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Niwe Angelcyningdom


BryanMaloney

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I've started designing a campaign that won't be played for a year or so--I intend to start playing it once I return to my home state where a new job is promised me by this time next year. When casting around for ideas, I happened to be reading some US colonial history. It struck me: This is an excellent place for a fantasy adventure setting. We have brash, full-of-themselves "civilized" people, many of whom have little to no qualms about being thorough hypocrites. There is a set of "ancient kingdoms" that are far away and not easy to get to. The English colonies were independent of each other and functionally independent of the Motherland much of the time, regardless of the law. Likewise, the colonies grouped essentially three (or four) separate countries when it came to economy and culture. There was a vast hinterland, full of dangerous people. There was a lot of political and religious infighting. I don't feel like doing a straight translation or a "His Majesty's Royal Alchemist" take on the matter, although those would be wonderful settings, where Benjamin Franklin is a master sorcerer, etc. I still want to play a more "primitive" sort of setting.

Unfortunately for me, I like my silly arbitrariness to have a veneer of sensibility. After all, a "primitive" version of the New World wouldn't be the New World at all if taken in the full context of history. No matter how much I want to pretend otherwise, the New World was a product of a very long chain of history. Okay, no problem. Cheat. I like setting metaphysical underpinnings early, anyway. So, therefore, Rule 0: This world isn't actually real. It is a result of a "weak many-worlds interpretation". There is one (or a few) actual "real" realities, but multiple other para-realities can spin off them. Many of these zip along for a while, run out of "steam" and sputter out. A few last a Very Long Time . A very few don't work right. Most of the subsidiary realities "go in a straight line" from their origin. Their vectors don't cross other vectors. The freaky ones start out screwy--literally. Their vectors are not straight, and they intersect the source once or more. The results of this essentially amount to "readjustments" from time to time. The source vector is "privileged", and it is a natural tendency for child vectors' traits to realign toward the parent if there is an intersection or a close approach.

This is what happened in this universe. Whenever the point of divergence, the child ran closely parallel to the parent, which severely constrained the freedom of the child universe. Most of the inhabitants didn't think about why nations did odd things from time to time, or why weather patterns suddenly wrenched into different paths. Most of the time, most people couldn't notice, and the ones who looked deeply into it tended to go loopy, so they didn't think about it too often. In any case, a "deflection" somehow occurred in the 11th century AD, which pushed the child further away from the parent and made its path more "curvy" than "straight". The biggest result of this was that William the Bastard was repulsed and Harold retained his throne. This also happened to repel the mini-crusade that William was charged by the Pope with carrying out in England.

This led to a very different world, but it didn't turn out as differently as it "should" have, specifically because of the "curvy" path of its universe. Whenever the path took it "too close" to the parent universe, there was a "readjustment". Given the status of people as "observers", the readjustments had repercussions that simply make no sense. In short, they resulted in a retardation (from our standpoint) of technology, science, and basic rationality. However, for no good reason, people explored, settled, etc. They made up rationalizations afterwards. Magic did not "take the place of technology". It is essentially a result of the interaction between the "observer effect", the "child" status of this universe, and blah foo wiggy zrpl (or insert other gibberish). But there was no great rationalization of magic that one would have expected to occur in cultures that would be like our own Enlightenment.

As always throughout its history, some few discerning people managed to pierce the veil and get an inkling of their actual status--pale reflections of a more "real" reality. They often killed themselves, went catatonic (and starved), or otherwise retreated from the world. Even a fairly well-informed person could soon realize that the world doesn't "make sense", but people and cultures have learned to simply not look too hard (for the most part).

All of the above is, of course, utterly unnecessary. I could make up the world as I like and metaphysics can go whistle. However, I hope to be able to use this in the campaign.

Anyway, already designing some of the major "cults" for the setting:

1: Gaderunlice Cyrice. Predominately in the northeastern Landbunda (colonies). It is descended of spiritual rigorists who sought to purify the national church. It is not, however, much like its original form. There is great diversity of practices and beliefs, but the majority of member congregations see little problem with simply glossing over their differences. Two elements that tend to unite them is that internal emotional transformation is the true sign of salvation, and a de-emphasis of the Trinity, with some congregations almost embracing full unitarianism. For the laity, the second issue has little importance. It is intense personal transformation that matters. Practices Mysticism with a little Theism, tolerates Folk Magic, dislikes Sorcery, condemns Animism and whatever Theism that is not Aetspraeclic in origin.

2: Angelice Cyrice. Found throughout the Landbunda but concentrated in Mariasland. It strongly emphasizes ones place within the community and the Godlic (Divine) nature of Cynlic (royal) power. as a matter of course, those born into higher social status are "Dedicated". In many ways, it is only nominally protesting. In the Mother Country, it is the preferred church of the Cyningesgaderung ("Royal Party") in the fractious court and government of the homeland, although the Cyning is never officially an adherent. Practices Theism with a little Mysticism, tolerates Folk Magic and Sorcery, condemns Animism and whatever Theism that is not from Cyriclic (church-ly) origin.

3: Eldrecyrice. The so-called "Old Church" is still nominally directed from Rome, although the Cantwaraburge Aercebiscop (Archbishop of Canterbury) essentially runs its hierarchy and usually chooses his own succesor. As such, it is sometimes hostile to the Edlrecyrican of other realms, even though they are technically the same organization. This is the most popular church in the Landbunda. Practices Theism and Animism, tolerates all other forms of magic, depending upon source.

4: Ealdracyrice. The "Church of the Elders" is very influential in the more northern Landbunda. It is characterized by heavy stress on communal religious experience and a "stripped down" ritual life in comparison to the Angelice Cyrice and Elrecyrice. Its governance is intermediate between the congregational independence of the Gaderunlice Cyrice and the strict hierarchy of the other two major churches. It simultaneously rejects the intense personal experience demanded by the Gaderunliceran and the heavy traditionalism of the Angelican and Eldrecyrican. It is also the most explicitly xenophobic of the major churches, regarding the hinterland as having been Godesgeraeden (God-ordained) to be taken by the Angelingas from the native inhabitants. This makes it very popular on the frontier. It practices Folk Magic and Theism, tolerates Sorcery, condemns Animism and any other magic that does not originate from a church or the privileged members of Angelice society.

5: Nithelandlic Cyrice. Brought to the middle Landbunda by non-Angelic settlers. In many ways it resembles the Eadracyrice, except it is less xenophobic and restricted mostly to people of Nithelandlic ancestry (by custom, not explicit rule). It practices Folk Magic and theism, tolerates Sorcery, condemns Animism and any other magic that does not originate from a church.

6: Weallbytlan. Not a religious organization. It admits any freeborn man who professes belief in a single Creator Being. It is known that it binds its members by oaths of secrecy and it has various degrees of initiation. It is often involved in public charity and likewise often appears to be a drinking society of local leading men. Uncounted contradictory legends exist about its purposes and other activities. Teaches sorcery and mysticism, tolerates all other forms of magic.

Minor "cults":

1: Gesamnianscolan (Universites). Each Landbund has set up one of these, and they compete for status. Used to train lahwitan (lawyers), healaecan (physicians), and provide "finishing" education for wealthier families. All teach sorcery. Some teach mysticism. Graduates tend to look down on Folk Magic and Animism. Only the basics of magic are taught in lecture or tutoring. Higher levels are taught though private gebrothorscipan (brotherhoods), which all see each other as rivals. Wealthier young men come to the Gesamnianscolan with basic grounding in sorcery provided by family tutors.

2: Other religious organizations. This includes Iudeis Aefestnes (Judaism), Beofianlic Cyric (Trembling Church), and several different groups of Ungemodigans (dissenters) that have separated from larger religious groups. There are also rumors of survivals of ancient paganisms, but accusations have always turned out to be false.

There are also family traditions that are highly informal, usually teaching only Folk Magic and usually restricted to the lower social classes.

Science is not about belief. Science is also not about truth. Science is about models. All models are wrong. Some models are temporarily useful. If you want truth, don't ask me, I have science to do. (List of publications in pertinent peer-reviewed journals available.)

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Gaderunlice Cyrice

Mythos and History

The Gaderunlice Cyrice began as a revitalization and reform movement within the Eldrecyrice and Angelice Cyrice. It was part of a larger wave of reform that swept Europe some centuries before. It rejected the ritualistic and communal approach to religion more typical of the older churches and insisted upon personal knowledge of religious doctrine, strict personal piety, and very high community-enforced standards of morality. It also stressed personal simplicity and was suspicious of great personal wealth. Roughly a century ago, religious conflicts within Angelcyningdom became political, and large numbers of Gaderunlican fled across the ocean to the West in order to pursue their religion unopposed. They set up strict communities that were ruled by Cyrice elders.

This was over a century ago, since that time, the doctrines of the Gaderunlice Cyrice have undergone sweeping changes. Part of their original doctrine was complete rejection of any hierarchy above a congregation. This was from their belief that what they considered “corruptions” in the Edrecyrice and the Angelican were imposed from above. There were informal conventions to discuss controversies, and direct consultation of the Haligneboc was considered the final authority. Over time, this permitted gradual evolution of fundamental doctrine, although its adherents would call it “refinement”.

Nature

The Gaderunlice Cyrice is the dominant faith in man of the northeastern Landbunde. It serves as the main spiritual force in many communities. As such, it acts to hold members together, reinforce social norms, and support community goals. Individual leaders act as community consciences. It praises charity, mercy, and forgiveness. Local leaders often coordinate poor relief and care of widows and orphans within a community. As a solid bulwark of local society, it is usually a conservative force and is very often on the side of the local status quo or of local interests against those of Angelcyningdom. The local leader is often among the best-educated men in the community.

Organization

Each individual group within the Gaderunlice Cyrice is completely independent. There are informal associations by geography, but these have no authority over members except for expulsion from the association. The size of a given “temple” depends entirely upon the number of people attending. There are two Major Temples, in Botulfston and in Filadelfia. There are several Modest Temples, but the vast majority are Minor Temples. It is not uncommon for a single town or city to have several Minor Temples of the Gaderunlicans, with no desire to pool their resources to build anything larger.

Membership

Standard. Most members are brought up within the Cyrice and are automatically initiated by the age of 16, although it is common for younger adolescents who show sufficient knowledge to also be initiated. A would-be convert needs to show standard knowledge of cult skills. Initiation consists of a profession of faith and a short immersion in water.

Restrictions

Members are nominally prohibited from a large number of behaviors deemed immoral. Common members usually only face cult retribution for murder, theft, sex outside marriage, refusal to care for family, “serious” lying, or severe cruelty to people or animals. These can be subject to “interpretation”. Theft from the native tribes is often overlooked, but sex outside marriage with a native would not be. Lying might be punishable, but a popular and influential town leader would be much less likely to be punished than a local “troublemaker”. The supernatural forces of discipline within the cult are far from omniscient and respond as strongly to community opinion as they do to any objective truth. When the two are in severe conflict, they often do not act, but this is not taken as necessary proof that community opinion is wrong, since someone might be employing supernatural protection. Animism is prohibited. Animists who join must never use those abilities again or face punishment.

Skills

Lore (Cristness), Literacy, Customs, Insight, Oratory, Teach

Magic

The primary form of magic practiced by the Gaderunglican is Mysticism. However, lay members are permitted to learn one or two non-violent Folk Magic spells. By the time a member wishes to advance, he is expected to have no interest in further indulging such frivolity. Mystical Talents: Invoke Aura (Serenity or Mastery), Invoke Indomitable, Invoke Pain Control, Enhance Fatigue. Theism: Consecrate, Excommunicate, Exorcism, Lay to Rest.

Gifts

Upon becoming a diacon (dedicated), a member may learn an additional Theism spell from the following list: Dismiss Magic, Pacify, Reflection, Sacred Band, Spirit Block, Steadfast. Each additional rank permits the member to learn another of these spells.

Allies and Enemies

The Gaderunglice Cyric is allied, more or less, with most other Cristlic groups. Members can usually rely upon basic civil treatment from other Cristlics. It considers all Animist cults to be enemies, but it generally overlooks the minor Animism practiced by the Eldrecyrice. At one time it had merciless hostitility against practitioners of Folk Magic, who it lumped in with Animists as “feondlic”. This has since greatly relaxed and lay members are permitted to learn some Folk Magic spells, although there is still some suspicion.

Science is not about belief. Science is also not about truth. Science is about models. All models are wrong. Some models are temporarily useful. If you want truth, don't ask me, I have science to do. (List of publications in pertinent peer-reviewed journals available.)

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