Previous Message: A battle won for T$R
Next Message: Several topics
Month Index: July, 1995
From: Michael Sandy <mehawk@????.org> Date: Tue, 11 Jul 1995 15:38:00 -0700 Subject: Re: More on the Priest Magic of Nuren...
I introduced the city of Nuren a couple of posts ago. The design inspiration for the city was the desire to create a center for clerical magic. The design underwent several incarnations, which turned into the early expansionist age campagin era, a later era of profound crisis as internal politics and external invasions threaten the peace of the Nurenoi culture. A final campaign era with the Nuren Empire collapsing and it being a serious moral question whether to help reform the Empire or contribute to its fracturing. The Nuren culture has its roots in a rather primitive nomadic tribe. While there are many older cultures in the world, the Nuren has roots in its most primitive pre-magical tradition peoples. To these primitive 'barbarian' tribes anyone who can wield and instruct the art of magic is venerated. The entities which granted power and knowledge for the basic rituals and veneration that the tribal shamans were able to discover were generally weak and localized beings. But as tribes came in contact with more and more tribes, more rituals and magic summoning ceremonies became available. The shamanistic culture which came to be known as the Nurenoi developed an edge in supplanting these other local deities. This edge was a syncretic tradition that renamed and fused local gods into entities whose power stretched over a much larger area. Political power wasn't concentrated, but a large web of cities with similar Pantheons emerged which respected each other cults. Various cult centers would be set up near trade routes or on mystically significant sites, (The Spectral Waterfall, the Eternal Flame, in the Shadow of the Obsidian Mountain etc...) Most of these sites were mobile, in terms of centuries anyway. As Nuren came to be a power, it managed to arrange that more and more cult centers were moved under direct control of the city. It was located in a very significant area for trade, at the highest point on the river Nur that was navigable by the ocean vessels of the day and also the lowest bridgable point of that river as it flowed through a short but steep canyon just upriver. The city was in prime control of land, river, and naval trade routes as there was no better harbor for 100 miles up and down the coast, and no easier river crossing short of the spinal mountain range, named for its division of the peninsula. Before widespread application of magic to trade, Nuren had an unrivalable position on the peninsula. The city's early desgign left its defense to its standing army. It had walls against primitive nonmagicly armed barbarians, but for a long period of its growth it had no need to fear a magicly supported army on its gates. Its army, and those of its allies, coreligionists and trading partners usually met their foes far from Nuren. The military tradition of Nuren centered around highly disciplined infantry and a locally unmatched skill in field fortification and siegecraft. Having a large, organized and cooperative priest force for clerical magic gave great backbone to these tactics. The food providing spells, the morale, healing, divination and guardian spells frequently tilted the balance. For campaign relevance, this means the early period Nuren had very little contact beyond the peninsula and surrounding seas, and is a dynamicly expansionist force. Later, with more wealth flowing in from successful wars and tributary states, as well as the pilgrimages and religious support more luxuries were available to be consumed by increasingly wealthy families. As wealth also meant the ability to support public holidays, festivals, and thus religious cults, whole religious hierarchies came to be sponsored by these families, as a source of magical power. These paid-for-cults competed for the most 'result' for the gold paid to support them. Secret necromantic cults and worse founded by power hungry aristocracies began to flourish. Uusually these would be quickly, if not cheaply snuffed by an increasingly brutal Council. Whereas early on the syndics welcomed every new religion and god they could get there hands on, they began increasingly suspicious of foreign gods, foreign influences, and foreign cultures. Having conquered a huge area, they weren't going to admit that their culture was lacking in any of the cultured arts, sculpture, musics, drama or especially religion. Nonetheless, it was a mark of status to have highly cultured slaves raising and teaching one's children. This marks the start of Nuren's dominance in some wizardly traditions, as Nuren's aristocracy discovered a magical power base independant of the popular cults. This independance did _not_ go over well with the allied and rural laity and clergy. They saw the alien influences and lack of respect for old traditions as a threat, and they were even more conservative than the aristocratic Council, also known as the Senate. During ordered periods, travel was quite safe throughout the Nuren dominated region, but during strife between the city and the peoples it came to see itself as ruling the pilgrimages and tribute which sustained the huge city's population would be cut off. Banditry would thrive, often encouraged by the local farmers and magnates as long as they mostly raided merchants or neighbors they didn't like. Nuren's armies, priests and magicians could squash any army they could find, but came to be challenged by forces that were more difficult to beat. Ambitious nobles, and those wishing to 'restore the Republic' raised huge armies, conscripting magical support and weaponry often left the Nuren alliance's or empire's border territories weak and ripe for revolt. Magical beasts, created with polymorph spells and other means, came to be known as the "poor-wizard's demons". Unscrupulous and even idealistic leaders resorted to dreadful rites, including human sacrifice in some dark period's of Nuren's history, blotted out by the historians. There was a brief period of order and prosperity when the leader of the Assassins' cult became emperor, a period ironicly looked back on as the last Golden Age of Nuren, but the fanaticism of the mostly rurally raised assassins faded with prosperity. By the end, the last campaign period, it is an era that almost anything the Player Characters can accomplish will be an improvement. Smashed cities and smaller ruins abound, old temples now haunted with monsters, bandits and barbarian humanoids raid the smaller successor states, and undead wizards and liches plot their final ascendancy over the rest of the aristocratic families. But there is a brighter note. Towards the final winding down of the civil wars, some of the last great mages, now without their huge libraries with staffs of scribes and apprentices, forged great magical King Swords. Ala Merlin, these swords conveyed power for the righteous to rule, independant of the manipulations of wizards and priests. These swords would help defend their wielder's followers from the magical beasts unleashed by the horrible Sorcerous Wars. In AD&D terms, these were really powerful Holy Swords. Some of the less decadent, and less magicly powerful provinces before the Fall, especially the frontier provinces, became the sites for new, more unified, intolerant but morally powerful religions who spawned paladins and martyr priests by the hundreds. The campaign city was originally supposed to be the site for the introduction of Spelljamming to the campaign universe, but I kept changing my mind about what period I wanted it to be introduced in. None of the campaigns in that world lasted very long, but I may try again with a new crew. At various times in their history, mages and priests went through a wide spectrum of their acceptance for historicly traceable reasons. Early wizardry was suspect next to the popular religions. Later priests became more involved in political manipulations, and the festivals became financed by the nobles rather than the free effort of devoted pilgrims. Later still the priesthoods became seen as a sinister force with dark, secret rituals. During the early history, it was quite common for low level priests to wander from town to town, following the scheduled festivals, helping to energize Focus spells, (4th level Tome of Magic spell) and generally being adventurers. Only at higher levels were they supposed to become devoted to a particular aspect of a particular god, until then they were priests of the whole pantheon. Skills like cooking, Riding, entertaining and the like are highly valued for this kit. At some periods of Nuren's history, it would be hard to be a politicly independant magic wielder. Even during Nuren's more turbulent periods it was a mark of piety to make a pilgrimage to it, from the further away the better. Comments? Questions? Contributions? Adivce? Michael Sandy mehawk@????.org
Previous Message: A battle won for T$R
Next Message: Several topics
Month Index: July, 1995