Cultures and Worldviews

The differences and similarities between our real-world viewpoint and that of our characters

Gods  |  Science  |  Sentience  |  Witchcraft  |  Lycanthropy  |  Necromancy

As a general rule, the campaign is set in a feudal, vaguely-European, fantasy environment, rife with magic, monsters, and adventure. This "default" milieu borrows heavily from European myth and folklore as well as Tolkien, Lieber, Howard, LeGuinn, Moorcock, Zelazny, Cunningham, Brust, and other fantasy writers. There are some differences, however, between the historical feudal era of Earth and the conditions found on Oerth.

As much as possible, I've tried to tailor the cultures, values, and mores of Oerth to match those of modern Earth without damaging the culture's distinct flavor. Many "truths" of the medieval mind are both untenable in the light of reason and repulsive to the worldview of the players. Thus, while women were often little better than chattel during the Dark Ages, Oerth enjoys a more enlightened viewpoint of (near) gender-equality, much as found in the office buildings and homes of 21st Century America. Likewise, while slavery and racism were constants of medieval life, they are largely marginalized institutions on Oerth. Children enjoy the same benefits and idle time found in today's Western democracies, thanks to the synergy of hard work, divine providence, and magical spells. Technology is lacking, but magic takes its place. Germs may be undiscovered, but sanitation is the product of divine inspiration and the successful hygiene-practices of previous civilizations. Priests and mages gain insight into what we moderns would call science, although this science is understood in the context of a fantasy world with dozens of gods, spell-slinging mortals, and epic heroes.

While I will discuss individual cultural assumptions later, there are a few universal "givens". Everything not covered should be treated as "like modern America".

Unfortunately, there are also a few issues which are NOT really tangible to our modern minds. One of the very strengths of the 21st Century, Western worldview is its flexibility, especially in light of accepting a diverse array of belief systems and attitudes. Unfortunately, this can be a slight disadvantage in a cosmos where Evil is a palpable force, bent on world domination and destruction. Among the myths and legends of our Earth, certain acts now construed as "another religious tradition" were clearly evil or wrong. Included amongst these beliefs are witchcraft, lycanthropy, and necromancy, to name a few. Moderns, who usually aren't too solid on the concept of a soul, afterlife, moral imperative, earning value in this life, spiritual taint/sin, etc, don't grok this well. But in a fantasy universe where there is good and bad magic, spiritual repercussions for wicked acts, divine beings, and absolute morality, such a distinction is huge. What follows is a list of traits believed to be reprehensible to characters on Oerth, sorted from least to most heinous. To make it easier for players to grasp, I've drawn some parallels and made some very ROUGH analogies to modern social issues.

It is true that although the vast majority of were-beasts are evil and actively seek to do harm (werewolves, wererats, werebats, werejaguars, weresharks, werejackals, werelions, etc), there are a few which hold the same ethics as natural animals (weretigers and wereboars). Although sentient, these creature are still wild animals. They will therefore not hesitate to harm, maim, or kill anything which threatens them, just as a tiger or boar would. Finally, there are a handful of lycanthropes who are ethically compatible and potentially trustworthy to humans (CG werebears), but despite this, such creatures still have a terrible, fearsome, bestial aspect to them. As a general rule, lycanthropes cannot be trusted.

As with witches, culture shapes an individual's views toward lycanthropes. Among the Greeks and Egyptians, they're all bad. To the Norse and Celts, the non-evil were-creatures can be trusted, under the right conditions. To non-humans, who rarely survive their first transformation into a were-beast, all lycanthropes are agents of death, disease, anarchy, and chaos.

A good way for moderns to look on lycanthropy is to draw a parallel with a hypothetical disease that combines the worst aspects of AIDS, ebola, and homicidal mania. Lycanthropy is a true-breeding, (largely) incurable condition that leads to the horrible death of the infected, either at the hands of his former friends and lovers or at the hands of their avengers, after the beast has killed everyone the human-consciousness ever cared for. The disease is easily spread, fast-acting, and (especially for non-humans) almost invariably deadly. Moreover, the precise mechanism of the contagion is not fully understood. Imagine a mysterious form of HIV that appeared to spread as easily as ebola, had been around since before recorded history, always infects all offspring, and which caused the infected to go on a killing spree. Unless you knew EXACTLY how such a disease spread, I would imagine you'd stay WELL away from anyone suspected of being infected. And if such an individual cannot be effectively quarantined? There's a reason that suspected lycanthropes are often rounded up and summarily executed -- for the good of the many! Again, certain lycanthropes may indeed establish bonds of trust with open-minded individuals through education and heroic acts -- but it better be well-earned!

          Unlike clerics, whose spells are limited by their gods based on ethical concerns, mages are under no such restriction. The morality associated with the use of such magics, however, remain. Thus, the siren song of power that necromancy offers is available to all who would study it; many wizards have dabbled in the Dark Arts with the best of intentions only to be led to corruption and wickedness. All these magics take their toll after a while. The concept of losing one's soul to evil is a VERY REAL threat in the Dnd cosmos.

          Again, culture gives some further shape to a characters views, although here there is far more uniformity. Greek, Norse, Celt, Oerdian, Touv, Chinese, and Animistic cultures all view necromancy as absolutely abhorrent, while Egyptian, Babylonian, and Aztec individuals are more ambivalent and/or accepting of CERTAIN applications of the Dark Arts.

          The modern analogy here is probably (for good reason) also the most offensive: it ranges from liberal sexual mores to pornography to child-molestation.

          Gray magics, those spells which are ethically-neutral (hold undead, feign death, and reincarnation), may draw an askance glance or cause muttering in the general public, but are unlikely to engender anything stronger than pity and/or frustration for potentially unhealthy interests. Fellow spell casters recognize the importance of "gray" necromancy and will rarely give such a mage any grief. This is similar to the modern attitude with regard to dabbling in unusual sexual practices (BSDM, fetishes, and other "kinky stuff"); the more educated and/or experienced recognize it's part of the human condition and therefore accept it even if they do not practice it themselves, while the more puritanical might be offended, but not unduly. This, however, is the boundary of acceptability.

          Wielders of black magic, even of the most mild type (control undead, corpse visage, chill touch, and skull trap), are pretty universally viewed as tainted and potentially corrupted by these spells. There is no heroism here and such spell casters are usually treated with disdain and/or disgust. Conventional wisdom states that such wizards have willfully stepped onto a road which can easily corrupt them and lead to their destruction. The mage may FEEL she can maintain her ethics, but she is treading upon the most dangerous of ground with her soul, sanity, and afterlife at stake. Upon publicly using such spells, the necromancer will likely be socially stigmatized and distrusted. The modern analogy here would be habitual dependency on unusual sexual practices. For some, this might be tolerable, but for many, it is a terrible taint which cannot be cleansed. Better to die than willingly subject oneself to such perversion. And yet, there is often justification for the mage, depending upon the individual, culture, circumstances, and ends.

          More foul necromancies, such as animate dead, death spell, enervate, finger of death, trap the soul, and pain touch, are far less easily accepted or forgiven. Certainly it would be better to die than to risk one's soul? Perhaps the ends justify the means, but not to many and not very often. In the ethical tangles of a Dnd universe, it's perfectly justifiable to hack an enemy to pieces; trial-by-combat, an age-old belief that the good shall prevail in mortal combat through moral superiority and divine aid. Likewise, using positive magics to blast a foe to cinders is still (to most cultures) a form of trial-by-combat. But a death spell, however, attacks a victim's life force, going far beyond a test of ethics and fairness and will likely result in a range of responses from questions about the ethics and character of the mage (at least) to persecution and banishment (or worse), depending upon the specifics of the situation. Without justification, the casting of any of these spells is considered an evil act with all the appropriate repercussions. The social stigma for these spells is akin to what moderns hold for kiddy-porn; not only is this fetish disgusting, but also risks leading to the predation of the innocent and the perversion and corruption of all. These people need help and/or to be restrained, so as not to hurt others. It would take pretty extreme circumstances to justify the use of these spells.

          The most wicked of the Dark Arts, those which destroy the soul of another, are universally considered evil. There is no excuse; these spells are only for the most wicked. Those that cast such spells will be hated and feared, engendering a true revulsion in their fellow beings. These necromancers are stepping into the domain of the gods and meddling with force no human should. In our world, such acts should illicit the most extreme of responses, similar to how child-molesters are viewed. These people haven't just pondered doing evil, they have embraced the act. These spells should generally be viewed as "off-limits". How many characters could really justify taking part in molestation "for the greater good"? Hopefully, I've made my point...and established that necromancy is NEVER something to be taken lightly.

Here is a quick, multicultural cheat-sheet for getting an idea how different cultures look at various issues.

Questions? Comments? Funny stories? Lemme know...

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