Over the DM's Shoulder

Wednesday, June 30, 2021

Mythology by Culture in My Homebrew Setting

I have created a series of articles about my homebrew setting; I have tackled the literature, architecture, common sayings, naming conventions, and superstitions of each racial culture in my D&D setting. As a whole, these profiles depict the cultural values of each race through various lenses. To that list, I am adding mythology: the stories that people tell about the origins of life. Read on for the full guide to culture in my homebrew world, Evanoch. 

When it comes to mythology, the myth is characterized by the story itself, what that myth tells us about the corresponding culture, and what impact that myth has on that culture in today's world. I will address each of these details for each myth, and I think that regular readers of this site will recognize the trends within each culture as consistent with the ways that their cultures operate outside of the realm of mythology. 

Daltoners

  • Pelor's Grace: Daltoners have long passed down the story of Pelor's role in the world, characterizing him as a demanding paternal figure. This image began long before the Daltoners arrived on Evanoch. In the myth, Pelor uses all his godly energy to fuel his light so that the people of the world could grow crops and see clearly. But in the process, he becomes weaker the more his light shines. In order to keep Pelor strong, Daltoners commit to acts of sacrifice under the belief that the lost life energy will transfer to Pelor. It is said amongst Daltoners that Pelor received the first sacrifice--a human sacrifice--with mixed feelings because he did not want Daltoners to die for his own power. This has led many extremist Daltoners to look to capturing people of other races for sacrifices (whereas most Daltoners use animal sacrifices). This myth tells us that Daltoners are gravely serious about their religious beliefs and that they view the world as inherently unstable; they must tirelessly work to keep the world from falling apart, which makes many Daltoners view the world as an endless struggle. This is in-line with life on their homeland, the island of Dalton, where resources are scarce, food is scarcer, and people look out for themselves rather than their communities. In today's world, this myth fuels some of the more extreme imperialist Daltoners, and the prevalence of the myth's repetition in the modern world is a reminder that Daltoners have clung to their myths more literally than any other race. 
  • Sir Hector the Pure: One of the earliest tales in Daltoner lore is that of Sir Hector the Pure, a hero king who is said to have united all of the warring factions of Dalton under a single banner, forming the kingdom of Dalton. Sir Hector's great strength as a leader was in his clarity of purpose. He publicly committed himself to uniting the great houses of Dalton under the name of Pelor; although he was not honored with an official title of kinghood, he is commonly considered the first real Tsar of Dalton (the supreme leader of the empire). In the myth, Sir Hector repeatedly faces off against the self-driven lords of the land, speaking to them in adages about the limits of power and the virtues of unity. But while this myth includes ideas like these, the morals about collective power and responsibility to community have been interpreted in other ways, usually emphasizing the strength of empires and the infallibility of leaders. This myth's popularity is less a statement about the values represented in the story and more about its enduring popularity as a text interpreted in favor of existing social mores. Today, Sir Hector the Pure's story is treated not unlike modern America treats the story of George Washington--so much is apocryphal that the truth and the modern understanding are completely separate. 
  • The Eternal Mother: In the earlier years of the Daltoner empire (before they arrived on Evanoch), gender relations were considerably stronger than they are in modern day. This was due in large part to the myth of the Eternal Mother. Where Pelor served as a symbol of male energy--radiating energy to support the family of the earth--the Eternal Mother was the symbol of female energy. The Eternal Mother was not a god like Pelor, but a symbol embodied by natural forces, like a protective ghost. The myth went that the Eternal Mother was once impregnated by Pelor, but she was so fertile that even after giving birth, she remained pregnant. The myth continues that the Eternal Mother has birthed the most important parts of everyday life, including tangible things like farming implements and technological devices as well as intangible things like a spirit of indomitability or a feeling of inspiration. This myth fell out of favor amongst Daltoner leaders centuries before Daltoners landed on Evanoch, cementing a mostly male-centric society, but some of the more rebellious Daltoner women keep the tale alive for future generations. Today, most Evanines consider this tale to be some of the only evidence that Daltoner society was ever permissive of anything that they are not currently. 

Faninites
  • The Great Splitting: Long before the first Faninite settlers landed on the shores of Evanoch, Faninite explorers had made their way to the continent and encountered the mass of races there. This caused the human society to ask questions about the origin of the different races, and a new myth arose. This new story proposed an idea that was considered mythical at best at the time but which is now supported by genealogical science: the different races are all descended from one common ancestor. The Faninite myth contends that one progenitor (essentially a human) split into the other races over time as the distance between the developing races grew. This myth was partially fueled by the biodiversity of the island of Fanin, where similar but distinct species show signs of specialization. This myth places Faninites at the center of the story (being the base ancestor of all races), but also is one of the only racial myths which includes the other races. This story reveals that Faninites, outsiders to Evanoch, were keen to understand their place in a world that had just grown much larger--this is key to Faninites, who regard their place in the world more humbly than most. Today, this myth is considered more of a philosophical concept which reminds Faninites that the world is a complex place. 
  • A Mother's Touch: In a tale long passed down, Faninite culture explains that a mother's actions while pregnant help to determine the personality of the child. Playing games while pregnant leads to a competitive child, serving one's community leads to a nurturing child, eating too much leads to a gluttonous child, and so on. It is said that during the mother's pregnancy, the child learns what life is via the mother's experiences. Belief in this myth leads Faninite mothers to adhere to strict behavioral codes during pregnancy, and Faninite mothers commonly curse themselves for their actions when their child misbehaves. This myth reveals the notion of balance in the world that is dear to Faninites--actions have predictable outcomes. It also stresses the importance of child-mother relationships, which are especially important in Faninite culture. Today, this myth is regarded as a wives' tale by most, but many Faninites adhere to strict codes of behavior while pregnant just to be certain. 
  • The Unsung God: In the days prior to Faninite expansion to Evanoch, most Faninites practiced a crude form of worship of nature as an entity--they did not worship Obad-Hai or Ehlonna, but rather an unnamed spirit of all natural things. This unnamed deity was responsible for maintaining the balance between extremes: life and death, summer heat and winter snow, times of plenty and times of scarcity. The belief was that by honoring this god, imbalance in nature could be averted. When more Faninites made Evanoch their home, they discovered that Evanines had direct contact with a whole range of deities who actually responded to them--this changed the Faninite perception of worship. Most Faninites became converts of Obad-Hai or Ehlonna, but a good number of them maintained worship of the unnamed god in private. This myth is a reminder that Faninites (now an integral part of Evanoch) are still newcomers to the continent relative the non-human races despite their assimilation but also reminds Faninites that Evanoch is a more special place than their homeland. Today, worship of the unnamed god is more limited and private than ever, but those who do pray to this deity swear that the setting of intentions is more meaningful than directly speaking with a god, who has their own agenda. 

Dwarves
  • The Forging of the Hammer: Before Moradin created the dwarves, he was more or less alone in the world. Other gods were warring or creating their domains bit by bit, but Moradin had other plans. To increase his own power, he decided to craft a tool to help him. He considered the spear, but it could not act as a tool. He considered a saw, but it could not be used to protect oneself. He considered a great stone, but it was not easy to use. He decided to combine these features and invented the first hammer, which had reach like a spear, usefulness as a tool like a saw, and power like the stone. The hammer became the very symbol of Moradin, and in many versions of the dwarven creation myth, he used it to create and bless the dwarves. This myth reveals that dwarves' love of tradition extends to all things dwarven, including their deity and their culture. Amongst dwarves today, a hammer is still the holy symbol of Moradin, and many dwarves choose hammers to defend themselves. 
  • The Right of Kings: The supreme leader of the dwarven capital of Underhar is called the Dronith, which loosely translates to "Regent." In the earliest days of dwarven civilization, the Dronith was more of a ceremonial rank, someone who humbly performed the rites to keep dwarven leadership going. But sometime just after the beginning of recorded history, the Dronith was transformed into a much more comprehensively powerful person. Many attribute this to the dwarven myth of a mysterious and likely apocryphal leader from the years before history was recorded. In this tale, Dronith Flint Redshield was a dwarven leader whose health was ailing. His people gathered around him on his deathbed, and a cleric whose name was never recorded (known simply as "The Cleric" in this story) decided to direct everyone to empower the dying regent. Through the effort of the gathered people and the magic of the cleric, Dronith Redshield recovered his health and was also invested with the power of his people. From this point onward, dwarven leadership was bestowed along with the blessings of all dwarves in Underhar and the churches of the capital. This myth illustrates the long tradition of strict hierarchy in dwarven culture, as in the myth, common people give up their power for the Dronith's sake. Today, the myth remains something of a reminder from older generations to younger dwarves to remember the power of dwarven leadership in crucial times. 
  • A Line on the Floor: Drawn from a myth so old that some details have been lost to time, this myth is the cause of a peculiar dwarven architectural tradition. What remains of the myth tells us this: in the time before humanoids, when it was only gods, the powers of the gods were boundless. They had nothing to sustain, and so they used their powers freely. But because there were no limits on godly powers, the gods were always accidentally interfering with one another. Moradin hatched a plan: he used his hammer to draw dividing lines around himself when conducting magic. These lines separated his powers from the other gods', which allowed them all to practice their powers as they saw fit. This is replicated in dwarven homes by etching lines into the floor that section the home off into distinct areas. A dwarf might eat meals in one section, sleep in another section, and read in a third section; dividing lines on the ground separate these different realms of life. It is said that not employing these lines invites the other gods to interfere with one's designs. This myth illustrates both the dwarven reverence for Moradin (dwarves are among the most committed to a racial deity in the land) and the hierarchical, organized way of life. Today, this tradition is deeply ingrained in dwarven society, and all but the most independent dwarves have clearly marked areas in their homes. 

Elves
  • The Phases of the Moon: Corellon Larethian, god of the elves, is indicated by his symbol of a thin crescent moon. In elven myth, Larethian began as the moon itself, more detached than the other gods. This was long before the birth of humanoids; it was simply the gods and the earth. Larethian watched over the world when Pelor was asleep, and the two were very much counterparts of one another. But when the moon reached its waning crescent, Corellon Larethian was split. The moon remained named Corellon, and Larethian is the elven word for "change." Thus, the moon is watched over by Corellon Larethian's highest spirit, while his consciousness lives as the elven god. This separation of spirit and mind indicates the elven tendency towards balancing those two aspects of life. It also represents the elven reverence of the moon. Elves celebrate every waning crescent moon as the beginning of something new, marked by the following new moon. Today, lunar phases remain crucial to elven faith and culture, and some elven traditions are only carried out at night in honor of the moon god. 
  • The First Sapling: The story of the first tree is central to elven culture. In this myth, the growth of the first tree precedes even the gods. Before any deities had come to exist, earth, air, and water combined to form the first sapling. In elven culture, trees represent all the elements, as they grow in earth, rise into the air, grow from water, and can be burned as fuel for fire. The first sapling grew strong and tall and spread a variety of seeds across the land, and these seeds grew into different plants depending on where they landed. From this one tree grew all that have ever lived, and elves commonly give thanks to the first tree as though it is a minor deity. The elven homeland on the Lathien Island system is dominated by rich forests with many trees that can only be found there. Many elven homes are built directly into living trees. These facts give context to the elven fondness for forests, and indeed even the symbol of a tree is often used to represent the idea of home. Today, the tale of the first sapling is regarded more as a folk tale than a real history, but the story is shared more often than any more scientific explanation. 
  • Tree Breath: One of the oldest substances used as a drug in Evanoch is the refined essence of a plant leaf called Vivara. This substance, when consumed, induces a state similar to elven meditation; for non-elves, it creates a calm but euphoric experience that looks like elven meditation, and for elves, the effect is multiplied by as much as twice that effect. Though uses vary outside of the elven community, for elves, Vivara essence (or "Tree Breath," as it is commonly known) is a spiritual experience meant to bring the user closer to nature. The myth surrounding this is that Corellon Larethian recognized that humanoids were formed with a vital element missing--perspective. To remedy this, he endowed the Vivara tree with the powerful property that opens the door to true contemplation. Many elves believe that the only true path to enlightenment is through Vivara essence. This myth reveals that elves both desire connection with nature (enough to dedicate a powerful drug to pursuing that connection) and that elves believe the path forward comes from reflection, not action. Today, people pay little attention to the myth behind Vivara essence unless they are using it for traditional meditation purposes. 

Half-Elves
  • The Other Piece: When Faninites reached Evanoch and mixed with the elves, the result was half-elves. It was noted at the time as curious, as humans and elves were not expected to be able to bear children, since no other combination of races could produce children. Very quickly, half-elves created a myth about the nature of this pairing. Humans and elves were as similar as halflings and gnomes, so why didn't that combination have the same effect? The resulting story posited that elves and Faninites were cosmically linked, fated to meet and create half-elves. The story's details changed with each telling, but the basic premise was the Corellon Larethian and Ehlonna had conspired against the other gods, intending to combine their forces. With this plan, they created elves and Faninites separately, but bound on a collision course. This myth shows the half-elven belief that balancing two extremes is a key part of culture and that half-elves' presence is no accident (a common perception of non-half-elves). Today, this myth is more of an attitude than an actual belief--half-elves are less prone to tradition than their elven parents, and they value philosophy over  faith. 
  • The Third Voice: A common elven folk saying (preceding half-elves) says that "Everyone has two voices: a voice for good, and a voice for bad. We must listen to the good." But half-elves developed their own interpretation of this saying with a myth. The story goes that half-elves brought with them a third voice, a voice which is more powerful than either the good or the bad. The third voice, sometimes called "judgment," represents neither extreme, but the push to remain balanced in the middle. The appearance of this third voice is considered by many half-elves to be a real historical event, as the period in which half-elves appeared in Evanoch was also marked by decreased violence, advances in philosophy, and an array of improvements in social conditions. This myth represents the half-elven tendency toward tempering two distinct things as well as the value of compromise and diplomatic thought. Today, the idea that the third voice is a real entity which has changed history is adopted by about one-half of half-elves and a smattering of other individuals; it is often invoked by half-elves when they have a clear solution to a problem that others don't see the merit of. 
  • The Half-God: In recent years, a faction of half-elves who feel that they are oppressed and ignored by society introduced a myth they claim is ancient but which few scholars can find any evidence for. The myth contends that there is a forgotten member of the pantheon of deities who is specifically a half-elven god. The patron saint of communication and balance, this deity is named Relligen Larethian--not the god of the moon or elves, but the god of the sky and half-elves. Relligen is supposed to be Corellon Larethian's wife, forgotten by many because her time to shine would not come until the half-elves were born, and ignored then because the other gods were all anyone knew. Although few claim to have been in contact with Relligen Larethian, the myth has gained traction among younger half-elves who want to carve out their own space. This myth is reflective of the difficult social position of half-elves, who have no distinct cultural representation without this god. Today, the myth is continuing to grow, even as it is ridiculed by many outside the half-elven community.  

Halflings
  • A Hole in the Ground: Visitors to the halfling capital of Curagon notice quickly that many of the buildings there are underground, with only small burrowed entrances to the structures. This method of halfling construction stretches back as far as recorded history. A halfling myth provides the origin for this tendency: the halfling goddess Yondalla was once the most peaceful and nurturing of deities, which created issues for her as the other gods strove to compete for the most power. In order to be safe and keep practicing her good deeds, Yondalla burrowed into the earth and created a sanctuary from the surface world. Scholars argue over whether this myth explained existing burrows, or if, as the myth contends, burrows followed Yondalla's example. But regardless of the truth of it, the myth is celebrated by halflings by placing a symbol of Yondalla at the lowest point in the home (oftentime, a small dugout is added to homes to create a lowest point). This myth displays an explanation for traditional halfling behavior and adds a moral component to it, which represents the halfling tendency toward good deeds on the community level. Today, the myth is regarded as folk wisdom and inspiration for doing things the halfling traditional way.  
  • A Single Note: Halfling mythology contends that in the beginning, all was silent. The gods communicated telepathically, and nothing on the earth made a sound. But Yondalla saw a new way forward, and she spoke to herself from her burrow, "Life." At the sound of Yondalla's bright voice, a halfling family appeared before her. Rather than explain what she wanted from the halflings, Yondalla produced a harp and played a single note. From that note, the halfling family came to understand all that Yondalla had to say, and soon the other gods were speaking and attempting to make music, although no god could make music like Yondalla. The halfling family were gifted with their own instruments, and they created beautiful music long before even the gods could. This myth can explain the halfling tendency toward musical expression; halflings are considered the most inventive musicians in the land, and the creation of music beginning with them depicts the pride that halflings feel for their abilities. Today, this myth is taken quite seriously. Even non-halfling musicians are likely to pray to Yondalla for inspiration, and halfling musicians often also dabble in the lore of Yondalla.  
  • A Few Inches Less: For much of the beginning of recorded history, halflings were mostly in contact with their neighbors to the northeast, the gnomes. The similar statures of halflings and gnomes led most members of both races to conceptualize the world as mostly consisting of people of their size. As the halflings came into contact with the dwarves to the southeast, the orcs to the southwest, and the elves to the northwest, they began to realize that halflings and gnomes were outnumbered by the larger humanoids. As a result, a myth began to develop that the gods changed the size of a humanoid depending on that person's morality. The better you were as a person, the shorter you would be, went the logic. The smallest halflings were honored, and the largest humanoids feared. Young halflings resented their growth spurts and hoped to be a few inches less than their parents and siblings. This myth reflects the halfling perspective as outsiders on most every issue, as well as the belief that halflings are the most moral of the races. Today, this myth is regarded as an outdated folk tale, and is mostly invoked jokingly: "I've been having an off day--I bet I grow an inch tonight." 

Gnomes
  • The First Machine: As inventors, gnomes are unsurpassed; gnomish god Garl Glittergold is said to have been the progenitor of this tradition. In an early gnomish myth, Glittergold witnesses the blessings of the other races: strength for the orcs, grace for the elves, sturdiness for the dwarves--and decided he had to outdo them and make gnomes the most powerful of the humanoids. His strategy was to make the gnomes more than just humanoids, but beings which could command forces beyond their own abilities. So Glittergold invented a machine, using natural objects like shaped stones and twisted trees, that could empower the gnomes with ingenuity. The machine created gnomes who could tinker and create devices at the same age they could first walk. This myth depicts how the gnomish tradition of inventing is viewed as a crucial and even spiritual part of life. Today, gnomish inventors are likely to worship Glittergold, and they often dedicate their inventions to the deity in hope of success.  
  • The Next Name: In a myth from the earliest years of gnomish civilization, a businesswoman named Turina Frebenemy began her ascent of the financial ladder. As she created new products, conquered new markets, and made new fortunes, she began to accumulate new names. These names included Heronitin, Grablowski, Vitteramin, and Ampwin. Each name was an honorific--a title rather than a name. But as generations passed and the story was passed down, the emphasis of the myth became the collection of names as a marker of success. Many gnomes credit this story with being the origin of gnomes' collecting names, and the remaining gnomes insist that Frebenemy was a real person who originated the practice. The myth reveals not only the gnomish custom of gathering names, but also the importance of social prestige in gnomish culture. Today, the myth is still shared as a part of gnomish history, and many gnomes who cherish the tale adopt some of Frebenemy's names in honor of the idea.  
  • Part of Something Bigger: Appearing around the time that the gnomish capital of Vestry shifted toward a more socialistic approach to government, this myth provides the basis for much of gnomish culture's emphasis on community. The myth holds that in the first few years of humanoids existing on the earth, disputes began to pop up. The other races devolved into fighting each other and amongst themselves, but the gnomes took a different approach. Instead, they banded together in order to protect themselves and advance their interests together. This was a highly successful strategy which was soon copied by the other races, but the gnomes seemed best suited to this approach. Part of the myth's reason for being was that cultural values were changing, and gnomes needed to codify the value of community in place of the former "everyone is in it for themselves" approach. This myth tells clearly how gnomes consider teamwork to be the best way forward, which informs practically every element of their society. Today, the myth has largely been incorporated into serious history as part of the project that is collective gnomish society.  

Orcs
  • The Island Alone: The orcish people reside primarly on the island of Grob, a stark land marked by craggy peaks and an isthmus to the mainland to the north. It took centuries after the beginning of recorded history for orcs to encounter any other race--the elves to the north, with whom the orcs share a fierce rivalry. But before that encounter, the orcs lived as though they were the only people of Evanoch. A myth from this period describes the island of Grob as massive and full of varied peoples, all of whom vied for supremacy of the land. This myth was shattered when the elves were contacted, but the orcish view of the orcish people as being varied became highly important when their world expanded. Until warfare with the elves became a primary concern, orcs resented the other races of Evanoch viewing them as one unit rather than members of disparate tribes. This myth displays how the orcs have a worldview that centers on orcish rather than global issues, as well as how identity amongst orcs is conceptualized--orcs are not a monolith, but neither are they individuals; they belong to a clan first and foremost. Today, this myth is passed down by orcish elders as a reminder of the clan obligations of orcs in the modern world. 
  • The Wise Woman: In orcish society, the Curtran ("Wise Woman") is the cultural and spiritual leader of communities. The nominal leader is the warchief, but all of their decisions are discussed with the Curtran first. A very early orcish myth tells of the first Curtran: in the beginning, Gruumsh realized that his prowess in battle would not be enough to serve the orcish people. So he pulled the greater part of his spirit from his body, infused it into a body made of earth and fire, and created the first Curtran. This wise woman acted as counsel to Gruumsh throughout her life, then passed her spirit to the next wise woman. The myth contends that every Curtran today has a part of that first Curtran's spirit alive inside her. This myth reveals that orcs have a considerably more favorable role for women in society than many believe of the orcs; while many assume that the militant orcs would relegate women to backseats in society like the Daltoners and dwarves do, the orcs in fact invest most of their community faith in the wise woman. In this myth, the mundane wise woman is even powerful enough to advise a god--a great investment of power. Today, this story continues to be told, especially by the Curtrans of Grob and by orcs who have left the homeland but want to stay connected to tradition.  
  • The Elven Conundrum: This myth picks up where the orcish creation myth leaves off; after the gods have formed the earth and their favored people, disputes between the gods begin in earnest. This myth actually precedes the contact between elves and orcs, and many say it was prophesized by this tale. In the story, orcs are beset on all sides by a numerous, long-lived enemy. For every one of these menacing beings the orcs managed to best in combat, five more enemies appeared in its place. The orcs fought for generations, and in the end, both the enemies and the orcs were too badly damaged to continue fighting. This is rare in an orcish myth--combat is nearly always displayed as a meaningful strategy that will be of advantage to the orcs. Nevertheless, this myth was repeated and feared for centuries until the orcs encountered the elves. Some orcs were hesitant to identify the elves as the feared enemies, but many felt the similarities were too great to ignore. This myth reveals that orcish culture is centered around battle, but it also shows that orcs know when a stalemate has been reached. Today, this myth is repeated by people of all races, particularly historian, who believe that this myth is the single most significant foretelling of a real event to ever occur. 

There you have it: three mythical stories from each racial culture along with the meaning and impact of those stories in the gameworld's present day. These myths deepen our understanding of the cultures they come from and open new possibilities for storytelling. As a for instance, we might set our players loose investigating the half-elven story of Relligen Larethian, or we could have the players look into other potential prophecies from the orcish world. As always, worldbuilding serves not only to characterize the world, but also to create places for our players to create their own stories. 


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