(This is not an article on the End of the World, but I need a place to put it. Enjoy, and I'll resume writing Stormfist Articles soon!)
CARGO CULTS
A belief system commonly known as "cargo cult"
religion focuses on the benefits to be gained from worship and ritual
action, often in the form of material wealth and power. Such beliefs
often form in times of social conflict and upheaval, such as when two
societies of unequal power come into contact. In adapting to the strange
and unsettling new order, some in the less powerful society may seek to
assimilate the bewildering new world they've found into the traditional
beliefs that they've always relied upon. The conflict that they
experience is a certain sign that they live in troubled times, they say,
and they seek to bring about a golden age through a return to
traditional ways. This golden age is often seen as one where the less
powerful society, through the righteousness of their actions, becomes
powerful and regains control over its own destiny.
The disparity
between the conflicting societies is often readily seen through matters
of wealth. The material resources of the more powerful society are
beyond anything that the less powerful society possesses, and often
beyond their understanding. To them, these riches are understood as
supernatural in origin, the work of the gods or ancestors. The more
powerful society is not necessarily seen as supernatural in and of
themselves--while the goods that they bring are, they may have simply
stolen them or received them by mistake.
To gain the desired
supernatural riches, the members of the less powerful society may copy
the actions of the more powerful society. Without knowledge of the
reasons behind these actions nor the true origins of the riches, these
actions become rituals to summon the attention of the divine.
REAL-WORLD SOURCES
Real-world
examples of cargo cults include the Vailala Madness of early 20th
century Papua New Guinea and the John Frum cult of post-World War II
Vanuatu. The believers of the movement behind the Vailala Madness
believed that their ancestors would return to them by a ghost ship, and
bring with them food, tools, weapons and other useful resources, perhaps
to be used to drive away the colonial occupiers. To summon the ghost
ship, the believers were said to imitate the use of radio equipment, as
they had seen the colonists do.
Though it started earlier, the
John Frum cult grew rapidly during the occupation of Vanuatu by American
soldiers fighting in the Pacific War. During the war, the soldiers
brought a steady stream of foreign goods with them. After the war, the
soldiers left, and took with them the means of acquiring more foreign
goods. To lure the soldiers (and their cargo) back, the followers of the
cult built runways, control towers, offices, and other relics of the
American armed forces. The John Frum cult is still extant, and continues
its rituals and military-style parades in faith that John Frum will
return again.
USING CARGO CULTS IN GAME
The concept of
cargo cults can be incorporated into a For Gold & Glory campaign in a
number of ways. While the followers of a cargo cult may not understand
the reasons behind the rituals they've adopted, they may still be
effective in contacting the divine. The divine beings worshipped by a
cargo cult may be benevolent or malevolent, or perhaps act benevolent
while pursing a darker purpose. The very obscurity of the rituals used
to summon these beings often serves to obscure their motives.
On
the other hand, a cargo cult may worship an entity that does not
respond. Perhaps the rituals and ceremonies conducted by the cult are
not performed correctly, or perhaps the cult believes in a being that
does not exist. Such cults may be genuine but misled, or perhaps they
were created by the cult leaders to trick and swindle gullible
followers. Any supernatural abilities attributed to the beings that
these false cults worship are either arcane or supplied by other divine
sources.
AN EXAMPLE: THE ELVES OF RA'AKIEN
In ages past, a
powerful elven nation sailed across the sea and established a colony in
the land of Ra'akien. This colony grew rich from trading Ra'akien's
resources--rare and wondrous mithral--back to their parent civilization.
But with their riches, the elves of Ra'akien became decadent, and their
greed and degeneracy eventually consumed their society. All that
remains now are several scattered tribes of elves.
The tribes of
Ra'akien possess only a few memories of their past glories, religious
rituals included. Both the elves of Ra'akien and their mother culture
worshipped eldritch entities, foremost among them a being named Irothex,
through complex and arcane rituals. Though these rituals have been
mostly forgotten by the tribesfolk, they are still practiced by the
elves across the sea. The elves of the mother country still maintain
contact with their wayward colony, exploiting the tribesfolk of Ra'akien
for cheap labor in the mithral mines. They keep the riches from the ore
to themselves, and see it in their best interest to keep their cousins
in a primitive state to maintain their power over them.
Impressed
by the power and riches of the elves from across the sea, some of the
the tribesfolk have taken to imitating the ways of their cousins.
Through ceremonies combining bastardized religious rites from across the
sea, their own home-grown religion, and the mundane daily activities of
their cousins, they seek to summon Arthek, who they believe will drive
away the elves from across the sea and lead them back to a golden age of
glory and power. And indeed, Arthek answers, granting spells and
blessings to his followers. Thus, the cult of Arthek is growing, as more
and more of the tribesfolk of Ra'akien see his power with their own
eyes. The elves from across the sea rightly see the cult of Arthek as a
threat to their dominance, and have begun to take steps to crush the
movement before it becomes too large to control.
ARTHEK
Duties
of the Priesthood: Arthek's priests see the maintenance of their
traditional culture and the expulsion of the foreign invaders as of
utmost importance. As worship of Arthek is a recent occurance, his
priests have yet to develop official positions within their society,
although they are often drawn from the tribal ranks of leadership and
already wield significant influence. Rituals calling upon Arthek involve
Requirements: AB
as cleric; AL any; WP as cleric; AR all; SP all, astral, charm*,
combat*, creation, divination, elemental*, protection*, necromantic*,
summoning, ; PW 2) ESP 1/day, 5) spells cast from scrolls have a 20\%
chance of not disappearing when used, 8) may use scrolls or other
magical items created for wizards as if a wizard; TU turn; HD d8; LL as
cleric.
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