The Nifty Gaming Blog is mostly about Dungeons & Dragons, plus general high fantasy and RPG nonsense. It is the half-baked brainchild of Patrick McCarty, who also does serious, grown-up writing over at Cracked.
Friday, September 20, 2013
4E Forever Fanzine
So I meant to link this when it came out but forgot--if you don't already know about this, you should check out 4E Forever, a promising new fanzine for Dungeons & Dragons 4th Edition. I'm a huge 4E fan, and once I started playing it I felt like it was the D&D game I had always wanted. I like Next too and I'm excited for what's to come, but it's nice to see that people still care about 4E.
Thursday, September 5, 2013
Let's Build a World: The Empire of Dragons--What is a Dragon?
A quick post, because I
realize there’s something I’ve been doing with The Empire of Dragons that I’m
not sure I’ve ever explained. See, there’s dragons, and then there’s Dragons.
In the Empire, the word
for “Dragon” is the same as the word for “citizen” and “person.” With very few
exceptions, if you’re a dragon then you’re a citizen of the Empire and
considered a full person in the eyes of its laws and society. You’re a
capital-D Dragon.
However, you don’t have to be a dragon to be a Dragon.
Originally, this was because of dragons’ well-documented propensity to mate
with humanoids. There were people who didn’t at all look like dragons claiming direct descent from an actual Dragon—so where
do you draw the line? Dragons often wanted their children—even ones they had
with humanoids—to be citizens. But what about their children? And their children
(and so on)? Quickly, the rule was established: whether or not you were a
dragon, you were a Dragon if any Dragon said you were.
On the other hand,
certain crimes can get you stripped of your citizenship, and while it’s
forbidden to kill a Dragon, killing a non-Dragon is okay, even if they’re a dragon. Lowercase-d dragons, who lost their
citizenship for whatever reason, generally go into exile and live solitary existences
with their meager hoards, thus giving player characters plenty of classic
boss-monster dragons they can slay with impunity if that’s the sort of campaign
you want.
Incidentally, this
practice is the more likely explanation for the origin of the name of the
Mountains of Exile—disgraced former Dragons risked death by staying in the
Empire, so they braved long flight over the mountains to the north to find a
secluded cave in the more peaceful Orclands beyond.
Let's Build a World: The Empire of Dragons - Beyond the Empire
For now, the Empire of Dragons setting
focuses on the titular empire—but what else shares its world? What powers can
possibly compete with the might of the Dragons?
The Dwarves
Many a Dragon makes
their home in the cavernous ruins of the old dwarven kingdoms. Within the
Empire’s borders, the dwarves have long since been chased out of their former
homes underground. Now, the few dwarves that live in the Empire dwell on the
surface alongside the more abundant humanoids. There are rumors of
long-forgotten dwarf kingdoms, deep beneath
the Empire, waiting for the right moment to return and reclaim their
ancestral halls, but most consider this to be nothing more than legend.
The last great kingdom
of mountain dwarves lies in the rugged mountains north of the Empire. In
Draconic they are called the Mountains of Exile. The dwarves who live there
call them the King’s Halls. The dwarves here are reclusive, jealously guarding
the treasure of the mountains. They have almost no contact with the Empire of
Dragons, and little more with the other powers in the world.
Occasionally, a Dragon
will try to carve out a little fiefdom for themselves on the southern slopes of
the Mountains of Exile. They tend to
disappear, and whatever followers they had managed to gather up in their
ill-fated endeavor quickly abandon the mountains after that.
No one is sure how the
dwarves protect their homeland. Some claim they are merely servants of the
mountains themselves, while others say they survive by making bargains with
strange, terrible creatures that live far beneath the earth. Other legends say
that the god of the dwarves, called the All-Father (perhaps an aspect or a
creation of Tiamat the Artificer) was imprisoned by Io deep beneath the
Mountains of Exile, giving them their name. There is power in the All-Father
yet, but only within those mountains. The dwarves have worked tirelessly for
generations, digging their tunnels ever deeper in order to free him and take
revenge on the Dragon God.
The Orcs
To the north of the
Mountains of Exile is a vast territory consisting mostly of temperate forest
and grassland. Stretching all the way to the frozen tundra of the north, the
Dragons call this country Orcland. In truth, much of this land is also claimed
by the dwarves, whose tunnels run far north of their mountain home. But the
orcs do not mine for the treasures of the earth, and so they are considered
welcome guests, free to hunt and farm on the surface of the dwarven land.
Mostly, the orcs are
peaceful, living in small agrarian villages or subsisting as nomadic
hunter-gatherers. They have a few cities, mostly on the coasts or near the
entrances to the dwarven kingdom, where they sell food and textiles in exchange
for baubles from the dwarves’ mines. They mingle freely with the humans and
elves in their land.
The Orcland is home to
the Orc King, a warrior so powerful he was blessed with immortality and
sovereignty over his people (or so it is said). He claims to rule over all
orcs, even those outside their ancestral homeland, and nearly all orcs—even those
living within the Empire—pledge loyalty to the Orc King.
It is generally
believed that, were the Mountains of Exile not in the way, the Orclands could
be easily conquered by the Empire of Dragons—however, even within the Empire,
the Orc King is spoken of with respect. He remains hidden away in his fortress
in the far north, ruling only through his viziers. Legends tell of him felling
an entire army singlehandedly, or calling on legions of ancestor-spirits to
fight at his side. And even if the orcs could be conquered, there is little
that would be gained from taking their land, since the dwarves lay claim to the
valuable resources beneath it.
The Elves
The elves are a
scattered, seafaring people, living in a loose alliance of islands, protected
by powerful magic. The Empire covets these islands, as they hold untold magical
secrets in libraries older than the Empire. The few remaining doorways to
Faerie are also hidden in the elvish islands.
Barring the few
ill-fated attempts on the dwarven homeland, the past few centuries’ worth of
military history in the Empire of Dragons has consisted of slowly conquering
these scattered islands. The conquered elves usually assimilate into the Empire
fairly easily. A Dragon is appointed to rule over their island, but life goes
on as normal provided the elves allow the Dragons free access to their magical
libraries.
It is a source of
constant frustration to the Empire that not all of the elves’ secrets are
contained in their libraries. Many of the islands rely on the magic of the land
itself, and when the land’s protection fails and the Dragons conquer it, the
island dies. Try as they might, the Dragons have been unable to access the
elves’ nature magic.
The Goblins
There is another
continent, across the ocean. Called the Western Land by the Dragons, it is home
to the Goblin Empire. The Goblins and the Dragons have thus far avoided total
war, and for most of their history have been content with a long and uneasy
peace. The Goblins are masters of arcane magic, which they use in the service
of their rigidly hierarchical, militaristic society. Reports from their clashes
with the Dragons tell of huge airships that blast magical energy at their foes,
and foot soldiers clad in indestructible armor that is lighter than silk. The
Goblins’ army is said to have terrible monsters in its ranks, created by transforming
prisoners into unthinking, unstoppable killing machines.
Like the Dragons, the
Goblin Empire craves the magical knowledge that the elves hide. When the two
great empires battle, it is usually over these islands. When the Goblins
conquer an elvish island, however, they raid them for anything usable and then
demolish everything that is left. The inhabitants are shipped to secret bases
on the mainland. Those with magical knowledge are put to work developing new
superweapons for the war effort. Everyone else is “processed”—transformed into
monstrous soldiers for use in their next campaign.
Many of its subjects
despise the brutality of the Goblin Empire, and they often flee to the shores
of the elvish isles, the Orclands, and the Empire of Dragons. They find welcome
enough in the Orclands—though few manage to reach those far northern shores.
Most goblin refugees eke out a meager existence in elf and Dragon territory,
where they come under immediate suspicion of being spies. A goblin can bargain
for their freedom in exchange for secrets from their homeland, although even
then they are rarely trusted, and must eke out a meager existence as servants
and laborers.
From these refugees,
the Dragon Empire knows that the Goblins have been gearing up for an all-out
attack on the Dragons for generations. Conquest unites the goblins, and as long
as they have a common enemy, their empire will remain intact.
Others
There are secondhand
reports from the mountain dwarves that the long-forgotten drow are returning to
the world, from doorways to Faerie hidden deep underground. Some say they
are coming at the behest of their brethren,
the elves who, trapped between two unstoppable empires, must turn to their old
enemies for aid.
There are those who say
that the other doorways to Faerie, the ones hidden throughout the world, never
really disappeared as most believe they did. It is whispered that the elves
await the opening of these gateways, when their fey allies will swarm into the
mortal world and destroy the two empires that have plagued them for years.
Some speak of other
foes, strange alien creatures that hide in the depths of the earth and long to
conquer it. They are hideous beings wrought of pure madness, and though they
are few in number and hidden far from the surface, they are infinitely patient.
Tuesday, September 3, 2013
LGBTD&D: His Beloved
Did James Wyatt and Matt Sernet quietly make D&D history?
There’s a new Wandering
Monsters today from James Wyatt, about origin stories for D&D monsters.
It’s quite good, and worth a read even if you don’t care about D&D Next, if
only because you might find something in there worth plundering for your own
campaign. There’s a lot in there to talk about, but what I’m going to focus on
is pretty much irrelevant to the actual topic of the article.
I’m going to start with some
short, disjointed quotes from the second story, which Wyatt credits to Matt
Sernet. They’re not supposed to make sense, I’m doing this to point something
out:
“This one tells of a young man
whose beloved, a sailor, was lost at sea…the young man went to the shore and
called upon the gods of the sea and all other powers to return his beloved to
him. In answer, or so it seemed, a withered crone emerged from the water…she
spoke to him, offering to return his beloved if he agreed to perform a task for
her…
The young man demanded the return
of his beloved first, and the hag agreed…
The young man ran to the boat to
greet his beloved, and a pair of rotting arms rose up to embrace him. His
beloved was dead, drowned and nibbled by the fishes, risen by the sea hag’s
magic into a horrible zombie. The young man fled.
…
But the young man’s mind was all
but gone. His memories of his life before this hideous transformation were
vague at best, and he had no memory whatsoever of the beloved who had driven
him to his fateful bargain.”
Quick, what is the gender of the
ill-fated young man’s beloved? How do you know? Read the whole article if you
think I’ve pulled some trickery with the ellipses—the story goes out of its way
to avoid giving the beloved a gender.
I assumed the character was male.
Partly because the story conspicuously avoids a gender, partly because that’s
what I immediately thought when the
story referred to a sailor. Which is evidence of bias on my part, obviously—although
in my defense, D&D’s “default” is a sort of medieval-Renaissance high
fantasy pastiche, and in the real
middle ages a sailor was probably going to be a man. But this isn’t the real
middle ages, and it’s a generally accepted convention that the D&D world
has at least something approaching gender equality. If nothing else, DMs don’t
give female PCs a tough time for being female, although in-universe you could
say that NPCs are as sexist as anyone in the middle ages, but not in front of an obviously-powerful female
wizard/cleric/rogue/fighter/etc.
But in the egalitarian world of
D&D, a female sailor wouldn’t be remarkable. There wouldn’t be any controversy—certainly
not for the story’s real-world audience—if the story definitively identified
the sailor as a woman.
So I still read the sailor as a
man, which makes me wonder if this is as close as we’ll see to representation
of gender and sexual minorities in official D&D content. And while I
applaud James Wyatt, Matt Sernett, and Wizards for being inclusive at all, I’m
disappointed that they feel like gay characters are only possible if they sneak
them in by way of gender ambiguous zombie sailors. Still, baby steps I guess.
I did a little looking around online after I read the article. I’m
not really hip to the D&D tie-in fiction world and I’ve only seen a small
fraction of the published adventures out there, so there’s a ton of official
content that I’m not aware of. From what I found, though, it doesn’t look like
there are many gay characters, even implied gay characters like our friend the
ambiguous sailor.
But, it turns out Pathfinder is
ahead of the game in this regard. I ran across this forum
post from James Jacobs: “GLBT characters exist in Golarion, so make sure
they're included.
As long as Paizo continues to
have GLBT employees, we'll continue to put GLBT characters into our products.
In fact, even if the employee thing changes, we'll still put GLBT characters into
our products. As long as I have anything to say about it at least. There's a
gay couple in the next adventure, in fact, so the inclusiveness isn't stopping
with Anevia and Irabeth in this AP.
Furthermore, I'm gonna keep doing
this in our APs until it's no longer an issue and folks just talk about the
adventure without really pausing to discuss whether any one NPC is a sorcerer
or wizard. And at that point I'll keep doing it.”
I don’t play Pathfinder. LGBT
inclusiveness isn’t enough to get me to pick up a game system I don’t like. But
I applaud Jacobs’ sentiment, and I wish Wizards would follow Paizo’s lead on
this.
I wish I could see people like me
in official D&D content. I wish I didn’t have to make a big deal out of a
gender-ambiguous sailor in an article about monsters, because I wish that wasn’t the best representation gay
people could hope to get in an official D&D product.
Tuesday, August 6, 2013
On Place-Names
I've always struggled naming places in campaign worlds. This sometimes happens when I'm a player - I've had DMs have us make up locations for our character backgrounds, which they then incorporate into the geography of their campaign world (or they ignore them and we assume that they're off the map/too obscure to warrant inclusion, and that's fine too). I can rattle off a serviceable backstory easily enough, especially since background has never been all that important in our games. What matters is what happens at the table, after all. But coming up with a place for my character to be from can leave me paralyzed for minutes on end.
But however bad that can be, it's way worse when I'm DMing and I try to create stuff out of whole cloth. I originally used the Nentir Vale map for 4E, keeping the locations but freely reinterpreting them for the purposes of my own campaign. But as time went on and the lore for the setting grew, I got more and more paranoid about contradicting something established.
But you can just ignore the established lore, say the straw-man voices in my head. Maybe you can, I reply. I can't. Not easily, and not without needless hand-wringing.
I don't have this problem with naming characters. Names can be recycled. I can name my evil wizard Arthur, it doesn't matter that, in another universe, there's a legendary king named Arthur, it's just a name.
But places have names that are supposed to be unique. Sure there's fifty Springfields, but I can't have my players climbing Mount-Everest-No-Not-The-Real-One. But anytime I try to come up with a sufficiently "fantasy"-ish name I feel like I sound ridiculous. I can't send my players to the Lost Caverns of Mimsy-shriftenbibble. Other fantasy works can have nonsense-word names without issue, but I can't hack it.
The reason I bring this up now, incidentally, is because I was sitting on a train platform in New Jersey, thinking about how many place-names in the U.S. (particularly the east coast) are recycled. If they're not named after people, they just stuck "New" before some town from England for which they presumably felt homesick (or, possibly, wanted to thumb their nose at). I thought, it must have been nice to have a whole country's worth of place-names all ready to go when youdiscover a whole new continent steal someone else's land and put a country on it.
But then I remembered my summer in London, and how I will never stop thinking "Cockfosters" is effing hilarious. If I came up with that on my own for a D&D campaign I'd never hear the end of it, but it exists in real life and I guess everyone in London manages to keep a straight face about it.
Anyway, my solution for the place-name problem is usually to just use descriptive English words, possibly mashed together: "The Stone Hills." "The Grey Mountains." "Bluestone Hollow." "Greenbridge Village." But I worry that that's getting old--how many "[Color] Mountains" does your average fantasy world need anyway? So how do you handle place-names in your campaign? English words? String syllables together and hope for the best? Create entire fictitious languages?
But however bad that can be, it's way worse when I'm DMing and I try to create stuff out of whole cloth. I originally used the Nentir Vale map for 4E, keeping the locations but freely reinterpreting them for the purposes of my own campaign. But as time went on and the lore for the setting grew, I got more and more paranoid about contradicting something established.
But you can just ignore the established lore, say the straw-man voices in my head. Maybe you can, I reply. I can't. Not easily, and not without needless hand-wringing.
I don't have this problem with naming characters. Names can be recycled. I can name my evil wizard Arthur, it doesn't matter that, in another universe, there's a legendary king named Arthur, it's just a name.
But places have names that are supposed to be unique. Sure there's fifty Springfields, but I can't have my players climbing Mount-Everest-No-Not-The-Real-One. But anytime I try to come up with a sufficiently "fantasy"-ish name I feel like I sound ridiculous. I can't send my players to the Lost Caverns of Mimsy-shriftenbibble. Other fantasy works can have nonsense-word names without issue, but I can't hack it.
The reason I bring this up now, incidentally, is because I was sitting on a train platform in New Jersey, thinking about how many place-names in the U.S. (particularly the east coast) are recycled. If they're not named after people, they just stuck "New" before some town from England for which they presumably felt homesick (or, possibly, wanted to thumb their nose at). I thought, it must have been nice to have a whole country's worth of place-names all ready to go when you
But then I remembered my summer in London, and how I will never stop thinking "Cockfosters" is effing hilarious. If I came up with that on my own for a D&D campaign I'd never hear the end of it, but it exists in real life and I guess everyone in London manages to keep a straight face about it.
Anyway, my solution for the place-name problem is usually to just use descriptive English words, possibly mashed together: "The Stone Hills." "The Grey Mountains." "Bluestone Hollow." "Greenbridge Village." But I worry that that's getting old--how many "[Color] Mountains" does your average fantasy world need anyway? So how do you handle place-names in your campaign? English words? String syllables together and hope for the best? Create entire fictitious languages?
Let’s Build a World: The Empire of Dragons – Mythology
Io and the Artificer
Listen, hatchling, to another tale of the making of the
world. This one is whispered by the Not-Dragons, in their cities and around the
campfires. They hide it from us, from Dragonkind. That is why you must learn
it, because stories have power.
Long, long ago, Io made the world and made Dragons to rule
over it. You know this already, yes. What you do not know is that, in this
first age of the world, there were only the Dragons that Io made with Io’s own
breath. They did not die, and no new Dragons were born of them. Nor did they
fight, for all Dragons knew without question which portion of the world was
theirs, knew who was greater and lesser than them.
The world was beautiful, and Io loved it. But it was unchanging,
and Io grew dissatisfied. So Io created the animals, creatures of change. They
would create new animals and then grow old and die and their offspring would
grow and create and age and die in their turn. So change came into the world,
and Io saw the way the animals lived out their short lives, and the world was
beautiful, and Io loved it.
But Io wanted more. All Dragons, even Io, want more.
Remember that it is good to want more, but remember also that this can destroy
us.
So Io created new creatures. He made them small and weak,
and he gave them no names. We call them Not-Dragons. They made many names for
themselves later, but that is another story.
The Dragons said to Io (for in those days Io lived among us
undisguised), what is the purpose of
these creatures? They are too weak to serve us.
And Io said This is their Purpose. And
with those words Io breathed over the creatures, and gave them souls. They were
weaker than Dragons, yes, and duller, and their lives were short while ours are
endless. But the Not-Dragons had souls, and so they began to change themselves.
They created weapons and clothes, and stole magic from the air, the water, and
the land. And they became like Dragons themselves. The Dragons called out to
Io, demanded that Io set the world right and destroy these abominations. But Io
said nothing. He merely waited, and watched.
It came to be that the greatest of the humans, a mighty
emperor we now call the Artificer, believed he could challenge even great Io.
So the Artificer created a pair of wings, and stole the best magic from the
air, the water, and the land, and he flew up, up, up, beyond the moon and stars
into the endless darkness beyond, higher than anyone, Dragon or Not-Dragon, has
flown before or since. At last, he came to the crystal sphere that separates
this world from Io’s palace (for as you know, all worlds are but glittering
jewels in Io’s trove)—and he gathered his magic and broke through the wall.
Now, of course, this Not-Dragon was no match for Io. The god
devoured the Artificer whole. But remember that all you eat becomes part of
you. Remember, too, that all Dragons are part of Io. So when Io consumed the
Not-Dragon, Io changed, and all the Dragons changed.
This is why, they say, Dragons warred against each other,
why they mate and bear young, and why, now, they can die.
And this is why, they say, Io is now in two parts. The forms
and the names would come later, in another story. For now it is enough that Io
consumed the Artificer, and the Dragons were changed, and the god was divided.
This is why we do not eat the Not-Dragons. This is why,
sometimes, Not-Dragons can become Dragons—because of Io and the Artificer.
Is it true, you ask? But this does not matter. Look into the
eyes of a Not-Dragon. They have created names for themselves, they have made
weapons, they have stolen magic from the air, the water, the land. You can see
the story burning inside them like the white light of Io’s breath. That is the
power of this story, and that is why you must know it.
After that the Dragons were scattered and divided, and the
Not-Dragons ruled while the Dragons cowered and hid. We do not speak much of
the age of Not-Dragons. There are some still alive who remember that time. Find
one of them and ask nicely, hatchling, if you wish to know what happened next.
Or perhaps I will tell you that story. But not tonight.
Saturday, July 13, 2013
Refluffing the Dragonborn
This was originally going to be part of the campaign setting project,
but I decided to give it its own post.
In my home campaign,
I’ve never used the out-of-the-box, fourth-edition Dragonborn. Not that there’s
anything wrong with them, I just think there’s a lot of other cool stuff you
can do with the concept.
To start with, in my
home campaign Dragonborn have completely absorbed the half-dragon concept. It
was something I liked about 3.5, and I knew Dragonborn were the closest
port-over we were going to get, so I ran with it.
In my campaigns, Dragonborn
aren’t a distinct “race” the way that, say, Orcs and Eladrin are. They’re the
result of Dragons’ well-documented habit of interbreeding (magically) with
humanoid creatures. As such, characters with Dragonborn stats vary wildly in
appearance. For one thing, they tend to more closely mirror the appearance and
coloration of their draconic ancestor, as opposed to the universal reds,
browns, and golds of the standard Dragonborn.
Also, Dragonborn don’t
have to be precisely one-half Dragon. On the other hand, many people (often
sorcerers) have dragon ancestry but aren’t considered Dragonborn. The guideline
I give my players is that Dragonborn are draconic enough that people can tell
at a glance (plus, you know, they have Dragonborn racial stats as opposed to
another race’s). Essentially, Dragonborn exist on a spectrum from
just-barely-humanoid to just-barely-draconic. On one end, you can have a
creature that looks like a miniature, mostly-bipedal dragon, pushing the upper
limit of the medium size and towering over their party members. On the other,
you can have someone who looks almost human (or elf, or whatever) but for some
little sign—golden, slitted eyes or a small patch of scales on the face,
something to that effect (basically you can look however you want as long as
you understand that people will be able to look at you and know you’re packing
a breath weapon).
Sunday, July 7, 2013
Let's Build a World: The Empire of Dragons - Gods of the Subjects
Aspects of
Io
In modern religious practices among non-draconic
subjects of the Empire, little survives of any pre-conquest faiths. What
traditions survive have been subsumed into Ioism, albeit reluctantly. Pelor and
the Raven Queen remain popular among humanoids, but the “official” stance is
that both deities are just other names for Tiamat and Bahamut, acting in their
respective roles as sun-god and death god. Some depictions of Pelor show
evidence of another attempt to reconcile the faiths, showing Pelor driving the
sun chariot and Tiamat pulling it. Although there are those that say both
figures in such depictions are Tiamat. She can easily drive and pull a chariot
at the same time in two separate bodies, being as she is a god.
Cultures that are not directly subject to the
Empire of Dragons have their own faiths and pantheons, and the official
doctrine is that those people are really
worshipping various aspects of Bahamut, they just don’t realize that. Patron
deities of other races are said to be Tiamat (patron of all foreigners) in
various disguises.
Tiamat herself enjoys a strong following among
humanoid subjects of the Empire. In her role as god of
(Created with Heromachine) |
Kobolds
Some kobolds worship individual dragons as gods,
following them and doing their bidding. While some attempt to reconcile this
with the dominant faith, saying that by venerating
Io’s greatest creation—a dragon—they are also worshipping Io. But the religious
practices of dragon-worshipping kobolds have little to do with Ioism. The most
zealous of dragon-worshippers’ fondest desire is to be eaten by the dragon they
serve, as it means they can become completely one with their god. They will
sometimes anoint themselves with delicious oils and spices and present
themselves as an offering. Dragons typically do not object to the kobolds.
Unless they make a nuisance of themselves, the dragons usually appreciate the
extra servants and snacks.
Demons and
Devils
There are small, secretive cults scattered
throughout the empire, dedicated to various demons and devils. While the rules
and practices for these cults vary widely, the rationale behind them is
generally the same. These worshippers acknowledge Io but see Io as a demiurge
and tyrant. They say Io coveted the universe and slew the nameless True Creator
so that the universe could be added to Io’s horde. Each cult considers their
particular patron to be the only being that stands a chance of destroying Io,
and so the various fiends are worshipped as perverse saviors and the lesser of
a multitude of evils.
There are whispered legends of a human empire
whose rulers bred with fiends so that their offspring could be more powerful
than any mortal. The empire destroyed itself from within, but it is said that
had it survived, it could have destroyed even the Empire of Dragons.
Possibly I’m
borrowing too much from Points of Light with this one.
They were called Tieflings—in the language of the
old empire, “children of the dark”—and there are some alive today said to be
their descendants. Other rumors hold that none from the old Tiefling empire
survived, but that the Tieflings alive today prove that fiends still sire
children in the mortal world.
Next Time:
Beyond the Empire
Let's Build a World: The Empire of Dragons - Dragon Religion
If I’m throwing out the
good-dragons-evil-dragons idea for this setting, I also want to throw out good
and evil dragon gods. Frankly, I
think that dragons see good and evil as quaint fancies dreamed up by the
insignificant humanoids over whom they rule.
Io and the Twin Aspects
(Probably) Not Dead |
The Empire of Dragons
is monotheistic, sort of. The dominant religion of the Empire reveres Io, the
Dragon-God. Io is the perfect ideal of a Dragon, so magnificent that even the
greatest of mortal Dragons cannot truly comprehend Io. The story of Io’s death
is extant in this universe, but it is dismissed by authorities as a
misunderstanding of the nature of the god, or perhaps even a malicious
blasphemy.
The Dragon-God exists
in twin aspects, Bahamut and Tiamat, sometimes siblings, sometimes rivals,
sometimes mates (it’s best not to think about that bit too hard). They are the
patrons of metallic and chromatic dragons, respectively, but such distinctions
are ultimately unimportant. More importantly, the twin aspects are said to
represent the duality in the nature of dragonkind, as creatures blessed with
both physical power and vast intellect. The Twin Aspects take on a variety of
roles, and various cults spring up around different individual roles. Any pious
practitioner, however, will be quick to insist that after all they are really
worshipping Io, and that, this is not
that blasphemous polytheism those
humanoids go on about.
However, for the sake of simplicity of terminology, Bahamut and Tiamat are referred to as gods even though they are both "really" part of Io.
Tiamat
Tiamat is a god of
prosperity (some would say greed), and so she is god of the harvest. Because of
this, she
is also the god of time and change.
If either of the Twin
Aspects, separate from Io, is referred to as a creator deity, it is Tiamat. She
is said to have conquered the Primordial Chaos, and so she has become
identified with it. While Tiamat’s depiction in scripture and myth is never
particularly chaotic, she is nevertheless called the god of chaos.
She takes on a host of
lesser domains associated with the broad themes of prosperity, change, and
chaos. She is the god of luck, patron of merchants, travelers, and foreigners
(and unofficially, of criminals and outlaws). She is also god of the nature,
the wilderness, and the elements. In some depictions, her five heads are
associated with parts of the natural world: the sun (red), the moon (white),
the sky (blue), the earth (green), and water (black). Others describe this
connection as tenuous at best, and while a useful metaphor for remembering
Tiamat as aspect of the natural world, not to be taken literally.
Bahamut
Bahamut’s main role is
as the god of justice. Through this and in opposition to Tiamat, he represents
order and civilization. He is the god of commerce
even though merchants are the purview
of Tiamat.
Bahamut acts as a sort
of cosmic judge. Ioan mythology portrays him acting in this role in a variety
of situations. Sometimes, impossibly enough, stories have him brought in as the
“impartial” judge in a dispute between Tiamat and himself. His most prominent
role is to judge the dead, and in this capacity he became Ioism’s all-purpose
death god. Bahamut is sometimes depicted as ruler of the hereafter, except when
this role is given to Io as a unified god. He is also a psychopomp, although
this role is sometimes given to an underling of Bahamut’s, acting as an “angel
of death.” The form Bahamt (or his angel) takes when fulfilling this role
varies. Sometimes he is said to resemble a beautiful member of the dead’s own
race, who gently guides them into the next world. Other sources describe him as
an immense dragon, entirely black, who descends from the sky in silence to
devour the dead.
The Afterlife
Dragons are known to
collect treasure. Some amass gold, others land, still others arcane knowledge.
But Io’s treasure is made up of worlds. Every plane is said to exist in Io’s
horde, as shimmering crystal spheres suspended in his palace. Io’s own realm is
made up of the best pieces of every universe he has created, so that when
walking around in his realm you may one moment be in a magnificent temple, and
in a vast open field the next.
Io is not concerned
with “good” and “evil.” For Io, what matters is whether or not you fulfilled
your function. The orthodoxy is that the function of a Dragon is to conquer and
to rule, and the function of anyone else is to serve them. However, this view
is starting to fall out of favor as a relic of Dragons’ more prejudiced past.
After all, anyone can be a Dragon (more on that later).
Most souls are
effectively annihilated upon death. The “substance” of the soul is reused and
made into something new, but it is not reincarnation as such. Only the
exceptional few are preserved. Some are said to live perpetually in Io’s realm.
Curiously enough, Ioism preaches that you can take it with you. When Io considers a soul to be worth preserving in his realm, he will also sometimes transport the treasure that the soul amassed in life there too. If a dead person's treasure disappears shortly after death, it is said to be a sign that Io has favored them in the afterlife, although more cynical parties might argue that the treasure was simply stolen.
Others, Io considers too valuable to destroy and remake, so he returns them
intact to a new body. For these individuals, memories of their past life are
like a half-forgotten dream, resurfacing only rarely, but still ever-present in
the mind. When the Twin Aspects are
depicted in the context of the afterlife, Bahamut judges the dead and when he finds a soul
unworthy (which he usually does), gives it to Tiamat to be destroyed and
remade.
Religion and Society
Ioism is ingrained in
the culture of the Empire, but the actual society is fairly secular. Worship
and offerings are not compelled by the state, and many people—Dragon and
otherwise—profess openly atheistic beliefs. There is a wealth of mythology
surrounding Io and Io’s aspects (this will be detailed as the setting is expanded, probably) but most of it is considered non-canonical by
religious authorities.
The religion of the
Dragons is not entirely the same as that of the common people. The Empire is religiously tolerant
and claims to always have been so, but there is evidence to suggest otherwise…
Next time: The Religion of the Subjects
Subscribe to:
Posts (Atom)