27 October, 2016

More Thoughts on Pagan Religion in Games

One of the things that becomes very clear reading accounts of actual pagan religion, is the fuzzy distinction, if not lack of distinction between pagan gods and the idols that represent them.  In traditional OSR games informed by Gygax's aesthetic, clerics and paladins might on paper be worshipers of any number of pagan deities, usually in some henotheistic fashion that still was virtually indistinguishable from Roman Catholic or Eastern Orthodox structure, hierarchy, and praxis (with little regard for theology).  Given that it was rooted in war gaming, and the role of cleric or paladin mechanically was to provide a different way to win at murder hoboing, this is understandable.

Be that as it may, looking at the way actual pagans treated their idea of gods was different.  The idea of a god that actually inhabits a sacred grove, or spring, or tree feeds into the idea that an idol set in a temple can also be the literal inhabited body of the god.  This has a few interesting implications for gaming priests.

1) The god is present where their idol is.  Unlike the Judeo-Christian understanding of God who is spirit and to whom idols are anathema, pagans would carry their shrines and idols with them where they traveled, be these the deified ancestor shrines, or the more general national god shrines.  A properly kitted out pagan priest should likely have variable levels of luggage with commensurate degrees of value to performing ritual petitions; a pocket idol for day travel and small petitions, a coffer sized shrine for short journeys for moderate petitions, and a cart sized shrine useful for longer journeys or semi-permanent establishment and more serious petitions.

Mechanically, this should probably be reflected in the power or scope of miracles available to be petitioned by the pagan priest, with larger shrines making for either easier petition, or greater powered miracles, or both.

2) Defeating your enemies in battle makes taking their gods (the idols in their shrines) as booty a particularly prestigious trophy.  The logic is that if the enemy lost, then their gods were less powerful than your gods, and thus just as the enemy can be captured (if not killed) their gods too can be enslaved.  For instance, in Samuel I and II, and Kings I and II, there are many examples of pagan peoples carrying away the gods of those whom they had vanquished in order to display them as servants at the feet of their larger and more prestigious home idols.

Mechanically, this should probably mean that captured gods (idols) reduce the power or likelihood of petitioned miracles.  That is exactly why the cleric has reason to adventure with the thief; somebody has to go rescue those idols.  The ramifications of this alone are grist for many possible side adventures if not main adventures.

3) Establishing shrines as nodes of power, and colonizing an area with more of your idols makes a region more potent for your god or gods.  It may very well be that pagan priests could develop a sensitivity to the piety of a region, and the power level or the likelihood of petitions being granted, and this would provide a strategic value to the cleric in decision making that did not exist before.  This could get especially thorny if the adventurers were in a land of foreign gods and their priests have the edge.  The very real value in planning ways to corrupt their priests and desecrate their temples in order to tip the scales is a fantastic way to change the pacing and layers of story in a mission.  Again, it makes a really compelling context for the priest to adventure in the company of the rogue who can grift the foreign priest into defiling themselves with drink, forbidden food, or other carnal infractions in order to block their access to the power of the idols, which in turn allows an opening to break the power of their temple.     

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