Showing posts with label cosmology. Show all posts
Showing posts with label cosmology. Show all posts

Monday, September 16, 2019

More on McKinney's Carcosa, the Lovecraftian Pantheon, and D&D


 I noted in my previous semi-review of Carcosa that McKinney's take on the Lovecraft mythos was a bit odd. Only much later (or much recently) did I realize that his takes are derived from AD&D Deities & Demigods. I didn't notice it despite having read D&DG before because I read it during a different phase of my roleplaying days when the idea of PCs actually fighting gods seemed to be atrocious Munchkinry (I've since changed my attitudes). But that just raises more questions: Are the quirks of the D&D Lovecraft mythos examples of temporary fan theories, corporate obfuscation, or something else?

2 Warps to Neptune catalogs two sets of scans: the OD&D version of the Lovecraft mythos solely by Kuntz and the AD&D D&DG version by Ward and Kuntz. Note that Kuntz's version mentions the Ubbo-Shatla/Abhoth aspects of D&D Shub-Niggurath like I did. The OD&D Shub-Niggurath also does not spawn Elder Things, Deep Ones, or Mi-Go. Kuntz's OD&D Cthuga and Ithaqua also match the descriptions I've seen in Chaosium products unlike the fiery amoeboid and evil humanoid cloud of D&DG. It's unclear why Kuntz/Ward altered the (relatively) faithful OD&D adaptations into the more divergent D&DG versions.

Saturday, December 19, 2015

The Golden Man and The Mighty Destroyer

One of the principal deities of the Tarfel setting is the Sun-God. He is known as Ialtes in the Elvish languages and is the patron of the Day Elves. Humans know him instead as Yalt in Aumsland (an area analogous to Western Europe) and Yalil or Yalel in the Sunlands and the Citadel Kingdoms (analogous to Northern Africa and the Near East, respectively). Ialtes/Yalt has two distinct aspects or modes of being, one being a creative aspect and the other a destructive aspect.

The Golden Man

The creative aspect of Yalt is The Golden Man. He embodies the positive aspects of the sun: Warmth, light, and good temperature for harvests. His connection with harvests has also created an association of him with wealth. Many merchants therefore spread his cult on their journeys. He is depicted as a gold-skinned hairless male Elf or Human (depending on his worshipers). His physique his always that of a well-fed individual which in practice ranges from healthy-looking to rather fat. His expression consists of closed eyes and a serene smile. The Golden Man isn't widely worshiped among the Day Elves or the Humans of the Citadel Kingdoms because of the constant warfare these groups find themselves in. He is most commonly worshiped by the Humans of Aumsland and he has a small but growing cult in many of the Sunland nations thanks to merchant-missionaries.


The Mighty Destroyer

The destructive aspect of Yalt is The Mighty Destroyer. He embodies the negative aspects of the sun: Drought, dryness, skin diseases, and fires caused by drought. He is also revered as a war-god because of this destructive bent. He is depicted as an exceptionally powerful male Human or Elf with a male lion's head. His mouth is almost universally open in manner suggesting a snarl or growl. The Day Elves worship Ialtes almost exclusively in this aspect, as do the Humans of the Citadel Kingdoms. Unlike the cult of The Golden Man, the cult of The Mighty Destroyer is wholly unconcerned with proselytizing. 



Wednesday, December 16, 2015

Cats of Chaos

I've got some ideas I had for a setting (not Tarfel but yet another unfinished setting that's even less developed). The setting is based on Egyptian and Mesopotamian mythology
The idea is that there is a Law (relatively good) versus Chaos (relatively evil) conflict here with the sun god and his wife on the side of law and the cat-god of chaos on the side of chaos (SHOCKING TRUTH!). There are other animalistic/totemic gods that exist in a precarious middle ground between the two camps but I'll detail those later. This god has few worshipers because of its destructive nature but its able to create and command many servitors in the mortal world. What follows is brief overview of its most prominent servants.

 Picture sort of related

Ahharu 

The Ahharu are mortals, usually cannibals, who have been given the ability to change into a monstrous version of themselves: When they transform, their muscles bulge, their hair becomes mane-like, their eyes become like a cat's, and their teeth become wicked fangs. Their only weakness is that they cannot assume their monstrous form except between sunset and sunrise.

Djinn

The Djinn are sowers of chaos, using their power to grant wishes to destabilize society. Djinn closely resemble Humans but they are much larger (generally 8 feet tall), they have cat-eyes, and their finger and toe nails are instead shiny black claws. Djinn meddle with mortals not because of some cosmic mission but because of sadistic voyeurism. Occasionally a Djinn will bestow a measure of his or her own power upon a mortal, turning that person into a Sahira.

Lamia

The Lamia are simply murderers. Unlike the Djinn (who enjoy the comedy of errors mortals put on) or the Sphinxes (who enjoy mortal flattery), Lamia hate all mortals and desire only their destruction.
Sometimes they attack blatantly and other times they act more subtly but their motivation is always the same. Lamia have the upper body of an exceptionally attractive mortal woman and the lower body a great cat.

Sahira (Witch) 

Sometimes a Djinn finds a mortal with deep emotional troubles or an overriding obsession. To these they gift the power of magic, turning them into Sahira. The motivations behind a Sahira's actions vary from revenge, greed, or even atonement but they are unstable enough to make them dangerous regardless of their reasoning.

Sphinx

Sphinxes are the only servitors of the chaos god that aren't considered wholly evil. Local populations treat these scholar-demons with a mix of fear and pious respect. Sphinxes are incredibly intelligent and have divination abilities that make them much-sought as oracles. Sphinxes don't perform these services for free: They demand treasure in exchange for their services, not because such treasure has value to them but because they recognize the importance of treasure in mortal society and the respect it brings. Sphinxes have the bodies of great cats with the chests and heads of Humans and a pair of hawk-like wings on their backs.

Wednesday, June 24, 2015

The Powers that be

One thing that always puzzled me about D&D 3.5 was the separation between evil gods (like Hextor) and evil entities that weren't gods but could still grant spells (like Yeenoghu). It always seemed to me that at the level of power there was no real difference between the two.

In this post, I'm going to describe my schema for how those concepts fit together. This schema is my default for generic/traditional fantasy and the mindset I use when thinking about stuff for my Tarfel setting (which is in desperate need of development). I don't have a relevant picture so here's a Pie Fiend.


Powers are supernatural, non-mortal entities that can channel their energy into magical gifts given to mortal creatures. Some Powers are also Gods (see below); Powers who aren't Gods are usually Elemental Princes, Demon Lords, Archcelestials, or other powerful beings.

Gods are Powers who have a cosmological function or concept that they work to maintain.  How they keep these functions/concepts working is something unfathomable to non-gods. Even Gods that are in charge of things like slacking off or partying naked spend most of their time making sure that their concepts don't break down.

If a God dies then a cosmic imbalance occurs: either his function/concept stops working entirely or it goes out of control. For example, if a God of death is destroyed then the world perhaps death doesn't occur and all creatures continue to live on in horrifically wounded bodies (a lack of death); alternatively, everyone is dying from papercuts, splinters and scratches (an excess of death).

No matter happens, the death of a God is a very bad thing for everyone. It can take centuries for the quasi-sentient divine spark to find a new host and restore cosmological balance. For this reason, the Gods seek to conquer their enemies and bind them in divine pacts of servitude rather than kill them. Religious wars in the mortal world are often part of an indirect strategy to weaken specific gods.

Non-divine Powers have affinity for and limited power over some functions and concepts but aren't responsible for maintaining them; their deaths and their existences have little impact on cosmological balance.

Gods also have religions dedicated to them and a hierarchical priesthood of some sort as well. Depending on the God's personal attitudes the hierarchy might be a rigid structure resembling military commands or government bureaucracies or it could a very loose structure more akin to a social club. Magical ability often indicates the favor of Gods but doesn't necessarily give priests a higher authority. Gods tend to have a large number of worshipers and the support of local governments.

Gods also have Precepts, general edicts issued by the Gods themselves to do certain things ("Give to the poor from the bounty of your harvest") and avoid others ("Never extend or accept a truce with an Undead"). All Gods require their worshipers to follow their Precepts, although they generally don't notice transgressions unless these occurring on a large scale (such as whole region) or committed by those the Gods have empowered. Gods don't usually change their Precepts or declare new ones.

Supplementing Precepts are Doctrines, mortal teachings derived from Precepts but focusing on practical interpretations. So for example a doctrine derived from "Give to the poor from the bounty of your harvest" would be that only plants that can be used as food or clothing truly need to be shared while intoxicants like tobacco do not.

Gods rarely bestow magical gifts on those who worship them and devoutly follow their precepts; even more rarely a God may offer a non-worshiper such gifts if he agrees to convert to the worship of his new patron.

Non-divine Powers in contrast do not have Precepts or Doctrines; They offer their gifts to those who seem to fit with their interests or even at random. The contract is often simple: In exchange for the gift of magic to be used unconditionally as the mortal sees fit, the mortal must fulfill one task chosen by the Power at some point in the future.

The task given varies on the Power bestowing the gift. Fiendish Powers tend to choose particularly gruesome acts like cannibalism or torturing a sapient being to death. Celestial Powers instead select grueling but benevolent tasks such as giving every orphan in the city a loaf of bread or a long pilgrimage to many sacred sites.

The general train of thought is that once a mortal tastes the power and realizes that the tasks is easy to fulfill, the mortal will be tempted to make more pacts for more gifts. The Powers hope that this process will corrupt (or purify, in the case of Celestial Powers) the mortal and increase their own influence. Unlike the priests of Gods, the priests of non-divine Powers base their hierarchies on the magical gifts they've received from their patrons.

A third group along with Powers and Gods are Idols. An Idol is a non-Power that is worshiped. Idols may have Precepts and Doctrines but can't bestow gifts the way real Powers can, although some manage to simulate this with skilled applications of sorcery.

A final note is that Gods are nearly omniscient in regard to their function/concept but have difficulty focusing on and observing the mortal realm. Most of the time, Gods just can't tell anything is going on unless it's a big happening like a major war or a massive revolt. Gods mainly collect information from their Servitors (Outsiders created from the souls of the faithful) and from those they have bestowed their gifts upon. Sometimes Gods will also send Avatars, physical manifestations made of their own essences, to survey the mortal world. Many Gods prefer Avatars because they get to experience the realities of the mortal realm directly, without the lens of another mind altering their perceptions.

Non-divine Powers find it relatively easy to perceive the mortal realm, although their scope is usually limited to a single region at a time. These Powers also lack the ability to create Servitors. so they are limited to obtaining information from their few gifted followers or their Avatars.