleplaying perspective, these strictures are intensely external to your character's identity. It's frustrating for Berethenu Knights that they cannot wear plate mail and have to give away a tithe. Not being able to attack from behind makes a few combat encounters slightly more awkward than they have to be. But you can 'tick the boxes' with these requirements and play your cleric just like all the other characters. What we don't learn is what foods are forbidden, what clothing must be worn, what sex acts are condemned, what daily rituals must be enacted. In other words, what is like to live in the service of this god?
It's not that these trictures are inauthentic. They existed in historical paganism. The Venerable Bede recounts the conversion of the Northumbrians to Christianity in 627 CE. Coifi, a priest of Odin, is one of the first converts, and expresses his rejection of Odin by riding a stallion, since this had been forbidden  by his cult.
In Celtic pagan religion, heroes sanctified to the gods have geasa (or 'dooms') which are idiosyncratic strictures that must not be broken in exchange for their powers. The hero Cúchulainn has a geas to never eat dog meat and another to eat any food offered to him by a woman; when a witch offers him dog meat to eat, Cúchulainn is trapped in a dilemma.
Picture
The oddity is not that clerics suffer such strictures, it's that no one else does. There's a tendency for lay people to adopt the strictures associated with holy folk in order to make their own lives more holy. Over time, these strictures become the sort of codes of dress, diet and sexuality that make up a religious lifestyle. If Berethenu Knights tithe and behave chivalrously, then this sort of chivalrous, charitable code will spread to other people who don't have magic powers to lose. If Grom Warriors fight one-on-one and boast of their kills, then a culture of dueling and boasting will also become normative in society.
One way of handlig this is through Benefits & Detriments (pp17-18), which currently involve trading of advantages (being tall or stocky or having a resistance to poison) against drawbacks (arachnophobia, deafness or being one-eyed). Religious strictures make good Detriments and violation can be punished by removing experience checks or imposing bad luck (-4 on next Saving Throw).
It's interesting to reflect on what else Grom or Berethenu expect from followers. Are Berethenudians vegetarians or virgins? Or are they expected to marry and have families?  Are Grom-ites forbidden to marry or acknowledge their children? In the real world, sexual abstinence is the distinctive feature of religious observance yet it gets no mention in RPGs like Forge.
Distinctive dress codes and grooming are features of real world religions: Jewish peiyot (side-curls) and kippah (circular head coverings), beards in Islam, turbans in Sikhism, bindi (forehead dots) in Hinduism and Jainism. Often, these create a more abiding stereotype of a religion than anything the members actually believe or do. How does one recognise a Berethenu Knight? Do they wear sashes, turbans, shawls or phylacteries? Do Grom Warriors shave or wear hair down to their knees?
Of course, to answer these questions, you need to have a cultural conception of the fantasy world these people inhabit. Is it Northern European, Middle Eastern, Asian or African in tone? In order to decide whether  Berethenu Knights wear turbans or kilts, you need first to consider what sort of ethnicity they represent. Unsurprisingly, the Forge art represents 'Humans' as white Europeans (e.g. p12, p86, cloak, trousers, cean-shaven, mullet). That's disappointing (and not just because of the mullet) and it will take another blog to explain why.
From my perspective, the vibe I get from Forge's mythology chapter is a sort of Middle Eastern/Central Asian world - Persian, perhaps. This would suggest Berethenu religionists wear a sacred shirt and belt of white cotton and are called upon to marry only others who have taken Berethenu Vows. Grom-ites oil their hair and beards (which they do not shave) to make them shine. Both worship through a hallucinatory drink and maintain sacred fires, representing the fires of Mulkra where their gods are imprisoned.
Picture
This leads into the most important topic, which is how a fantasy world is shaped by its religions - a point widely ignored in games like Forge - and I'll get stuck into that in the next blog.
0 Comments



Leave a Reply.

    30 Minute Dungeons
    The Coney-Cliff Crypt

    Bring Me the Heart of Finbar Forkbeard

    The Inn of the Cold Companion

    Bury My Tusks at Broken Jaw

    The Vampyr's Wedding

    Return to Deadman's Isle

    The Crypt Bell Chimes
    Essays on Forge
    Bestiary of the Banal

    Some Enchanted Magic

    A Kind of Attack Magic

    Divine Magic

    Going Shopping

    Skillful Pilots

    Crunching the Numbers

    Reviewing Forge once again
    FORGE Reviews
    The World of Juravia

    Tales That Dead Men Tell

    The Vemora

    Into the Golem-Master's Workshop

    Beyond the Door to Monster Mountain
    OSR REVIEWS
    Dragon Warriors
    Warlock!
    Best Left Buried
    Return of Zenopus
    Necropolis of Nuromen
    Blueholme & Bluehack
    Beneath the Ruined Wizard's Tower
    Hidden Hand of the Horla
    City of Karan
    Dread Crypt of Skogenby
    The Ruined Tower of Zenopus
    White Box
    The Barbarian
    The Necromancer
    The War Smith
    The Demonist
    Expanded Lore 3
    Psionics
    The Detective
    The Houri
    Expanded Lore 2
    Expanded Lore 1
    The Illusionist
    The Assassin
    The Ranger
    Trauma rules
    Death rules
    RPG Hack
    Upon a Midnight Dreary
    Hell Hath No Fury
    The Ghost Hack
    Requiem for the Ghost Hack
    Future Projects
    Blood Hack
    BLUEHOLME
    Blue Hack Barbarian
    Necropolis of Nuromen
    Oaths Not Lightly Sworn
    The Desolate Wedding
    THROUGH THE Hedgerow
    Sowing the Seeds of Nemesis
    Go Gentry Through the Hedgerow
    A World Without Violence
    Buggebers
    Through the Hedgerow We Go
    Vampyre Hack
    Vampyres with a Y
    Bride of the Vampyre Hack
    Here Comes the Bride
    Spawn of the Vampyre Hack
    KULT TAROTICUM
    "Banned in Sweden!"
    Session 1
    Session 2
    Session 3
    Picture

    Fen Orc

    I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've started writing my own OSR-inspired games - as well as fantasy and supernatural fiction..

    RSS Feed

    Stuff I'm GMing


    Stuff I'm Reading


    Games I'm Loving


    Stuff I Wrote

    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture

    Archives

    April 2025
    February 2025
    August 2024
    July 2024
    June 2024
    May 2024
    April 2024
    March 2024
    February 2024
    November 2023
    August 2023
    June 2023
    May 2023
    April 2023
    March 2023
    February 2023
    December 2022
    November 2022
    August 2022
    May 2022
    April 2022
    March 2022
    January 2022
    November 2021
    May 2021
    April 2021
    January 2021
    November 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019

    Categories

    All
    Barrowmaze
    Blood Hack
    Blue Hack
    Blueholme
    Bushido
    Cthulhu
    Daily Ghost
    D&D
    Dungeons
    Fiction
    Forge
    Ghost Hack
    Hedgerow Hack
    Kult
    Magus Hack
    OSR
    Reflections
    Reviews
    Rules
    Scenarios
    Sessions
    Setting
    Through The Hedgerow
    Top Secret
    Vampyre Hack
    White Box
    White Dwarf

Powered by Create your own unique website with customizable templates.