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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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AndrewJanssen
Andrew Janssen

Mon

Dec 1
2003

01:20Z

[Cel] [World] Religions, etc.

All the recent discussion on the list about religion lately sent me
diving into the depths of the Internet, searching for a particular
site: "The MythoPoet's Manual", by Loren Miller. It took awhile, but I
finally tracked it down to: 

http://www.rpgmud.com/WorldBuilding/Mythopoets/tmm.html

It's not really complete, being a collection of draft notes for a
larger project, but it has a very interesting discussion of how the
form of a culture's religion is *very* strongly influenced by its
subsistence pattern. To grossly simplify, foragers are pantheists, who
believe that "Everything is divine/alive/magical" and "The world is
basically benevolent". Horticulturalists are polytheists, and believe
that the world is hostile, because they have injured it by poking holes
and planting seeds in the earth. As the number of crops a
horticulturalist society grows increases, so too does the number of
gods whom they worship(not a linear relation, tho.)

Herders are often nomadic and unable to maintain complex belief
systems; they are very likely to become monotheists, seeing the
relationship between their deity and themselves as being analogous to
the relationship between themselves and their herds. Religious
celebrations are closely tied to the route the herd travels.

Societies that use agriculture for subsistence can become far more
complex than herding, foraging, or horticultural societies.
Agricultural societies can support religious specialists, and like
horticulturalists, tend to worship multiple deities or beings. The
heavenly hierarchy mirrors the society's own organization. Instead of
polytheism, where the various deities are more or less equals,
agricultural societies are often henotheist, where there is a Supreme
Being, surrounded by lesser deities/beings and ancestral spirits. It
can be argued that medieval Roman Catholicism, as understood by the
peasantry, was henotheist, not monotheist.

In the cities of an agricultural society, things are different. City
dwellers tend to become more irreligious. While they may maintain the
religious forms, the belief in those forms is lost.

There's far more in the Manual, and I highly recommend it.

Andrew Janssen

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RulingNations
RulingNations

Wed

Dec 3
2003

01:46Z

[Cel] [World] Religions, etc.

In a message dated 11/30/03 6:20:51 PM Mountain Standard Time, 
andrewdj54701@yahoo.com writes:

>  It's not really complete, being a collection of draft notes for a
>  larger project, but it has a very interesting discussion of how the
>  form of a culture's religion is *very* strongly influenced by its
>  subsistence pattern. 

Thanks for the link.  I read this a few years back, but it'll be interesting 
to review it again.  However, I've found it much more useful to base religion 
on a culture's historical government than on patterns of subsistence, though 
the two are remarkably similar in principle.  Note that this is scarcely the 
whole story though as the breakout of Islam remains inexplicable.

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
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AndrewJanssen
Andrew Janssen

Wed

Dec 3
2003

15:07Z

[Cel] [World] Religions, etc.

--- RulingNations@aol.com wrote:
> In a message dated 11/30/03 6:20:51 PM Mountain Standard Time, 
> andrewdj54701@yahoo.com writes:
> 
> >  It's not really complete, being a collection of draft notes for a
> >  larger project, but it has a very interesting discussion of how
> the
> >  form of a culture's religion is *very* strongly influenced by its
> >  subsistence pattern. 
> 
> Thanks for the link.  I read this a few years back, but it'll be
> interesting 
> to review it again.  However, I've found it much more useful to base
> religion 
> on a culture's historical government than on patterns of subsistence,
> though 
> the two are remarkably similar in principle.  Note that this is
> scarcely the 
> whole story though as the breakout of Islam remains inexplicable.

I wouldn't go that far; while I do find it difficult to understand how
Mohammed convinced the Arab tribes to follow him, there's a logical
reason why the Byzantine Empire lost their eastern provinces(Syria,
Palestine, Egypt) to Islam: It was all Emperor Justinian's fault.

Justinian was trying to reconquer all of the old Roman empire, while
also trying to impose Orthodox Christianity on the whole empire. The
problem was that the overwhelming majority of the populations in Syria,
Palestine, and Egypt adhered to Monophysitism, the belief that Jesus'
nature was wholly mortal. These provinces provided much of the
Byzantine's food and manpower, so in retrospect, Justinian was nuts to
come down so hard, but he was trying to make a good impression on the
Pope.

Anyway, when Islam appeared, its creed was similar enough to
Monophysitism that whole communities converted en masse, seeing it as a
way to end the persecutions they were enduring.

So, in the last analysis, Islam's spread was greatly aided by the
Byzantines' insistence on a rigid Orthodox Christianity.

Andrew Janssen
> Jefferson
> http://www.picotech.net/~jeff_wilson63/rpg/
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> To unsubscribe, send mail to celandra-off@phoenyx.net.


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RulingNations
RulingNations

Sat

Dec 6
2003

15:54Z

[Cel] [World] Religions, etc.

In a message dated 12/3/03 8:08:13 AM Mountain Standard Time, 
andrewdj54701@yahoo.com writes:

>  Anyway, when Islam appeared, its creed was similar enough to
>  Monophysitism that whole communities converted en masse, seeing it as a
>  way to end the persecutions they were enduring.

Interesting.  I hadn't heard this before, but it makes a lot of sense.

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
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