Brian and Drew brought up some very good ideas/questions
about the spontaneous generation idea I mentioned a few posts back, and I
wanted to take a moment and focus on those before moving further with the world
creation.
As a quick reminder, Spontaneous Generation is a now defunct
theory that living creatures can develop without descent from similar
organisms. So, fleas can develop from
dust, and maggots develop from meat. It’s
obviously bunk to modern people, but it was a fairly respected theory for millennia. Now, the reason why I like this is that it
allows for the creation of evil monsters and creatures without needing to
explain how exactly they evolved, or if there are groups of little orcish
children being sung to sleep by their orcish mothers before getting up in the
morning, being fed a healthy breakfast, and then going off to orcish school and
playing with their orcish classmates at recess before a group of heavily armed
humans show up and murder their parents.
It’s not that I don’t care for moral quandaries in RPG’s, but I don’t want
this one.
On one hand, it’s been done, to death. And it’s annoying. It’s not fun or shocking anymore. On the other, sometimes you want the monsters
to just be monsters and not have to worry about complicated societies. Of course, there is nothing that precludes
the development of a society and a culture after the generation occurred, so I
certainly still have the freedom to bring that in, if and when it makes
sense. At the same time, it also helps
to justify the weird and bizarre monsters like hippogriffs and owlbears and tendriculos. Anyway, to spare you from having to read
through earlier posts, here’s what Drew said:
Just a thought experiment: what if "elf" and "orc" were sort of possibilities, instead of absolute peoples? Elves could have become human once they lost sight of the Light of Elsassar (or whatever). Humans could become Orcs over too many generations in the Broken Lands (or whatever).
And Brian:
What would you say to spontaneous generation of all races; goblins and orcs, but also humans, dwarves, and elves? If tragedies and violence creates orcs, maybe acts of charity or civility creates the good races. If a church was devout, it would generate its own orphans... and like all good spontaneous generation phenomenon, it is indistinguishable from more mundane/accurate explanations like people hiding babies in the pews. Anyway, it might be a good hook for a character, especially a cleric or paladin, if they were literally a child of a church or a city.
There's also a neat bit in the spontaneous generation article about "had to be trials of combinations of parts of animals that spontaneously arose. Successful combinations formed the species we now see, unsuccessful forms failed to reproduce." There's your bestiary, there's your explanation of why there are owlbears.
I like both of these ideas and concepts—as they allow for the
chance for change among a person or persons, as well as justifying “miracle”
births and truly bizarre creations. I
don’t want to go into too much detail or thought about what the actual “cosmic
rules” are for such creations, as I don’t feel I can effectively map it out in
advance, nor do I believe it would benefit the game. Obviously, in this world, philosophers and
theologians have numerous and heavily debated theories about these rules, and
there would be scholars and sages who spend their lives trying to catalogue and
explain this phenomenon. For now, we’re
going with certain creatures are created based on the world around them, and
strong and powerful events can create new species or new people, or even
fundamentally change a person or persons based on their choices and
experiences.
It also implies a very strong sense of predestination in
peoples general world view. And this
might explain the “Lawful” element I rolled up earlier for my setting. In a world like D&D (and, again, I’m
building this world assuming that the standard rules of AD&D 2nd
Edition are the default), alignments are more than just a person’s general
behavior or worldview. They are cosmic
powers and constants. There is something
of an absolute Law and Chaos and Good and Evil.
As an aside, one of the issues with standard D&D
alignment is how subjective it is. One
of my friends made a very compelling case for playing an “evil” Paladin as the “typical”
Paladin can easily slide into religious fundamentalism, an inherently Evil
state of being. I had to deny her that
character--the game we were talking about was an out an out “evil” game and was
intended more of a “yes, we’re evil!” and less of a “I’m good and I know what’s
best for everyone around me—do what I say or I’ll kill you for your own good.” Also, I’m not sure I was convinced by her
logic. I mean, sure, for a normal
person, that risk is very present; but a Paladin is, at least in my mind and definitely
in Galicia a person who is both purely Lawful and purely Good. Now, this raises the question of what is “good”
but I would have a hard time coming up a definition of good that does not
include toleration and compassion.
Anyway, I’m not as interested in Good vs. Evil as I am in Law
vs. Chaos. In the fantasy literature upon
which D&D is based, it was this conflict that drove most of the plots, not
the classic good against evil. Of
course, even in these pulp novels, Law and Good were almost always intertwined,
along with Chaos and Evil. But is that
necessarily the case? And what really is
“Law” and “Chaos” anyways? Chaotic Good
is often an alignment assigned to a “freedom fighter”, but what about someone
like the American Revolutionaries, who were, after all, fighting a conservative
rebellion initially to maintain the status quo—would they not be Lawful?
So, I’m going to use my own definitions of Law and Chaos, at
least on a cosmic scale. With
spontaneous generation, there is a belief in the land that how one is born is
how one is supposed to live one’s life. If you are born the son of a pig farmer, you
are supposed to BE a pig farmer, marry another pig farmer’s daughter, and raise
children who are to become pig farmers. If you are born a noble, you are supposed to be a noble—fight, rule, and
conquer. You don’t challenge the status
quo—you do what you are told, eat your vegetables, and get to work. While society is still recovering from the
collapse of the Elven Empire and the forming of new Kingdoms, castes and social
classes remain rigid, with strong distinctions made between them. Peasants wear brown and earth tones, nobles
get to wear bright colors, and only priests can get away with wearing all
black. Purple is right out unless you
are a sovereign. In this world, everyone
knows their place, and everyone expects you to know your place. When you live in a world where some giant underground
ant thing can burst out of your field at any time and eat all your animals, you
damn well cling to traditions and proper behavior to keep some semblance of life
going.
But, there’s always another force, isn’t there? For every garden, there’s a serpent,
whispering in your ear, asking questions—questions you can’t answer. Questions that make you doubt what you’ve
been told. That makes you want to try
something different. To stop being a pig
farmer and pick up a sword. To defy the fate
that has been handed to you and strike out on your own. To become powerful enough to put on a
slimming all black outfit with a giant purple hat because what are the priests
going to do to you? You’re 7th
level!
These are the adventurers, those people who aren’t going to
play by society’s rules. Some are rude
and crude punks who love to challenge the social norms just because they
can. Some are called to a higher
purpose, to fight the great fights no one else will. Some were just born different, strange
children with odd hair or are left handed.
And some…some were just dissatisfied with their lot in life. They look at the Galts and see not a race “born
to conquer and rule” but a group of illiterate savages who stole the purple
from the elves with daring and guts, and realize that could be them too.
So, again, most people are Lawful; they do what they’re told,
and live the lives that have been laid out for them. In terms of gender, women are, generally,
second class subjects. Though how “second
class” depends on your class. Noble
women are really just there to manage estates, bear children, and to be passed
around in the ever shifting game of alliances and betrayals. The lower you go down the social ladder, the
more rights they enjoy and the more equal they’re treated—it’s hard to keep
someone locked up in a house when everyone has to work. Of course, mechanically, there’s no
difference between male and female characters, and if women have even more of
the deck stacked against them in terms of what they are supposed to do, then
they merely have all the more motivation to throw off the shackles of society and
form their own lives.
But how does society deal with Chaotics? Well, on the local level, it varies. In general, the Chaotics are viewed with a
mixture of fear and disdain. So long as
times are ok, and the Chaotics seem to be having it worse than those around
them, they’re tolerated and maybe pitied.
Cities tend to be more accepting of these odd balls, and many temples
become safe refuge for them—certain faiths believe that the Chaotics are just
waiting for their fate to be revealed to them.
In times of hardship, or if the Chaotics seem to be having it better
than those around them or are perceived to be making a nuisance of themselves…well,
things can get nasty for those who are different. The close familiar ties of most villages and
towns prevent outright persecution of such people—but it doesn’t mean that
violence up to and including killings don’t occur.
Which leads me to spell casters. Clerics, to one extent or another, are pretty
much always seen as being Lawful. Even
if a particular character is chaotic in their personal alignment, they are part
of the society. Even if they are hermits
In the woods or itinerant preachers, they are following the gods’ will and are
expected to be a bit “weird” compared to average folks. Wizards, on the other hand, are always viewed
with suspicion and fear. By definition,
they are not following the rules; they break out of the places man was placed
by the gods, and challenge the very idea of how the world should be. They’re not killed on site (most of the
time), and many people secretly hope to either learn magic or to avail
themselves of the services of a spell caster, but they are few and distrusted
all the same.
No one really likes having someone challenge their deeply
held beliefs, especially if that person does it while flying over their muddy
village and lobbying fireballs everywhere. Seriously, screw that guy.
Of course, success confers legitimacy. The pig farmer who grabs a sword is greeted
with laughter and a bit of pity. If he
survives his first battle, he was lucky.
If her survives ten battles and shows up with a small army at his back,
he’s no longer treated as a pig farmer; he’s now a noble. Same thing with woman—sure, they might be
second class citizens, but Sir Elaina is no longer a pig farmers daughter, she’s
a damn bad ass who held the pass for an hour against the Goblin Horde!
As an aside, the handful of women who do manage to attain
knighthood are referred to as “Sir,” same as a man. None of this “Lady” or “Dame” crap or what
have you. A knight is a knight, a knight
is called “Sir” and you will address her as such, or she will gut you like a
pig—and Sir Elaina has had plenty of experience gutting pigs.
And maybe that’s how society deals with these weirdoes—you
just put them in a different category. A
woman who wears armor, carries a big honking sword and kills everyone who looks
at her cross-eyed? Clearly a man who was
born into a woman’s body. A man who
likes to sleep with other men? Clearly a
woman born in a man’s body—so long as he wears a dress and behaves as a woman,
everyone can accept him in “her” new category.
Of course, getting to that point isn’t easy—your family and village want
to keep you in the same box they thing you “belong” in, but people make it
work. Many of them end up leaving their
villages, to move somewhere else where they can more easily adopt their new
roles,
Having said that, I think I’m going to change the results of
my “society alignment” roll from Lawful Good to Lawful Neutral. Seems a bit more fitting for what I’m
thinking of.
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