SableWyvern
Mongoose
I'm in the process of putting together some introductory material for my players to give them a feel for my upcoming (actually still quite a way away) Conan game.
Any feedback on this first part would be most appreciated.
Morality and Ethos
“For no one; no-one in this world can you trust. Not men, not women, not beasts. This, you can trust.”
. . . . . . . . . .
“Conan, what is good in life?”
“To crush your enemies, to see them driven before you, and to hear the lamentations of the women.”
“This is good.”
. . . . . . . . . .
"What do you believe, Conan?"
He shrugged his shoulders. "I have known many gods. He who denies them is as blind as he who trusts them too deeply. I seek not beyond death. It may be the blackness averted by the Nemedian skeptics, or Crom's realm of ice and cloud, or the snowy plains and vaulted halls of the Nordheimer's Valhalla. I know not, nor do I care. Let me live deep while I live, let me know the rich juices of red meat and stinging wine on my palate, the hot embrace of white arms, the mad exultation of battle when the blue blades flame and crimson, and I am content. Let teachers and priests and philosophers brood over questions of reality and illusion. I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content."
. . . . . . . . . .
There are several themes running through the Conan stories, and Sword and Sorcery in general. In essence, they are about fast paced action and adventure, blood and gore, dark magic, lissom women, wine, riches and a stubborn – perhaps foolish – desire to prevail in the face of inexorable doom.
In Conan specifically, Civilisation is painted as unnatural and doomed to failure. Civilised lands will all ultimately fall into decadence and decay, before being overrun by savages and barbarians from one quarter or another. Civility, no matter how sincere, is never more than a thin veil hiding the beast within and, once revealed, a return to barbaric reality is assured. In this light, those cultures that remain civilised, and driven to improving the state of the world, and who have not yet fallen into this trap of decadence, are to be commended for their efforts, however futile they may ultimately be.
Thus, heroism in Conan is not about being good and upright. It is about striving to eke out something better, whether for oneself or others, for pay or for pleasure, in the face of adversity and despite that fact that whatever one gathers to oneself or creates, all is fleeting.
Similarly, honour in Conan is not the same thing that we see it as. Honour is earned from courage in combat and through displays of power that are not overtly selfish or spiteful. Keeping one’s word adds to mystique as much as it does honour, for honesty in a situation where guile will provide more rapid benefits will almost always be met with surprise. Despite this expectation for dishonesty and selfishness, though, wise men – be they barbarians or civilised – will realise that honesty does have its own rewards, as long as one can avoid being manipulated. The weakling who is honest will be used and despised; a powerful warrior who can be relied upon to do what he says, but who will wreak bloody vengeance if wronged, will have many doors open to him.
Survival of the fittest – or perhaps, more simply, survival – is the overriding concern for all in Hyboria. Still, death is inevitable, and there are few who honestly believe that there is anything to look forward to beyond their demise. This, of course, makes honesty and honour a far more fickle thing to achieve. In a world as dangerous as Hyboria, true selflessness will eventually (probably sooner, rather than later) require one’s life. Knowing when such risk is worthwhile, and when it is not, is something that each man must discover for himself. Perhaps what is most important is that when death does arrive, each person does what he can to ensure that he meets in a manner that he can be content with.
As has been alluded to already, everything in life, including that life itself, is fleeting. The only way then to avoid bitter disappointment and loss is to adopt an attitude where one does not become attached to either people or material things. Wealth, weapons, wine, women … for those who hunt them with sufficient ardour, they will come. But they will also go again. This is a key aspect of the Conan RPG that diverges from more traditional play. PCs will not acquire, build and keep an arsenal of money and items. One day, they may have the finest weapons, armour, horses and equipment in all the Hyborian kingdoms, commanding respect and awe. The next they may find themselves on the run with nothing but a hefty branch of oak and a tattered shirt, perhaps for no reason other than a mere quirk of fate. Someone with serious thoughts to the future needs to think beyond wealth – indeed, to expect to lose any they have. Instead, they need to think to their name and reputation, and to the people that perhaps will look upon them favourably for their past deeds.
Attachment to people is a more fickle and ambiguous thing than a love of wealth. As stated, keeping from growing too fond of friends and lovers is wise. Yet, affection is something that doesn’t tend to pay much heed to wisdom or logic. When true friendship or love grows then, two options become available. One – the smart one – is to end the relationship, through whatever means are necessary.
The other – the dangerous one – is to treat such a friendship or love as a thing of unsurpassed value. One way or another, things will almost certainly end in tragedy, whether by betrayal or death or simple bad luck. Yet, in all but the first case, those who have been there rarely seem to regret their decisions, and such relationships are the stuff of a purer heroism and a truer, if fleeting, happiness. In the former case, betrayal of a true friendship is perhaps the darkest of possible deeds. In this instance, single-minded, sanguinary vengeance is the likely result. Let the one who ponders committing such treachery beware.
Any feedback on this first part would be most appreciated.
Morality and Ethos
“For no one; no-one in this world can you trust. Not men, not women, not beasts. This, you can trust.”
. . . . . . . . . .
“Conan, what is good in life?”
“To crush your enemies, to see them driven before you, and to hear the lamentations of the women.”
“This is good.”
. . . . . . . . . .
"What do you believe, Conan?"
He shrugged his shoulders. "I have known many gods. He who denies them is as blind as he who trusts them too deeply. I seek not beyond death. It may be the blackness averted by the Nemedian skeptics, or Crom's realm of ice and cloud, or the snowy plains and vaulted halls of the Nordheimer's Valhalla. I know not, nor do I care. Let me live deep while I live, let me know the rich juices of red meat and stinging wine on my palate, the hot embrace of white arms, the mad exultation of battle when the blue blades flame and crimson, and I am content. Let teachers and priests and philosophers brood over questions of reality and illusion. I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content."
. . . . . . . . . .
There are several themes running through the Conan stories, and Sword and Sorcery in general. In essence, they are about fast paced action and adventure, blood and gore, dark magic, lissom women, wine, riches and a stubborn – perhaps foolish – desire to prevail in the face of inexorable doom.
In Conan specifically, Civilisation is painted as unnatural and doomed to failure. Civilised lands will all ultimately fall into decadence and decay, before being overrun by savages and barbarians from one quarter or another. Civility, no matter how sincere, is never more than a thin veil hiding the beast within and, once revealed, a return to barbaric reality is assured. In this light, those cultures that remain civilised, and driven to improving the state of the world, and who have not yet fallen into this trap of decadence, are to be commended for their efforts, however futile they may ultimately be.
Thus, heroism in Conan is not about being good and upright. It is about striving to eke out something better, whether for oneself or others, for pay or for pleasure, in the face of adversity and despite that fact that whatever one gathers to oneself or creates, all is fleeting.
Similarly, honour in Conan is not the same thing that we see it as. Honour is earned from courage in combat and through displays of power that are not overtly selfish or spiteful. Keeping one’s word adds to mystique as much as it does honour, for honesty in a situation where guile will provide more rapid benefits will almost always be met with surprise. Despite this expectation for dishonesty and selfishness, though, wise men – be they barbarians or civilised – will realise that honesty does have its own rewards, as long as one can avoid being manipulated. The weakling who is honest will be used and despised; a powerful warrior who can be relied upon to do what he says, but who will wreak bloody vengeance if wronged, will have many doors open to him.
Survival of the fittest – or perhaps, more simply, survival – is the overriding concern for all in Hyboria. Still, death is inevitable, and there are few who honestly believe that there is anything to look forward to beyond their demise. This, of course, makes honesty and honour a far more fickle thing to achieve. In a world as dangerous as Hyboria, true selflessness will eventually (probably sooner, rather than later) require one’s life. Knowing when such risk is worthwhile, and when it is not, is something that each man must discover for himself. Perhaps what is most important is that when death does arrive, each person does what he can to ensure that he meets in a manner that he can be content with.
As has been alluded to already, everything in life, including that life itself, is fleeting. The only way then to avoid bitter disappointment and loss is to adopt an attitude where one does not become attached to either people or material things. Wealth, weapons, wine, women … for those who hunt them with sufficient ardour, they will come. But they will also go again. This is a key aspect of the Conan RPG that diverges from more traditional play. PCs will not acquire, build and keep an arsenal of money and items. One day, they may have the finest weapons, armour, horses and equipment in all the Hyborian kingdoms, commanding respect and awe. The next they may find themselves on the run with nothing but a hefty branch of oak and a tattered shirt, perhaps for no reason other than a mere quirk of fate. Someone with serious thoughts to the future needs to think beyond wealth – indeed, to expect to lose any they have. Instead, they need to think to their name and reputation, and to the people that perhaps will look upon them favourably for their past deeds.
Attachment to people is a more fickle and ambiguous thing than a love of wealth. As stated, keeping from growing too fond of friends and lovers is wise. Yet, affection is something that doesn’t tend to pay much heed to wisdom or logic. When true friendship or love grows then, two options become available. One – the smart one – is to end the relationship, through whatever means are necessary.
The other – the dangerous one – is to treat such a friendship or love as a thing of unsurpassed value. One way or another, things will almost certainly end in tragedy, whether by betrayal or death or simple bad luck. Yet, in all but the first case, those who have been there rarely seem to regret their decisions, and such relationships are the stuff of a purer heroism and a truer, if fleeting, happiness. In the former case, betrayal of a true friendship is perhaps the darkest of possible deeds. In this instance, single-minded, sanguinary vengeance is the likely result. Let the one who ponders committing such treachery beware.