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Showing posts with label Greg Stafford. Show all posts
Showing posts with label Greg Stafford. Show all posts

Tuesday, October 24, 2023

Cults of Runequest: Mythology and Eliade's Eternal Return

This is part two in a series of posts about the new Cults of RuneQuest: Mythology title. See part one here.


Glorantha, Tradition, and the Fantasy RPG Dilemma

The Gods World. HeroQuesting. Time. In its first twenty pages, Mythology tackles many of Glorantha's core concepts, but these three in particular are the trickiest for new players, and the most important to getting the most out of the setting. "Cults" are familiar to most newcomers, bearing rough similarity to character classes or the clans/tribes/traditions of settings like the World of Darkness (RuneQuest is referenced as an inspiration in both the first and second editions of Vampire: The Masquerade). "Magic" is familiar as well, though in Glorantha it has deeper meaning attached to it. Even "Runes" are somewhat relatable if one is at all familiar with the concept of elements (classical or chemical). "The Gods World," "Time," and "HeroQuesting" are different, however. They are firmly part of a world that the Enlightenment put a sword to, a world alien to modern minds. A world most fantasy RPGs have declined trying to engage with.

In writing The Hobbit and The Lord of the Rings, Tolkien used the highly anachronistic Hobbits to ease the modern reader into pre-modern, or Traditional, reality. Bilbo lived in a world of clocks, schedules, and pocket watches. He wore waistcoats, was deeply concerned with middle class notions of respectability, and lived in a house called Bag End (quite literally the English for "cul-de-sac"). Seeing Middle-earth through his eyes softened the alienness of it. Frodo, Sam, Merry, and Pippin later served the same function. One of the reasons The Silmarillion is more challenging for many readers is they do not have the Hobbits to serve as this bridge. It displays Middle-earth as the Traditional world, a world of living nature animated by spirits and inherent divinity. The sacred permeates Middle-earth, and where the setting's inhabitants work to acknowledge this and live with nature, they thrive. Where they reject the sacred, the inner, and turn to what Tolkien called "the Machine," setting themselves over nature, the world becomes a poisoned hellscape.  

By (the Machine) I intend all use of external plans or devices (apparatus) instead of the development of inherent inner powers or talents..the corrupted motive of dominating: bulldozing the real world... 

Tolkien, 1951 

Fantasy RPGs, which owe so much to Tolkien, to Homer, to Virgil, did not have the luxury of point of view characters to ease modern players into Traditional settings. So instead, fantasy RPGs chose to simply toss the Traditional out of the setting. This in effect turned them into the dice and paper equivalent of a Renaissance Faire. Sure, they looked medieval or ancient, but this was a facade. Most were set on worlds that orbited suns, where the laws of physics, biology, and chemistry were mostly intact and magic conveniently operated like a science. It was a "force," an "energy," that like electricity or magnetism could be directed by repeatable procedures to produce reliable effects. The societies in these fantasy games were surprisingly egalitarian and firmly capitalistic. You adventured for coin so you could buy better and better things. "Danger? How much are we getting paid?" Nothing in these RPGs challenged players to try and look at the world the way that their actual characters would have. They could play Bilbo rather than Aragorn or Boromir. It wasn't roleplaying. It was a mirror.

If you are coming off of experiences like this, then, Glorantha can be a head-spinning one hundred and eighty degree turn.

Make no mistake, Glorantha has its own anachronisms. It is a fantasy game, not a slavish recreation of the Bronze Age. But is a setting and game that refuses to jettison the Traditional aspects of mythology and legend from the dragons and swordplay. 

That brings us back to the Gods World, Time, and HeroQuesting.

Mircea Eliade and Traditional Cosmology

We--like dear old Bilbo--live in a world of clocks, calendars, schedules, Time. Minute follows minute, day follows day, year follows year. It is a linear forced march. Our watches and alarm clocks provide the drum beat.

Yet imagine the point of view, for a moment, of a farmer or a shepherd 5000 years ago. 

Time is not a line, it's a circle, a wheel. The sun rises and sets. The moon waxes and wanes. Days grow shorter then longer again. Without clocks and calendars it isn't about numbers, it's about events. It isn't next winter, it is winter come again.

This is not to say the ancients were ignorant of the passage of time. There is a line in the Mahabharata that likens it to a chariot wheel. The wheel turns, and from our fixed vantage point the same spokes come and go and return again, but at the same time the chariot is moving down the road. 

But chariot wheels sometimes break. This was a constant danger in the minds of ancient peoples. The moon goes dark...but what guarantee is there she will wax full again? Winter comes and nature dies. Will it be reborn? Will the sun climb back out from the land of the dead? What is it that turns the wheel?

And a deeper question looms...why? Why does the sun set and rise? Why do the nights get longer? Why does the moon go black? 

The answer to both questions was clear. Something set the wheel in motion, something started it, and that something must be what keeps it in motion. That thing is outside the wheel, not turning with the wheel but instead turning it.

Romanian religious historian Mircea Eliade (1907-1986) was among the first to formulate these observations. Eliade was--and remains--a titan in the field because he essentially helped to create it. It was an 18th and 19th century academic conceit to dismiss religious experience, to pass it off as something else. For anthropologist Sir James Frazer (1854-1941) magic and religion were developmental phases, like childhood and adolescence. Magic was practiced by "primitive" humanity, followed by more mature religion, until both were replaced by mature science. Sigmund Freud (1856-1939) predictably explained religion as the product of psychological complexes. Karl Marx (1818-1883) had economic and political explanations. Perhaps the closest we get to Eliade was Emile Durkheim (1858-1917), one of the founders of sociology, who at least saw religious experience as a natural aspect of human life. Cult, to his mind, was like culture, forming bonds between individuals and creating commonality. 

Eliade had a more radical notion. Perhaps religious experience was just that...religious experience. Perhaps it was an encounter with the transcendent. With the sacred. Durkheim wrote of the sacred, but he viewed it as a feeling of awe, devotion, respect. He was careful to skirt the supernatural. Eliade instead saw the sacred as a universal experience of something outside. He was careful not to assign it to any one religion or tradition. This all led him to one of his most famous concepts, eternal return.

To simplify, Eliade theorized Traditional humanity being conscious of two types of time, Profane and Sacred (Eliade used the term "sacred time" extensively, a phrase Greg Stafford would later adopt for Glorantha). Profane time was the wheel, the circle, we discussed above. This was the world inside of Time, the world that turned endlessly through days and seasons. 

Sacred time was what existed outside the wheel, the world outside of Time. It was what set the wheel in motion and what kept it turning. Outside of the wheel, it was a single, omnipresent now. This is where all the things that set the wheel in motion existed. Gods, heroes, sacred ancestors.

Critical to all of this was Eliade's observation that in the Traditional mind, the essence of a thing resides in its origin. Its origin established the nature of a thing, formed the pattern of its existence, its identity. Thus creation stories, myths, contained tremendous power. If you knew the origin of thing, you could exert influence over it. And the way in which human beings learned these origin stories was hierophany, the "breakthrough" of the sacred into profane time. These revelations--like the sages who first heard the Vedas or Muhammad hearing Jibreel recite the Qur'an, gave humanity the origin stories of things so that they might use these stories to participate in the sacred.

The eternal return was made possible by these hierophanies. By having the origin story, one had the beginning of a thing, one could touch its source, which lay outside of profane time in the sacred:

In imitating the exemplary acts of a god or of a mythic hero, or simply by recounting their adventures, the man of an archaic society detaches himself from profane time and magically re-enters the Great Time, the sacred time.

In Glorantha

It is easier to see now how Greg seized on these ideas and digested them, re-interpreting and reweaving them. Hierophany is Myth, the revelation of sacred time to mortals. Sacred time is the Gods World;


The realm of eternity. Every deity who performed great immortal deeds is found here. Within this world of extremes lie the heavens and hells of the cults, where initiates and devotees go after death. Here, too, lie the great pools of creative material from which were made the primal oceans, ancient mountains, and first skies of the Mundane World.

Mythology, p. 14

New players often struggle to understand how the Gods World could have ages, sequences of events, cause and effect, if there was no Time. While a standard answer would be that "we" as beings inside of Time are imposing our perceptions on these stories, I would refer the reader back to the wheel. We think of time as a chain of events, but the Traditional viewpoint is to see it as the cycle. Before Arachne Solara birthed Time, there were no sunrises and sunsets, no seasons, therefore no wheel, no cycle, no Time. Events were fluid then, not fixed.

On the other hand, it is important to recognize that all of the Myths still exist, and can be accessed now. They can be experienced and visited. Through Myth you can enter the Golden Age and see the Spike, the cosmic mountain at the center of exist. Through a different story, you could enter the Greater Darkness and witness the Void, the hole in creation left when the Devil shattered that mountain. Then you could go back and visit the Spike again. This is not possible within Time. If your comrade dies you may attempt to bring them back, but you cannot go back to yesterday or last week to save them. We are trapped on the wheel, and the wheel turns in one direction only. 


Time as a Wheel

Myth, by contrast, can lead us anywhere in the ages of the Gods World, and these visits to the sacred, to the Gods World, are HeroQuests:

Heroquesting is a direct interaction by mortals with the divine realm of myth and archetypes. When heroquesting, participants enter the realm of legend and myth to interact with heroes and gods, gambling precious life force to gain miraculous powers and bring back magic, whether that be Rune spells, guardian spirits, a good harvest, something long forgotten and hidden, or other magical boons or curses.

Mythology, p. 14

In Tolkein's legendarium, which I would argue derives as much from the Traditional worldview as does Glorantha, the world was initially flat but bent into a circle to prevent humankind from ever sailing against the lands of the immortals again. Time, in Glorantha, is similar. The gods made the world, there was a golden age, then they began to war upon each other, the world collapsed and died. To save it, Arachne Solara and the gods bent the world again. That sequence of events was turned into a circle of constant creation and recreation. The Green Age became Sea Season. The Golden Age became Fire Season. Earth Season, harvest, is the first intrusion of Death into the world, the Lesser Darkness. Then Dark Season, the Greater Darkness, befalls the world. The Grey or Silver Age, when Orlanth quested to save creation, is Storm Season. 

Then comes the crucial moment.

In his theory of cyclic time, Eliade cites numerous examples of rites and rituals who's intent was to help the gods "recreate" the world. As mentioned above, there was always a fear that maybe the wheel would stop turning or break. Through myth, and ritual, humans could revisit the origins of things, the source, and help the gods recreate the world. Greg put this at the end of his Gloranthan year and called it--and I think Eliade might have been pleased--"Sacred Time."

Closing Notes

If you have never read Eliade, and are curious about some of Greg's influences, I strongly recommend The Sacred and the Profane: The Nature of Religion and The Myth of the Eternal Return. Both are very accessible. Eliade was a prolific writer and researcher, who also wrote on alchemy, yoga, and shamanism. I would heartily recommend these as well but they stray a bit from the main topic here.

I admit to being a bit of an Eliade fan boy. I blame Greg for this and all that RuneQuest in my adolescent years. While I never had the chance to study under him, I was able to study under two of his University of Chicago proteges, Alf Hiltebeitel and Wendy Doniger. While both focus primarily in the mythology of the Indian subcontinent (Alf taught me the Mahabharata), any of their works are also terrific and show a deep Eliade influence. 

 





Wednesday, October 19, 2022

WRITING RIDDLES: ILLUMINATION IN GLORANTHA, PART ONE

Note: This is the first of two (maybe even three) essays on Gloranthan Illumination. It is an overview, and sets up the theses for the future pieces.


In writing The Final Riddle, I realized I needed to start with the prickly subject of Illumination. Introduced way back in 1981's Cults of Terror, Illumination is a state of spiritual and mental transcendence, the Gloranthan equivalent of "enlightenment." Like many things Gloranthan, it has parallels to concepts in our own world, such as the Buddhist nirvana, Saint Symeon's "dying to the Self,", or the concept of moksha on the Indian subcontinent. Yet Illumination is not strictly speaking any of these. Like so much in Glorantha, a setting which resists the simple dualism of many fantasy worlds, the nature of Illumination is left up for individual gaming tables to decide. In doing so, we are weighing in on a subject that has been the source of much conflict in our own world.

On one hand, we have Nysalor, the "Bright One." This First Age deity introduced (or re-introduced, in later writings) Illumination into the world. For his disciples, it was an overwhelmingly positive force, elevating the Illuminate above all the harmful divisions caused by the Gods War. Illumination allows the individual to rise above dualities and definitions. Life and Death, Harmony and Disorder, Illusion and Truth, even Cosmos and Chaos can be seen as aspects of the same thing. Illumination effectively liberates the individual from religious strictures, such as joining opposing cults or facing spirits of reprisal. It all seems...good.

Yet at the same time, in the West, we see Nysalor's teachings abused and corrupted. His disciples use their liberation from normal ethics to create diseases just so they can spread them and cure them. The Vampire Lords of Tanisor go further. This gave rise to Arkat, Nysalor's great enemy, who himself became Illuminated to bring down the Bright One. They became mirrors of each other, each called the other Gbaji, the Deceiver. In the end of their cataclysmic struggle one emerged, but no one can be sure which.

Readers with a taste for South Asian history might see some parallels here. When the Buddha emerged, his teachings of self-liberation went completely against the Vedic priesthoods, who taught that personal salvation came only from the temples and their deities, and the practice of sacrifice to both. Buddhism was, in essence, an affront to the social order which kept the priests and the warrior castes in their lofty positions. The accusations then lay in charges that Buddhists were antagonistic to the Cosmic Order, rta. In this way they were associated with disorder, or to use a Greek-derived word, Chaos. As Glorantha fans all know, that is the primary charge against Illumination. It is a form of Chaos.

The socio-political tensions between early Buddhism and the Vedic tradition are not unique, however, they are nearly universal. We need to talk a moment about exoteric and esoteric spirituality. The first is communal, societal, and usually organized around group ceremonies, temples, and priesthoods. The later is internal, solitary (mostly), introspective, and subjective. Exoteric religion tells you "do this," or "believe this." Esoteric religion asks you to withdraw and look inward for answers.

In any given religious tradition, we see these two aspects. Judaism has kabbalah as an inner tradition, for example. Islam has sufism. Christianity has a strong mystical tradition early on that the Church slowly tapped down. There are, historically speaking, often tensions between these two sorts of faith. In the Sunni tradition, a fine example is the tension between Salafism (exoteric Islam based on the Qur'an, hadith, and performance of the Five Pillars) and Sufism (which is more meditative, contemplative, and inner). 

In Glorantha, theism is extremely exoteric. The Orlanth cults, for example, form the backbone of Orlanthi society. Worship revolves around lay people supporting temples, with priests and Rune Lords wielding a great deal of political influence and power. Theistic cults tend to hold society together. So too do many of the Western sorcerous traditions. Shamanistic societies are a bit less rigid, but still involve a specialist (the shaman) to deal with the spiritual world on your behalf.

Illumination throws all of this out the window. You must answer its Riddles for yourself, and the enlightenment liberates you from the restrictions of theistic (or sorcerous) faith. This makes it extremely dangerous from the exoteric position, because it cannot be controlled.

The Lunar Empire handles this in a clever way. They hand the exoteric reins of power to the Imperial state cults, while the Great Sister overseas Lunar esotericism. The exoteric state cults maintain order and Imperial unity, and the vast majority of the population may belong only to them. Further, the state cults are expansionistic, pushing the borders of the Empire outwards and seeking converts. Those citizens seeking to go deeper into the Lunar religion, however, can turn to the esoteric Illumination (or "Sevening") ways. These cults are centripetal, pulling the initiate inwards towards the heart of Lunarism. This unique dualism is inherent in Lunar Illumination, and will be the subject of Part Two of this series. Still, even though the Red Goddess embraces the esoteric path in a way most exoteric cults can't, she has her Examiners in service of the State that watch for Illuminates going "bad" ("Occluded," is the Lunar term).

It is worth noting, incidentally, that even the language we use suggests a tension between these two religious approaches. The Sanskrit word for "religion" is yoga, or "yoke." The English comes from the Latin re ligio, to be "bound" or "tied" (we get the related word "ligature" from the same root). Compare this to the word most closely associated with enlightenment..."liberation." To be "freed" from bonds. One binds, the other unties.

My suggestion here, then, is not that Greg Stafford was modeling any specific cultural conflict in the tension between Gloranthan religions and Illumination (Buddhist and Vedic, Salafism and Sufism, Christian and Gnostic, etc), but rather the inherent religious tension between these two approaches to Truth. Glorantha is about mythology, so too is religion, and the struggle between the two religious paths is often expressed in mythological terms. It is logical that one of the main struggles in the setting, then, is the tension between exoteric orthodoxy and esoteric heterodoxy. I would argue that it is indeed a main theme in Glorantha, maybe even its primary one. After all, the First Age was dominated by Arkat's struggle against Nysalor. The Second Age, meanwhile, was characterized by the rivalry between two Empires and philosophies, the extreme orthodoxy of the God Learners and their drive towards One Universal Truth, and the EWF's esoteric heterodoxy of Draconic Consciousness (a close cousin to Illumination). In the Third Age, it is repeated again, with the Lunar Empire struggling against the Theistic nation of Sartar (the twist being, of course, Argrath's own Illumination). 

Fantasy settings thrive on conflict. Tolkien's Middle-earth had Good versus Evil, Moorcock's Multiverse had Law versus Chaos, Howard's Hyborian Age had Barbarism versus Civilization. What we are looking at in Glorantha, I think, is a more nuanced theme about the Truth that is defined for you versus Truth that is defined by you, and the dangers inherent in both.   


The Final Riddle is coming soon to the Jonstown Compendium.       




Wednesday, October 21, 2020

THE ADVENTURE OF THE GREAT HUNT: A KING ARTHUR PENDRAGON REVIEW

“For I have promised to do the battle to the uttermost, by faith of my body, while me lasteth the life, and therefore I had liefer to die with honour than to live with shame ; and if it were possible for me to die an hundred times, I had liefer to die oft than yield me to thee; for though I lack weapon, I shall lack no worship, and if thou slay me weaponless that shall be thy shame.”

Malory, Le Morte d'Arthur, Book IV Chapter X




IF YOU HAVE READ any of the reviews here, you know I like setting the stage with backstory.  Games, like films or novels or any other sort of story, don't exist in a vacuum but have history and context.  In talking about The Adventure of the Great Hunt, a quick-start scenario that gives us a preview of next year's King Arthur Pendragon 6th edition, things are a little different however.  I've pretty much already set the stage in my 2019 review of the current edition.  If you would like more context, gentle reader, I refer you there.

The Adventure of the Great Hunt (hereafter just Hunt because nothing is as unlovely as typing TAotGH over and over again) is a free 26-page PDF released for WeAreAllUs 2020, a celebration of the life and work of Chaosium-founder and master game designer Greg Stafford.  Again, I have already written about Greg and how his passing affected me, so we can move on.  Greg considered Pendragon his masterpiece, and that is saying something.  Aside from creating Glorantha and Chaosium, his contributions to the hobby are staggering.  With Ghostbusters he gave us dice pools.  With Prince Valiant, the storytelling game.  As John Wick (Legend of the Five Rings, Houses of the Blooded, 7th Sea etc etc) put it, "if you believe you've come up with a clever mechanic, Greg Stafford already did it."  So it seems right for Chaosium to remember his passing this year with a sneak peek at what he considered to be the "ultimate edition" of his greatest game.

It feels a bit pointless reviewing free downloads.  If you are reading this review you probably already have it.  If you don't, I am not sure why you are reading the review.  Yet if for some reason you haven't gotten a copy yet, I urge you to do so.  Written by Stafford with assistance from David Larkins, layout by Simeon Cogswell, and art by Riley Spalding, Kalin Kadiev, and Eleonor Piteira, Hunt is a splendid little treasure, and eight-page scenario steeped in both the medieval tradition of the Hunt and in the Arthurian tradition of symbolic and/or magical beasties.  Set nominally sometime in the Conquest Period (519-530 AD) of the The Great Pendragon Campaign, the player character knights are guests of Sir Servause le Breuse, a renowned hunter.  After feasting his guests, Servause's household unexpectedly receives Sir Ector, foster-father to the King.  His lands are being ravaged by a dragon, and being of advanced age, no true knight could forgo aiding him.  Yet dragons are not easy creatures to beat, and Servause comes up with a novel suggestion that sets events in motion.

This is Stafford at the height of his Pendragon powers.  The set-up, where Servause makes his suggestion to the players, could easily come out of the pages of Le Morte d'Arthur.  For example;

“The panther is a great cat of variegated color, known for its kindness and gentility. All beasts are its friend—save for the dragon! When the panther has eaten its fill, it sleeps for three days. When it wakes, it emits a belch of sweet perfume, not unlike the aroma of all-spice..."

Much like Glorantha, the Britain of Pendragon is not the typical fantasy world of "mostly sciencey with a dash of magic added."  It is what Malory and other medieval romanticists thought it to be.  Hunt evokes this marvelously.  Playing through it, there is no doubt you are playing Pendragon.  It simply could be nothing else.

In addition to the scenario, there is a two-page appendix of hunting rules, three pages of pregenerated player character knights, and--in what I suspect many of you have been waiting for--a six-page preview of next year's 6th edition rules.

From the taste we have been given here we are looking at more of a refinement than an overhaul.  There are tweaks, but nothing quite like the changes between, say, the 3rd and 4th editions (yes, "Celtic magic system," looking at you).  The Appearance Attribute, for example, is now "Appeal," but functions the same way.  The most interesting tweak is the apparent highlighting of "Honor."  Always a vital part of the game, it now seems to have been elevated up beside Glory in what drives and motivates a knight.  Glory accumulates, but Honor can be lost, and if too much is lost, the character is no longer recognized as a knight.  As I said, this was in Pendragon before, but it seems spotlighted in this preview.




There are a few other surprises, but people new to Pendragon will not notice and experienced players should probably just download the PDF and take a look.  One thing that should be said, however, is that the look of this PDF bodes very well for the new edition.  Pendragon 5.2 is a fine looking book, but the design here suggests the new Pendragon will be more like Call of Cthulhu 7th edition or the new RuneQuest in being laid out with richer backgrounds and better art.  The PDF genuinely looks like an illuminated manuscript.  

This is a terrific Arthurian adventure, and the perfect example of why Pendragon remains one of the best loved and most celebrated games of all time.  Veterans will love it, and it is just light enough to introduce new players to the game.  As a free gift to fans, it is a perfect way to remember Greg for 2020's WeAreAllUs.  I suspect that watching us from distant Avalon (or probably, knowing the old shaman, from visions in his Crystal Cave), Greg is grinning.