Estimated Time: 905 (give or take 5 years either way)
Questions: Do the Carmanians have anything equivalent to the comitatus of the Romans? It seems as though they might.
How does Carmania interact with Anadikin (this is how it is spelled in Glorantha the Second Age – is it correct)? Or does Carmania just skirt the edges of Baloris, Brolia, and Anadikin, with little interaction, war or trade?
What languages are spoken in the 905 by the Carmanians?
Basic beliefs
Carmanians once lived in Western Gernetela where Malkionianism is
prevelant. Malkioni are monotheists and believe in only one god, The
Invisible God. Carmanos (prophet of the Carmanians) revealed the
religion of dualism. According to Carmanos, the Invisible God created
two deities to oversee the world of humans. Carmanians (those who
accepted the message of Carmanos) were the target of persecution
despite the fact that their messenger was also the recipient of a
direct message from a divine being (just as Malkion was a messenger of
the Invisible God). This persecution involved harm and death at the
hands of the God Learners, so the Carmanians fled the region to find
religious freedom. They finally settled in a fertile land of rolling
hills and plains in North Western Peloria.
The story of the Carmanians has many similarities to the story of the
Israelites journeying through the wildnerness led by Moses (Syranthir
the Wanderer – more of a knight than a prophet) and finally arriving
at the promised land (the Pasture), driving the Canaanites (Spolite
witches and the Empire of Gloom) before them, and taking the Jordan
Valley (The Poralstor Valley) with its Dead Sea (the Sweet Sea). The
story even includes an allusion to the ten commandments (stone tablets
of revelation from the lake goddess Charmain outlining laws of
governing the faith). The EWF offered support to Syranthir's grandson
(and Carmanos's son) Surandar. They tried to compete with the new
Carmanian religion by offering up draconic secrets, but they were met
with stern disinterest. However, the warriors of the EWF and the
Carmanians did fight together against the Spolites and several war
dragon detachments were left behind to support Surandar as he
conquered the Spolites. The fall of the Spolites was complete by 780.
Since 880, the White Dynasty has ruled Carmania. The current Shah is
Samander. His half-brother Survilstar Dragonslayer is more interested
in fighting than in ruling.
The Carmanian religion and nation are comparatively new to Peloria. The Following are the basic beliefs of Carmanians
Note that in the following chart only nobles and knights have the opportunity to become initiates of the cult of Carmanos and eventually become Karmanak as stated in the Cults of Glorantha vol 1. All others choose a suitable cult and progress in that one. If a Game Master does not have access to Cults of Glorantha 2, he can treat commoner cult initiates (such as Ancestor Worship) as if they were shamans. Give each shaman a beginning skill of 10% in Summon Spirit and allow him to summon and keep spirits of total combined magic points not to exceed his own magic points. The character should be able to use the spirit, once bound, whenever he wishes, once only, and then it returns to the spirit world. If he should have to lose a spirit, he loses the one with the most magic points first, the one with second most magic points second, etc. This chart gives a bit more variety than the Cults of Glorantha volume gives (as one would expect for a complex and sophisticated culture).
Caste…..Cults….Role
Karmanos… Yelm (Lion), Bisos (Bull), Polaris, Issaries, Lokarnos, and Argan Argar…Lords
Vizier… Lhankor Mhy, Atyar, Ikadz, Subere, Valind, Dayzatar…Wizard Hazar… Humakt, Zorak Zoran, Maran Gor…Knight
Commoner Castes (Artisans, Craftsmen, Farmers)… Ancestor Worship, Hero Cults, Spirit Cults, Local Cults, Mystery Cults…Commoner Cults listed in Cults of Glorantha 1 are: Yelm, Issaries, Lokarnos, Argan Argar, Lankor Mhy (spelled Lankor Mhy), Valind, Humakt, Zorak Zoran, Maran Gor (possibly Ancestor Worship and Spirit Cults are covered in Cults of Glorantha 2 – I do not have that book, yet).
What my father told me:
We are proud, and justly proud, of the fact that Carmanianism is not based on mystic dogmatism but is always open to the critical inquiry of reason. We have, therefore, the right not only to know that the observance of the Law has been imposed upon us, but also to understand the inherent reason of its imposition.
The function of reason in regard to religious teachings is of a controlling character; its duty is to watch that nothing is imposed on the human mind which it cannot resolve easily, that is, without the aid of philosophical juggleries. So far as Islam is concerned, unprejudiced reason has, time and again, given it its unreserved vote of confidence. The teachings of the magic and viziers give us understanding and motivate us to right action.
Righteousness will be the ideal I will set before myself in life and will always try to live up to it and attain it. Straight is the Path of Righteousness. Neither will I turn to right nor left, but onward will I tread the straight path. I will control the totality of my life from youth to old age by the law of righteousness. Righteousness is the one path that leads my soul to eternal felicity.
The kings of the world set themselves, and the rulers counsel together against Idovanus and against his anointed saying, Let us break their bands asunder, and cast away their cords from us. Idovanus sits in the heavens and laughs at them. He shall have them in derision. Then he shall make us the hands of his wrath and displeasure. He says to us,
"You shall break them with a rod of iron and dash them to pieces like pottery. Be wise, therefore, and serve your Lord with fear and trembling. Keep your hearts with all vigilance: for out of it are the issues of life. If I, by wisdom, have founded the earth, you, by understanding, shall rule it. Keep sound wisdom and discretion as precious jewels. They shall be life to your soul and grace to your neck. Do not cast them before swine, lest they trod upon it. Keep secret those ways which your Father's entrusted to you. Hear my instruction and be wise. Blessed is the man that hears me and watches daily at my gates. For whoso finds me, finds wisdom, and shall obtain my favor. But he that sins against me wrongs his soul; I shall give him over to Ganesatarus."
We are heirs to a sophisticated and civilized culture. Within the White Dynasty just laws prevail. Alliances are respected, and the peace is preserved. Foreigners are treated with courtesy. Viziers and scholars study the scrolls and think upon the greater issues of justice and mercy. Even farmers and poets can prosper in our land. Within the Abode of War (lands outside of the White Dynasty) the Black Law (see the State of Nature in Leviathan by Thomas Hobbes) prevails. The Shah's enemies are confounded at every hand by war, famine and pestilence. All but the holiest obligations must be set aside if it serves the purposes of the Shah. This is the law of Carmanos.
Playing a Carmanian Character
Carmanians are gregarious, outspoken, just and proud. The character
will think of himself as better than any of the other player
characters (unless they happen to be Carmanian – then caste will play
a great role). He will tend to champion what he thinks is fair and
just (note that this does not necessarily mesh with Lawful Good
alignment in a Dungeons and Dragons campaign). The player will be
shrewd (to a certain extent), secretive of his religious ways, but
generous (within reason) with sharing his belongings. He is a bit of
a fanatic (especially if he is a priest). Other than that the
character is fairly well balanced, well-educated, and well-adjusted
(aside from any personality quirks or characteristic deficiencies).
It seems that most Carmanians would have a good general knowledge of
History and Carmanian Theology.
If the Carmanian is the only civilized character in a group of Barbarians, he may tend to be a bit like Ibn Fadlan in Eaters of the Dead (The Thirteenth Warrior), especially if he is an initiate or has a diplomat background. He might find it odd that Barbarians have absolutely no knowledge of the common stories and myths taught in Carmania, while the Barbarians may think that he has little knowledge of the world (as they see it). A Carmanian will value clean habits and proper first aid, and his religious rituals and/or moral values might be strange or comical to Barbarians. He will know how to read and write and the Barbarians probably won't as they pass their cultural lore from one generation to the next orally rather than by text.
Outfitting: Chain armor (unavailable?), Scale armor and possibly
bronze vambraces and helms (artistically decorated with wings, lion
motifs, etc.) (all rare, reserved for great warriors), Heavy (boiled)
leather (worn by knights/warriors), most other Carmanian adventurers
may begin with Leather hauberks or shirts. Carmanian characters may
begin play with sword and sheath, a dagger and sheath, a kite shield
(or do Carmanians use round shields?) a horse with bridle and saddle,
and a suit of good clothes. Characters do not begin the game with a
warhorse, heavy armor, or a squire (unless another player character
wishes to begin the game as a squire of a warrior). These other items
must be gained during play.
I am not quite sure of the cultural weapons of Carmaninas. I am not sure if Carmanians think of bow use as non-chivalrous. This would be good to know. Do they have access to cross-bows? Are most Carmanians good horsemen? Is there a neighboring Barbarian land that raises good horsemen ( I kind of think of the Adikki/Carmanian relationship as being similar to the Sarmanian/Roman relationship), but I am not sure if this is true.
Adventure Ideas:
Because of the way Carmania took over Pelanda (not killing any Pelandan that can carry a sword), some Spolites still live in Carmania or in surrounding Barbarian areas disguised as priestesses of Grain Goddesses, Earth Goddess and Fertility Goddess (such as Ernalda), or as priestesses of Chalana Arroy. Early adventurers may discern this if they must go to a priestess for advice or healing. Investigation could be considered a low-level adventure with untied ends left for later when the characters have more experience. Or perhaps low-level characters ride with higher level warriors and priests to solve the matter.
Male Barbarian children with promise are given in service to the Carmanian army for 10 or 15 years (as the Sarmanians in King Arthur). During this time they are required to serve as elite troops in military operations for the Carmanian army. Sometime during their service, the Carmanian unit they are serving are killed leaving the young player characters to continue the operation. Will they continue in service or desert the Carmanian army?
A Spolite witch posing as a priestess of another cult lures medium to higher level adventurers into helping her get a powerful item from a ruin in outer Dorastor. Will the adventurers discover the ruse or will they bring her back an item that will be used against the Carmanians?
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