Showing posts with label Cosmology. Show all posts
Showing posts with label Cosmology. Show all posts

Sunday, December 1, 2024

In Defense of Race as Culture + 8 Universal Origins for People

Art @Su Jian

Often browsing internet forums or writing advice blogs, you will often hear the adage of "writing a fictional fantasy or sci-fi race with only one culture is bad writing", and this is true! Classics include Klingons, fantasy Dwarves, always-evil Orcs, and other such examples. The idea of an entire polity of intelligent beings, at least as smart or socialized as humans, yet not having even close to the same amount of diversity of cultures and ethnicities (or "races"; we're using the term race = species here as a colloquialism), does seem to raise some alarm bells and a lack of care for the detail and belivability of a fictional world.

The cause of this phenomena is talked about a lot, so I won't spend much time writing on it. Basically, everyone who writes these types of stories is a human, and humans are pretty much the only intelligent "race" of beings on our planet. As such, we see differences amongst ourselves much better then we do other living creatures. For example, most people couldn't tell the difference looking at an adult male or female tiger unless you put them right next to each other. The stripes, fur, hips, skull construction, everything is too similar unless you're some kind of zookeeper or something. Humans are designed to see differences in other humans, so we naturally gloss over the differences in a fictional nonhuman race. (One could argue this is actually genius level writing; portraying all members of a fantasy race as stereotypes is just the unreliable human narrator or the viewer own lens ignorant of the deep culture differences between deciduous forest elves and conifer-elves, but we're not gonna go there.)

Secondly, the overhead of writers and authors to create (and audiences to consume) is too much for a full human-level of detail and breakdown for different fantasy races with their own cultures and history. There is only so much room in a game or book or show or whatever else to dedicate to such extraneous fluff. As such, they are simplified. This creates a sense of "fakeness" and one-dimensionality to these fantasy races, making them walking stereotypes. Surely, the elves would have their own many factions and cultures. They can't all be tree dwelling, bow using, magical immortals with a penchant for sneering at younger races, right? Is having an entire race of ultra-capitalists in a sprawling sci-fi setting creating a less believable world, no matter how well developed they actually are? 

I think with the bottom-to-top worldbuilding design of creating and explaining every little detail of a world, yes, I think having fantasy races as monocultures is a bit lazy and could veer into bad writing. But in my opinion? Monolithic and one-dimensional races are not bad at all. This is because they are not representative of an actual fantasy race of people but, instead, are essentially the fantastical, exaggerated fantasy versions of real-life heritage and diversity.

Art @Timbukdrew (these are my favorite troglodytes ever btw)

Humans are Not a Race
Perhaps because of playing so many non-human characters, imagining settings with them, or generally consuming media with a smattering of different fantasy races I personally don't find myself with some special connection to fellow humans as portrayed in fantasy worlds. Instead, I just think of intelligent beings in fantasy as just being some vague kind of people. It also helps if we don't use the label of "human" for one or more fantasy races. One good example would be the Elder Scrolls or Lord of the Rings; while they may be "Men", the differences between them are still significant. After all, Hobbits are a race of men too, despite them being wayyyy different from the other "humans" in Tolkien's works, both physically and culturally (mentally?).

In the real world, different human genetic traits evolved due to evolutionary and selective (cultural) pressures. While this topic is obviously contentious, it is in inarguable fact of biology. It cannot be denied without a creationist argument. Even so, I still very strongly feel that the genetic difference between two of the most distant human groups still capable of interbreeding is still probably less then the differences then a Nord and a Breton, or a High Elf and a Dark Elf. They're still the same race, but the differences between them are exaggerated, made fantastical, more apparent to highlight the differences and potential gameplay impacts (which is the only thing anybody actually cares about) that your choice of character race will have on your playthrough.

Of course, "genetic distance" and DNA and shit doesn't exist in fantasy anyway. It's a misnomer. They exist but only as vague concepts that direct how the author and audience expect things to work unless something "else" is going on in the fantasy world. In the real world, somebody can't be half animal, because the genetics don't work like that. But in a fantasy world? Someone can be half horse or half bull or whatever, and potentially pass that trait on. Somebody can also just be touched by supernatural spirits, or be part of a cursed bloodline, or whatever else the author makes up. While logically or "realistically" orcs and elves and humans can't be part of the same species, they can still occupy that space thematically.

Imagine you are traveling along a road in medieval times. After a long enough walk, two villages could have totally different dialects, totally different industries and ways of living, different food and dress, different cultures and customs, and they may even look just a little bit different physically too. These differences are minor, scaling with distance traveled. In a fantasy world? It's the same, except exaggerated. Made fantastical and unreal by the creator and the reader, so much so that the next village over is not run by humans, but little badgers living in little holes under the ground. They aren't literally the same species under a complex set of genetic rules and cultural histories creating these differences; but instead a way to make that pop and become something that inspires awe and intrigue. This is why I don't mind when a fantasy race is boring or one-dimensional. They're only one-dimensional when compared to the real world, but in the fantasy world? They make up part of the tapestry.

Also to improve this rambling post a bit; a random table you can roll on to worldbuild where all your different fantasy races are actually all from the same place and we should like not fight in race wars in stuff because we're all really the same and stuff.

Universal Origins - Roll 1d8
[1] The Gods each made their own race out of the same special clay. Each is molded to look different and do different things, but in the end, they're all from the womb of the earth. Mortals can do this too, but only a fraction of their power; this is where golems come from.

[2] All of the races were uplifted are from different animals, which came first, and were magically transformed into Man-Shape. Orcs are pigs, elves from foxes, dwarves from goats, humans from flightless birds and so on. What about animal people? They were the first drafts, which is why those races are more bestial and less developed; cast aside as failed experiments.

[3] Do the Goblin Punch thing where all the races are uplifted genetic castes made for specific purposes by a precursor race. But don't make the precursors "true" Elves or some super powerful aliens; make it gnomes. Every time there is a secret plot or evil conspiracy, it's always the fucking gnomes.

[4] The first being in the world had many offspring that it split off from itself to admire creation. These beings are all just pieces of the whole. The eyes of the Elves, the arms and hands of the Dwarves, the horns of the Oni; all pieces of the true being. When the players finally arrange all the pieces together and zap it with lightning to bring it to life, it actually looks really horrific and it's basically a Lovecraftian monster that is their progenitor; not some creature of great beauty and grace.

[5] The world was actually a trial for souls, one representing each race, to overcome adversity and purify themselves to ascend into heaven to sit besides the Throne of God. Each one of these heroes was given a form that representing their emotional state and greatest faults they had to overcome. The Elf was a soul in love with nature and peace, needing to learn how to be practical. The Orc had a fiery temper and had to learn patience, and so on. The problem? The trial is over, they're all gone. It was made for individuals, and their offspring and families were just left behind later. Those ancient ancestral heroes are all chilling in heaven and don't really care about you anymore. You're just the leftovers.

[6] Each race is really from another demiplane that was once perfect for them. Endless rolling green hills for the halflings, toxic swamps with much prey for the lizardfolk, and so on. Eventually, the demiplanes fused together with cosmic planar gravity; the world is its accretion disc. Racism and stuff happens because you kinda weren't meant to ever exist together, so it's hard to adapt. Don't get mad when demons and freaky outsiders try to open portals to your dimension; they're just trying to join in with everyone else.

[7] When God made the world in all its complexity and design he took all the souls of all the people who would ever be born and asked them what they wanted to be and when all of them said they wanted to be kings and beautiful creatures and all powerful he got mad and just mixed them up in a pot and just spilled them out so that's why you're short and stubby and eat your damn mushroom soup.

[8] We all actually "evolved" over a "billions of years" from a single extremely simple creature called a "single celled organism". Scholars laugh at this nonsense; point to the statues of their Gods which look exactly like them. It just makes more sense.

Thursday, September 26, 2024

I hate the Technocracy (MAGE WoD)


I can never talk about World of Darkness shit because I'm always afraid I'll get it wrong. It's such an old series of games and books, with multiple changed editions, some with totally different lore. I'm too casual for it. My World of Darkness experience is limited to a few games of vampire, one Hunter, a shitty play-by-post RP Forum game set in the setting but with none of the rules, reading the wikis, and pirated .pdfs. As such, I feel I can never speak with any authority on the subject, as I'm 100% sure my ideas about the setting are either headcanon confused as real stuff, other people's headcanon, or just flat out misremembered stuff I read from years ago. However, that doesn't stop me from really enjoying the implied setting, spitballing new ideas, and seeing what people make of it. No matter how much I read about WoD there always seems to be more.

But time and time again, something about MAGE really bothers me. MAGE in particular I feel like is the weakest and most contentious bit of the WoD, and is widely considered one of the hardest games to both run and play in, despite WRAITH having every player needing to play both their own character and a foil shadow to another character too. The Storyteller is just so loaded down in MAGE. I don't think this is a contentious opinion; I also frequented a roleplaying site for multiple years where a single dedicated GM continually tried recruiting for his WoD Mage game, in a place where people's games would usually fill up quite fast. I admire the dedication. But MAGE in particular bugs me.

I think the main issue with MAGE in terms of its universal appeal is its trying to be too broad and all-encompassing in scope. You're taking this core idea of "reality is what you make of it" or "reality is consensus", which works great for a highly focused piece of work like Unknown Armies, another favorite game/setting of mine, BUT you're also trying to tie it into the mythology and "monster"-fantasy of being a Witch or Wizard. I feel like you're creating an innate problem here. Vampire works great because you get what you say on the tin, you're a vampire. The game encompasses a massive amount of vampire mythology, and even encompasses some creatures that aren't traditional vampires yet all of them can safely fit into its mythology. It's scope is simple enough to understand and becomes a creative tool; restriction breeds creativity and all. But MAGE is basically anything you want as a magic user; no unifying themes other then the core rules of Spheres of power. Lip service to Ars Magica, but none of the actual grounding in Medieval Europe to tie it all together. It's trying to fit the fantasy of being Harry Potter, Sabrina the Teenage Witch, the Wizards of Waverly Place, Wizards101, Charmed, Wanted, and all that other shit together in one unified splat. I just think it's flawed. I personally think it would have been much better if it was just trying to be one of those; just let me play a Teenager Wizard trying to keep their powers a secret or else they'll get their powers taken away by the evil wizard police or whatever. Normie opinion? Fine.

But I get why people like MAGE. You can basically create anything you want and fit it into the rules; a conspiracy theorist seeing numerology in the stock market manipulating reality, a Wicca with some punch behind her practices, the kids from Chronicle and that one X-Files episode, and it all kinda just works. For those who like it, I can't OBJECTIVELY say it's bad, I just think it suffers from trying to be too philosophical. But you know what part of MAGE I can say is objectively bad? The Technocracy.

The Technocracy in Lore
I have read two version of MAGE. I don't remember which is which and I don't care to do so, just know I've seen both the oWoD and nWoD versions. To explain my limited knowledge of this topic, I will reiterate my understanding.

In the first (older?) WoD splat, the world is in a fallen state. Achieving enlightenment was once possible, but the ladder to climb to reach it was kicked down by those above; the Supernal world is the philosophical and power end-goal of all Mages in this edition of the splat. The Technocracy is another faction, even one allied with the standard Mages of this edition, using super science and technology as their form of "magic" in this world. They're still breaking the rules, but to the sleepers and unawakened, it's a slightly easier sell. Essentially, they're like those spy gadgets in movies. Nothing overtly supernatural is happening, but they're still working magic, as objective reality doesn't allow what they're doing in the strictest sense. It's an interesting potential faction in a game like this which is very gnostic in its theme (as if I haven't talked about that enough on this blog), but I personally dislike it due to the theme of "magic magic is real" which is supposed to induate the rest of the splat.

Then? The second splat. This one has the technocracy being its own faction, one of several compared to the Order of Hermes (the good guys), Marauders (crazy mages) and Nephandi (the actual bad guys). Here the technocracy are like the Agent Smith's of this splat, helping to keep down the reality threats in a world that should, in most cases, side with them. Reality is built on consensus and in the modern world, with religion all but dead and science and rationality being so strongly held in belief with normal people that the technocracy are all but indomitable. Then, they have Extraordinary Citizens who are basically the magictek science-driven form of Sorcerers. Both editions of MAGE mention this Extraordinary Citizen concept by this name.

And it is some of the worst, most tone-deaf shit I have ever read in my life.

The Core Problem
The entire point of World of Darkness is that the world is dark. Not necessarily grimdark, but depressing and always a bit sad, always a bit degraded. Every single splat of WoD, no matter what it is, has a very strong theme of loss and slow decay or degradation over time.

Vampires slowly lose their humanity. Werewolves gain too much rage and become animals. Changelings gain banality and eventually forget they were ever fairies- their enchanted existence becomes mundane and boring. This last one is really important. Mage has its own morality/essence mechanic in the form of Quiet. This isn't the issue to me, the issue here is tone and theme.

The entire concept behind Mage is that the world is what we make of it. Human belief and superstition changes what is objective and real. Magic in the WoD is rare and precious because... most people don't believe in magic. Mages are constantly fighting an uphill battle to create magic because they're fighting their own version of banality, but in this case, it's objective scientific fact. Education, capitalism, and communication have eliminated so much of the folk traditions and beliefs that magic is becoming almost impossible to achieve- at least effects that look especially unreal and impossible. This is true even though belief is supposed to be localized and fluid; even in the middle of the woods around none of the sleepers making something levitate by itself is difficult because the stink of "what comes up must come down" is so strong that it even happens even when no-one is looking. This is supposed to be the aspect of MAGE that is sad, that is dark, that is your uphill battle. That human achievement is limited by what we think is possible, that people accused of crimes can't actually be innocent because nobody gets accused without a good reason, or that "everyone is out for themselves" being a belief so ingrained that it becomes part of reality. This concept is even directly stated in the Nephandi book, for fallen sorcerers, who are actively trying to make the world a worse place by spreading these ideas and misery into the world. So what is the Technocracy doing with special divisions, intentional conspiracies nobody can breach into, and extraordinary citizens? I hate this concept. 

The Technocracy doesn't need any of this shit, because the Technocracy already won. In the battle for reality, the boring, safe, practical minds already infected themselves into every single person on Earth, crushing down the once beautiful systems of belief and being and magic that was once possible in every human soul, now most of which are asleep, going through the motions of what is expected of them. They only care about contributing to society; making money and living in a family, because the thought they could be out having epic adventures or exploring realms beyond Earth or slaying dragons and creatures of the night is childish, impossible, and out of their comfort zone of reality. This is supposed to be what MAGE is about, but the entire concept is completely ruined by the Technocracy as some entity.

So for me; the Technocracy still exists in MAGE, but it is faceless. There are no extraordinary citizens. There are no secret gadgets or conspiracy. Those who teach and learn the scientific method, and who crush the human soul out of the real world by asking you to point it out on their anatomy chart, are just as dangerous and diabolical as the Marauders; not asking for consent as they change the reality around you to their own twisted song. But for the Technocrats, it's worse. They are the middle managers of the gray eternity, perhaps even destined to turn humans into nothing but the intelligent primates they evolved from. How do you know we evolved from primates? Because they dug up a skeleton and all the DNA they discovered pointed to it. Why are there fossils? Why is there DNA? Why did humans evolve at all? Because they believe it so, and every time they're being proven right. "That is true" is the most common, endlessly repeated, and all-powerful magic spell. And that is why they are winning; not just today, but in the past too. Retroactively changing the mythical past of humanity into just myths and dreams and revisions of history, because those things "just aren't possible".

This, to me, is what makes the Technocracy scary; not a neat little list of special "divisions" that are basically just the orders of Mages but with different names. I have always imagined this to be the true enemy of the awakened ones in the WoD; something faceless and impossible to reason with, something infecting every corner of the globe and every human mind with the crushing endless repetition of "TRUTH", unassailable in all ways, as impossible to snuff out as knowledge and as eternal as the concept of a state. It's the one world order of the reasonable, the cautious, spreading by industry and information itself. That is what the Technocracy should be.

Tuesday, September 15, 2020

Cosmology and the Chain of Limits- Higher & Lower Realms

Alternate realities, dimensions, realms, or planes of existence aren't uniform. This goes beyond differences to the overall alignment, the residents, the size and geography, or even the “rules” of the dimension. On top of all these; every reality sits on a level on the cosmic chain of limits. Every realm or place that can exist exists at a state of highness and energy- some scholars believe the chain is limitless in both directions, while some think that there is a definite bottom- a lifeless, lightless pit of nothingness where the great evils will one day be banished forever.

However, all of these limits exist as a spectrum and only are characterized through relativistic means. For instance, the mortal realm or “prime material” plane could be used as the benchmark of standard or neutral, but compared to realms below it is a paradise, and compared to the realms above it is a purgatory. As such, objective measurements are useless. Instead, there is only higher or lower. However, these realms do not necessarily have to be cosmically separated from each other; they could be places in the core setting- in the same way in some more mythologically inspired worlds you can climb to heaven or dig to hell, these could apply to these too.

Additionally, each realm exists on a limit, but the limit can also expand infinitely outwards in horizontal motion as well. You might well exist in a high-fantasy medieval world, and then next to it is a bronze age mythology inspired fantasy world- these are different realms, but they exist on the same level of the cosmic chain.

Higher
Realms Higher on the cosmic chain to your own are usually heavenly realms, spirit places, or seem to exude both power, magic, and forms of authority or morality on the realm beneath. Examples of these realms to a human perspective would be places like the Celestial spheres, Asgard, the spirit realm, or other realms of enhanced reality.

These places are, in comparison with a lower realm, more beautiful and filled with life. The beings and races within this realm are more powerful by birth then anything from the lesser realm- spirit beasts are more powerful then mortal animals, demigods are greater then the greatest mortal champions, they have no base beings like orcs or humans, but superior creatures like cloud giants or numenoreans. You could imagine the standard fantasy races as being here but just “better” versions, like wood elves in your home setting are more like high elves here, OR these races are totally replaced with greater beings. The default of generic character/mortal/character sort of standard in this setting is just higher then from the main world.

In this realm, food and drink is of another level higher then the middle realm; even a pauper has lavish feasts fit for a King in our place. The same to goes for magic and treasure. The Gods or Kami may trade platinum coins between themselves for standard transactions; gold is too common and lesser of a material. These realms also often contain supernatural metals or materials too that is much higher in strength and purity then anything in realms below; one of these falling to the mortal realm is equivalent to a high level magic item being dropped at random.

To beings of lesser realms; coming here is like a supreme challenge. Everything, from the most basic of threats to the competition from intelligent beings of this realm, become incredibly more difficult as you aren't made of the same stuff. Groups of adventurers of high or name level will be akin to starting adventurers in their home country- imagine dragons or giants being basic level 1 enemies. It would incredibly difficult to carve out a niche in this world- though richly rewarding as even the most basic of treasures or companions would be greater then the greatest in your own world.

Also; beings who come from a lesser dimension to this one may find themselves becoming more powerful over the course of their life from ingesting its food and breathing its air; or through a bit of Lamarckian evolution their offspring would be considered greater. For example, a human mating with a God will produce a demigod, or simply living and being raised in a higher dimension equates to better-then-perfect growth conditions from your home world, resulting in superiority.

Lower
Realms Lower then your own on the cosmic chain are dark, shadowy, or entropic places. Lost or fallen spirits tend to end up here, either as punishment or weakness for being unable to stay in a higher realm. You could imagine dying to be like falling down a realm, where as ascension is going up a realm. Many scholars theorize the cosmic chain is not a linear chain but more like a steep funnel; it's incredibly easy to fall down, but very hard to climb up. Examples of lower dimensions include hell dimensions, shadow realms, ghost or veil worlds- something like the Upside Down or Silent Hill's dark world would be examples, or the shadow world/dark world from many games could apply. You could also apply this to fallen worlds too; something like the world of Dark Souls could be thought of as having fallen into a “lower” cosmic state then it used to be.

These places are, in comparison to the neutral middle realm above it, darker and deader. They tend to be more quiet, with less biodiversity and less life- the cosmic order and laws of nature are less important here, which tends to mean more chaos and unreality in a bad way, as opposed to higher realms which are more filled with magic, these realms are more filled with curses and oppressive darkness. They drain energy instead of giving it; much like a negative energy plane. For this reason, the beings that live here are lesser in number, weaker, less intelligent, and less moral or reliable then beings above them. You could imagine “dark” or stunted versions of the mortal races or animals- perhaps just the standard races but with more present mutations or general apathy, or a more pre-modernist view of the ancient world (people were old at 25 year old, everyone was dumb and illiterate and burned witches left and right; that kind of nonsense) but taken straight as how these lesser people actually are. Or the more standard races or animals could be replaced with totally new ones; things like the Tarkatan from Mortal Kombat; not necessarily inferior to beings of the realms above in terms of strength but more savage and less refined or spiritual.

The physical world of this dimension is also lesser then the one above it. Food may rot quicker and silver, if it exists at all, would tarnish quickly though would be unparalleled in its beauty. Most physical items are less sturdy and rot away faster, people are less wealthy regardless of the actual economic systems; Kings and nobles of this realm would live in homes that a standard villager in the core fantasy world would have. In the same way, magic and warfare are similarly different; the most powerful archmage in this setting may only be able to cast 3rd or 4th level spells from the core fantasy world; your apprentices are equivalent to practiced magicians in this world. This could just be because the ambient magic here is weaker then the upper dimensions; though this wouldn't stop a tremendously powerful magic from your world being an unstoppable demigod in equivalence. As for combat; the same applies- the most powerful troops here may have cobbled together armor and weapons and fight about as strong as some goblins or orcs if they're really outstanding.

Exploring this realm from the realm above would be very easy- you would be outclassing everything here with even a modicum of experience. To the people of this realm, your characters would seem incredible beautiful, smart, strong, and powerful with only average or slightly above-average ability scores. You would very much be like characters in a video game where you're worshiped as the chosen one after the tutorial mission! Even a medium level group of adventures from this world would be able to defeat and dominate almost everything here- the greatest monster in this world may be a single ogre or troll in comparison to the weakness of its people. It would be incredibly easy to dominate this world and live as Kings, but everything here would hardly be worth it. The treasure would be much less value then that from your home world; gold may not even exist, the biggest gemstone is just a tiny thing that would go on a wedding band in your world and here it would be the crown jewel of an Emperor.

Staying in this realm for extended periods of time from a higher dimension would be bad for the health. Perhaps its because the realm is higher in quantities of negative energy (or just lacks as much life energy); you'd be eating poor food and breathing poor air, and you'd slowly degrade over time from this, despite your inherent superiority over the beings here. It could also just be the same as the higher realm where only children born here are lessened- in much the same way when a God comes down and has a demigod, they are lesser then the true God. In the same way; a human breeding with a being in this realm may result in a greater then average but lesser to what the human would be in the real world. This feels very similar to how Gods might degrade their bloodlines through mixing with mortals is what happens if you live among these lesser beings from a world lesser in cosmic importance.

Sunday, September 23, 2018

The Time-Between

Day was not always divided into two. Now, there is just day and night. But before, there were three. The day, the night, and the time between. Something, or someone, took it away. The full day was a magic number of hour; 36, a sacred number, unlike the base and pathetic 24. It is our missing time.

The middle time was unlike day or night. There was light enough to see, just as it is clear enough at the dawn and dusk before the sun is visible or disappearing from the horizon, but stars are few in the sky and the twin moons of Allwonder have not risen. Instead, the sky is brilliant with striking reds and oranges, light blues, and the moving colors of the lights of the north. These great membranes of pure magic dance across the sky and horizon with their own weather patterns and secret ways. This time of the once three part day was the time of magic and arcane energies. The eldest types of creatures, the elves and dragons, would do magic during this time. It is this missing part of the day that gives elves their longing, and the dragons their long slumbers; you use the day to take care of your base, animal physical needs, the night to rest or meditate, and the third time to create your great magics. With it missing, something is missing from their lives. Of course, humans being a young race, have no such longing for a time before the Gods conquered the world and created them.

But the third time is still around a little bit; just before the dawn and just after the dusk. It's the reason magic recharges during this time. Creatures of law usually have their magic come back at the first light, and creatures of chaos have their powers returning when the cursed sun finally sets to allow night to rule again. Magic without alignment may recharge at both times, or when the ambient magic from both times bleeds into them. The farther north and south you go; the more the day is dominated by one time of day. To travel in another direction entirely perhaps may lead you to a land where the day is dominated by the third time, a nearly limitless time of magic and mysticism. Perhaps someone can find where the third time went, and bring it back.

Thursday, July 19, 2018

Red vs Blue Alignment

Blue
At the beginning of time, all of reality and being was a single entity; a totality of all consciousness and experience. It was a fractal, perfectly balanced existence, where every thing worked as one unit in perfect harmony. This entity was a gemstone; a perfect and flawless thing with all parts existing to serve all other parts, and all parts elated above all other parts. While containing all colors; the gem is said to have been “mostly blue” and as such is sometimes called the Sacred Sapphire; and before it was shattered to make the world, it was what everything was. While too abstract for living beings to fully understand, the totality of peaceful euphoria of this state has been given a moniker; Awe.

This state of awe was lost when a crack appeared; shattering and destroying the gemstone in a cataclysmic instant. The colors and shine from this gem spilled out everywhere; becoming the sky and ocean, the earth and mist, all animals and all plants were created from it. The shining brilliance of the gemstone condensed and became the sun, where as the soft subtle sheen of its facets became the moons and stars. Nobody knows what caused this great shattering; some believe it to have been the work of a nameless thing, or a rebellion or “fall from grace” from within the gem itself, and yet others think the gemstone shatters itself, to somehow enhance its own perfect beauty in a never ending cycle.

Now; many living beings worship this sapphire and its true nature as the true nature of all reality. They know that this life is a temporary, transient state, as all consciousness will be rejoined to Awe; death and life restore the shattered bits of gemstone, as the experiences one has in life and death help recreate the total oneness in Awe. Blue is the most sacred color, and while Red is associated with “the enemy”, all colors exist within Awe. Sages are said to channel the power of Awe in their prayers and will; their own light and healing restoring the fabric and color to the world's wrongness. Immortality and the undead are blasphemous, as they slow the rebuilding of the way things are meant to be.

Red
When the world was still young; there was a man. The Red God is a being of great power that has long lived as the first man; a patriarch of many beings. Laying alongside the eldest beings and creatures, the Red God has created family and mingled blood between many beings, and is the father of all the intelligent “monster” races. It is said that the Red God was the rebellious spark that shattered Awe apart, or others believe he existed outside of the Sapphire, and caused the shattering to create a world. Many more claim he was came to be afterwards; far after the beasts and monsters of the world.

The Red God still lives to this day- the ruler of the Red Cult and ruler of all monstrous races; despite the fact that his children are lost. Monstrous races fight amongst themselves, worship lesser beings, or mingle among the mortal folk. If the Red God were to unite all his children once more; he would have dominion over the entire world. He is a warrior and conqueror God. The magic of spellcraft and Wizardry is seen as a necessarily evil; as it is weakness to rely on the power of the cosmos when you have power from within- The supernaturally skillful, strong, and naturally gifted abilities; as well as the culturally taught and learned magical powers, these are to be cherished and cultivated.

Now; some beings worship the Red God as their father or leader. According to teachings of the Red One; immortality is an utmost goal and should be sought, as death and rejoining with “the Awe” is the death of one's ego and one's own control over the world; ones own destiny is in their own hands. When his followers perish, they are reborn into the bodies of new beings; sometimes changed by their deeds or given new titles and powers- all to avoid being lost forever to the lie of universal oneness. Being subsumed into something greater then oneself is no different then being consumed.