Post by David on Oct 7, 2005 18:27:39 GMT -5
When TSR published Arabian Adventurers, the authors tried VERY hard to capture the essence of Arabian culture. But, a fundamental aspect of any image of Arabia is the monotheism of Islam. Naturally, however, monotheism is a non-starter in a Dnd cosmos where you clearly have Balder, Apollo, and Vishnu eating lunch together once a week at Amaterasu's place. So, TSR "fudged" and created Fate and the Law of the Loregiver. This construction gives a veneer of monotheism (and intolerance), without requiring it. Think of it as cultural law vs divine law. Moreover, it allows clerical types to play the variety of Muslim responses to conflicting faiths (from conversion-at-sword-point of the early 7th and 8th century to smug acceptance of similar [lesser] faiths in the 12th century). Personally, I think it was a masterful insight and why of all the various non-Euro-settings, I love Zakhara above all others.
So, the Law is a culturally-ensconced set of rules transcribed by the Loregiver from the words of Fate. Therefore, it is NOT universally enforced set of rules from the gods, but rather something upheld mostly by the churches and religions of men.
I should probably point out here, just so you're aware, I don't play that Odin, Zeus, Horus, Marduk, etc are constantly meddling in the affairs of humanity. So long as the basic points of worship are being carried out, humans have much latitude to specific points of dogma. As a result, you can have factional or regional differences in a single deity's worship (just like in the real world, although never as wide a spread because then the deity really WOULD step in). I think this makes religion a more meaningful construct in the game world and allows for some really cool situations (which I'll happily go into sometime if you're interested!).
Anyway, so Kor, Hajama, Najm, Selan, Jauhur, Jisan, Haku, Hakiyah, etc all are unified by a common pantheon and set of cultural values (much like the Olympians, Aesir, or gods of Heliopolis are), and further, those first five/six are PARTICULARLY close together, but they do not REQUIRE the destruction of all other faiths from their worshippers. Intolerance would (in my opinion) by largely a cultural construction in a world where other gods really can appear and kick a worshipper's ass. Thus, there are some clerics of the Enlightened/Zakharan gods that happily torture and kill unbelievers, just as human zealots have been doing on our world for centuries, but there are also other branches that simply turn a blind eye so long as no one preaches at them. When it comes to branches of the Pantheon (the union of Kor, Hajama, Najm, Selan, and either Jauhur or Jisan), tolerance is a bit more strained, as there is a compact between these gods to work together and tacitly not work with other deities. But, as a cleric of JUST Kor, this is a non-issue; just be aware not all your allies in the faith(s) might agree (much as there are many sects and splinters in Islam).
If a player wants to be a "tolerant" cleric of Kor, I would suggest you come from one of the Northern Cities (they're written up on the Oerdi Inn). The party currently is adventuring out of Muluk, City of Kings, but if you were from Utaqa or Qadib or another city, that should be fine too.
Such a character, a Northerner, would also be culturally (regional culture, that is) opposed to slavery too. And particularly tolerant of women in positions of power and authority, although more wary of non-humans.
And, from my Zakhara god PDF...
The Zakharan social structure is firmly based on a united tradition of social mores captured in the divinely-inspired teachings of a legendary prophet centuries ago. This Law was given to the Loregiver by Fate herself. Fate chose her prophet carefully, an intelligent and beautiful women over whom men and genies fought. Unfortunately, these beings were not ready yet for true civilization. The Loregiver transcribed Fate’s teachings onto scrolls until such a time as rational beings would be ready for such enlightenment. About five hundred years ago, a shepherd boy found the Loregiver’s scrolls. According to Zakharan society, the clarity, truth, and validity of the Law is such that any fair-minded, intelligent being can recognize their paramount authority. This boy became the first Caliph and his followers converted all of Zakhara. Since then, the unbroken line of the Caliphs in Huzuz have been the spiritual and temporal rulers of all of the Land of Fate.
Since civilized society is based on the teachings of the Loregiver and since the Law is both complete and absolute, it is vital for each person to follow these mores. Ethically-vague, one of the greatest principles of the Law is that every sentient being must serve a divine power, namely, the Enlightened Zakharan gods. Any who follow a non-Enlightened god is deluded and, many believe, may be taken as a slave in order to show the wretch the truth of the Law. Any sentient being which follows no god is no better than a beast in the wilderness and may be dealt with as such.
As a result of the Law of the Loregiver, Zakharan society is simultaneously homogenous and cosmopolitan. This region of the world is vast and the people of the Land of Fate come in many sizes, shapes, and colors, but all are equal before the Loregiver’s teachings. So long as a man follows the true gods, he has nothing to fear.
Although as a modern American, I find ideas such as slavery and the disenfranchisement of women distasteful, these are major cultural themes in the fantasy traditions of the Arabian Nights and therefore Zakhara. The Pantheon faith with its three types of clerics is the closest one can come to monotheism in a Dnd-style fantasy setting. None of this information should be taken as a statement on the belief systems of any culture, although I will say that here more than in most milieu, the fantasy role-playing genre allows for the exploration of social issues in unique and insightful ways much as good science fiction does.
So, the Law is a culturally-ensconced set of rules transcribed by the Loregiver from the words of Fate. Therefore, it is NOT universally enforced set of rules from the gods, but rather something upheld mostly by the churches and religions of men.
I should probably point out here, just so you're aware, I don't play that Odin, Zeus, Horus, Marduk, etc are constantly meddling in the affairs of humanity. So long as the basic points of worship are being carried out, humans have much latitude to specific points of dogma. As a result, you can have factional or regional differences in a single deity's worship (just like in the real world, although never as wide a spread because then the deity really WOULD step in). I think this makes religion a more meaningful construct in the game world and allows for some really cool situations (which I'll happily go into sometime if you're interested!).
Anyway, so Kor, Hajama, Najm, Selan, Jauhur, Jisan, Haku, Hakiyah, etc all are unified by a common pantheon and set of cultural values (much like the Olympians, Aesir, or gods of Heliopolis are), and further, those first five/six are PARTICULARLY close together, but they do not REQUIRE the destruction of all other faiths from their worshippers. Intolerance would (in my opinion) by largely a cultural construction in a world where other gods really can appear and kick a worshipper's ass. Thus, there are some clerics of the Enlightened/Zakharan gods that happily torture and kill unbelievers, just as human zealots have been doing on our world for centuries, but there are also other branches that simply turn a blind eye so long as no one preaches at them. When it comes to branches of the Pantheon (the union of Kor, Hajama, Najm, Selan, and either Jauhur or Jisan), tolerance is a bit more strained, as there is a compact between these gods to work together and tacitly not work with other deities. But, as a cleric of JUST Kor, this is a non-issue; just be aware not all your allies in the faith(s) might agree (much as there are many sects and splinters in Islam).
If a player wants to be a "tolerant" cleric of Kor, I would suggest you come from one of the Northern Cities (they're written up on the Oerdi Inn). The party currently is adventuring out of Muluk, City of Kings, but if you were from Utaqa or Qadib or another city, that should be fine too.
Such a character, a Northerner, would also be culturally (regional culture, that is) opposed to slavery too. And particularly tolerant of women in positions of power and authority, although more wary of non-humans.
And, from my Zakhara god PDF...
The Zakharan social structure is firmly based on a united tradition of social mores captured in the divinely-inspired teachings of a legendary prophet centuries ago. This Law was given to the Loregiver by Fate herself. Fate chose her prophet carefully, an intelligent and beautiful women over whom men and genies fought. Unfortunately, these beings were not ready yet for true civilization. The Loregiver transcribed Fate’s teachings onto scrolls until such a time as rational beings would be ready for such enlightenment. About five hundred years ago, a shepherd boy found the Loregiver’s scrolls. According to Zakharan society, the clarity, truth, and validity of the Law is such that any fair-minded, intelligent being can recognize their paramount authority. This boy became the first Caliph and his followers converted all of Zakhara. Since then, the unbroken line of the Caliphs in Huzuz have been the spiritual and temporal rulers of all of the Land of Fate.
Since civilized society is based on the teachings of the Loregiver and since the Law is both complete and absolute, it is vital for each person to follow these mores. Ethically-vague, one of the greatest principles of the Law is that every sentient being must serve a divine power, namely, the Enlightened Zakharan gods. Any who follow a non-Enlightened god is deluded and, many believe, may be taken as a slave in order to show the wretch the truth of the Law. Any sentient being which follows no god is no better than a beast in the wilderness and may be dealt with as such.
As a result of the Law of the Loregiver, Zakharan society is simultaneously homogenous and cosmopolitan. This region of the world is vast and the people of the Land of Fate come in many sizes, shapes, and colors, but all are equal before the Loregiver’s teachings. So long as a man follows the true gods, he has nothing to fear.
Although as a modern American, I find ideas such as slavery and the disenfranchisement of women distasteful, these are major cultural themes in the fantasy traditions of the Arabian Nights and therefore Zakhara. The Pantheon faith with its three types of clerics is the closest one can come to monotheism in a Dnd-style fantasy setting. None of this information should be taken as a statement on the belief systems of any culture, although I will say that here more than in most milieu, the fantasy role-playing genre allows for the exploration of social issues in unique and insightful ways much as good science fiction does.