Wednesday, 15 May 2013

GODS - at length



The Gods of Carsis      ( Long Form )  
                                                                       
The Ellemethar   
They are the elder beings who personify the four elements. Unlike most of the younger Gods, they have little in common with mortals. They concern themselves with the forces of nature on a grand scale, not with the lives of men. One may praise or curse them without response. Thus there is no religion devoted to them, because they do not communicate with mortals.

Nevertheless they are personified in myth and often referred to as if they were like the other Gods. Wizards are interested by the Ellemethar because they can be studied and perhaps controlled like any natural force. This interest has led to a sort of elemental cult of power worship. Something the other gods worry about.



Fardanier
God of light and flame, lord of the torch.
Who is called Wefeir, master of the Western Fire.
His symbol is a flaming torch on a red / orange diamond back ground.
He appears as a man with a body of fire.

He is assumed to believe that fire is the greatest element because of its wild and beautiful power to reduce all matter to its base form. Fire cleanses in a way that water can not. Fire is both useful and dangerous. Those with out the ability to control it should not play with it. These are views ascribed to him. He is usually portrayed as being with out pity.


Lotdanis
Goddess of lake and sea, lady of the cup.
Who is called Eswis, mistress of the Eastern Water.
Her symbol is a dripping cup on a dark / light blue diamond back ground.
She appears as a woman with a body of water.

She is assumed to believe that water is the best element because it is ever flowing, mighty yet soothing and quiet. It can overcome any obstacle in time, it can extinguish any fire. Water has the power to give life and take it away. Water always seeks the sure path, gouing around obsticals whenever it can instead of fighting them. She is usually portrayed as a kind yet temperamental woman, who acts slowly.          


Eridanier
God of earth and stone, lord of the gem.
Who is called Norellier, master of the Northern Earth.
His symbol is a glittering gem on a purple / brown diamond back ground.
He appears as a man with a body of stone.

He is assumed to believe that earth and all the substances in it are the essential elements of the world. Stones are the bones, dirt is the skin, metals are the veins, and gems are the joys of the world. They are all malleable, able to be reshaped into an endless number of useful forms. He is usually portrayed as an artist, always working yet never finishing. His temperament is assumed to be blunt, and his methods direct.


Valfanis
Goddess of wind and the sky, lady of the sail.
Who is called Satharis, mistress of the Southern Air.
Her symbol is a ship’s sail on a blue / white diamond back ground.
She appears as a woman with a body of clouds.

She is assumed to believe that air is the greatest element. With out air there is no life, there is not even fire. Air is much like water, yet it is free, unconfined by gravity. Although air is without physical form its effects can be felt, as can its absence.
She is usually portrayed as unpredictable, quickly changing her mind. 


                                                                      
The Assenen                 
They are the gods of time, personifying the seasons.  They also each represent a stage in a mortal’s life span. They are of great importance to the rural folk and primitive societies who follow the ebb and flow of the seasons. City dwellers and the more advanced civilizations consider them as forces without much personality. 


Arbranier
The bold prince, the young master, lord of Spring.
Also called Earrach.
He appears as a happy healthy child, sometimes as a young warrior. 
His day is Appilin 7, the first Godsdy of spring.

His energy and determination is boundless. However he can be very wild and even destructive in his play. He calls on his followers to peruse whatever they aim at whole heartedly, never to hesitate. “Seize the day.” is his cry. He does not consider patience a virtue at all, but rather a kind of weakness that should be overcome. To him, everything is a game, even matters of life and death.


Sombrasis
The bright queen, mistress of the home, lady of Summer.
Also called Sarnhrat.
She appears as a young mother or woman of middle years.
Her day is Clairmer 7, the first Godsdy of summer.

Her practical commonsense nature allows her to undertake and finish many tasks at once. She often reminds her followers that the abundant blessing of summer are not free, they must work hard to collect them. Although she is joyful and hard working by nature she can be exhausted. So she understands that he followers will need rest, but like a good mother she will push her children to do the necessary tasks before giving them rest.

Myths often link her and Avinis, sometimes as friends other times as sisters. They are said to often sit together and watch the activities of the younger gods, and mortals. 



Fellbrasis
The brown queen, mistress of the harvest, lady of Fall.
Also called Fomhar.
She appears as a mature woman well aged from much work.
Her day is Harvisum 7, the first Godsdy of fall.

She brings blessings and curses, life and death, the happy harvest festivals, and sad gray days of falling leaves. Of all the gods she is perhaps the most shy and unstable in her personality. Her moments of joy are suddenly interrupted by tears and as her time comes to an end she often giggles with the memory of some happy event.  The most famous of her comments is the truth that brings both sadness and joy; “Nothing lasts forever.”


Wintamier
The ice king, the old master of hardship, lord of Winter.
Also called Gaeaf.
He appears as an old man, inadequately dressed for the cold.
His day is Coldber 7, the first Godsdy of winter.

He is a harsh and unforgiving tester of survival abilities. Although he looks frail, his power is born of long experience. He expects his followers to sharpen their wits and skills as he has himself done. He ruthlessly requires them to focus on what is important, survival of self and family, with out the distractions of soft idealism.

He has sometimes been compared to Biddenur-Prince of power and Boffilur -Prince of freedom, although his views are harsher. He is not interested in dominating and using the weak, rather he thinks they should die. Only the most able individual should be free to reproduce.



 
The Divine Family
            This family of gods personifies the main concepts that mortal society is based upon. They are an active group, often taking an interest in the affairs of men. Their relations and exploits form a large body of stories, including the creation of several demigods (not detailed here). 


Breneir 
Father of the gods, wise king of the sky, lord of the day.
His symbol is the upper half of a circle, blue with four white patches.
His day is during the Marssin 4 day festival of the Star Shower.

He appears majestic and powerful, as a king should. He is not really all seeing, but his great wisdom allows him to understand and predict events with ease. He seldom takes action because things tend to work out in the long run. He is not concerned much with individuals but rather with society at large.

He advises his followers to be dignified and cautious, to think before they act. Although he enjoys a good laugh, he would never accept being put into a silly position. As he said “Keeping one’s own dignity and acting with restraint are the keys to social interaction, the keys to honor, the first steps in respecting others.”

Avinis
Mother of gods, caring queen of the earth, lady of the night.
Her symbol is the lower half of a circle, brown with four green patches.
Her day is during the Apillin 4 day festival of Apill weeds Blossoming.

She appears kind and loving, as a mother should. She is concerned for all life, and frequently tries to aid those in need. Her meddling has proven to have side effects, not even Breneir can predict, some wonderful, others terrible. Never the less she continues to help mortals, often by requesting her children lend a hand.

She loves animals and people, nearly to the same degree. Often she will advise her followers to be kind to all living things, knowing they will not do so, but hopping they will occasionally display compassion in excess of their usual nature. Harshness is simply not in her, and so she demands that her followers always offer a second chance in matters of justice and punishment. 


Note.
            Breneir & Avinis are almost always worshiped together. Their stylized figurines are part of nearly every home shrine in Carsis. This is not to say that they have the largest or the most dedicated following. But rather it is to point out that the general respect for them is nearly universal, among married couples.  
          

The Children of Breneir & Avinis      


Ballomur
Prince of order - writer of the law - keeper of the score.
Called Ballsoner, the aloof one who does not interfere. The builder of the Path.
His symbol is a triangle with an eye above an open book.
His day is Marssin 15.

He appears sometimes as an old sage, grumbling and hard at work, impartially recording events for the divine court, which mortals must appear in after death. Other times he appears as a young man passionately arguing against the corruption of laws in a land.     

He is law and order personified. He claims that justice should never be blind, it must be all seeing. It is he who gave the Book of the Laws to the profit Dennerron, thus all mortal laws are based on his words. Unhappily to him, all mortal systems are imperfect attempts to follow the Path. His followers often warn that there is a special place in hell for those who deliberately pervert justice and use legal trickery.


Ammirra
Princess of unpredictability - the trickster - weaver of illusions. Mistress of fate.
Twin sister of Ballomur. She cares not for order and is contemptuous of predictability. 
Her symbol is the mirror suspended in the fog.
Her day is Octollum 15.

She can appear as anything, seldom taking the same form twice in a generation. Unlike most of the gods, her interferences in the affairs of mortals are usually for comical value.

She is chaotic but usually good natured. She is a fun loving jester who has no respect for anything. She is the exact opposite of her father Breneir in almost every respect. She often plays deliciously wicked games with Arbranier- bold prince of Spring.
Her advice to her followers is not to become bound to any routine. Those who live strict regulated lives are most unable to deal with change when it inevitably comes. It is better to be unchained and ready to move in any direction.


Bennatur
Prince of perfection - who is peaceful and strait forward. The walker of the path.
Called Goldoner, the upholder of the valiant. He is idealism and goodness personified.
His symbol is a white triangle with star-burst.
His day is Julimer 15.

He appears as the perfect man, strong and fit, with every skill imaginable. Although he is obviously noble, his easy going personality lets him fit into any group of people.

He is an admirable combination of his divine parents, possessing the qualities which are thought most virtuous. He is stern, yet kind, and dignified, yet friendly. He tells his followers to try their best to do what is right, regardless of the outcome. He claims that the end does not justify the means. He offers a code of honor to his followers, as an example of what they should be, not as a set of laws.


Biddenur
Prince of power - who is competitive and cunning. The bender of the path.
Called Daconer, supporter of the ambitious. Success is what matters most to him.
His symbol is a black triangle with a horned beast.
His day is Destber 15.

He appears as a dark robed warrior king.  Tall and mighty, he strikes fear into those who behold him. Not one to converse, he hears reports and gives orders, then is gone. 

He is a pragmatist and realist, doing what is required. He instructs his followers that the end justifies the means. He applauds skillful manipulation and trickery. He knows that it is better to be feared than to be loved, because love is a fickle thing, while fear is more predictable. He says; the weak should bow to the strong and be used by them as pawns. Thus is often in conflict with his brother Boffilur -Prince of freedom.

 
Boffilur
Prince of freedom - who is self sufficient and independent. Walker of every path.
Called Libroner, champion of self interests. He is individualism personified.
His symbol is a triangle with a man free of his chains.
His day is Clairmer 15.

He appears some times as a young man, free of his cares, seeking fun, fame and fortune. Other times he appears as a fanatical, indomitable warrior fighting for liberty.

Although he and Biddenur generally agree on self interest, he often opposes his brother’s willingness to support the enslavement of the weak by the strong. He demands that his followers to stand on their own feet as best they can, and let other people do the same. He has said; you may do as you will, so long as it harms on one. 


Addella
Princess of duty - who is committed to the collective good.
Twin sister of Boffilur. Mistress of the pledge, binder of contracts.
Her symbol is a triangle with three figures holding hands.
Her day is Apillin 15.

She appears as a plump motherly woman, happy to help but with a frying pan ready to knock down anyone who will not do his part for the community.

She is the spirit of group co-operation. Thus considers her twin brother Boffilu- champion of self interests, to be misguided in his outlook. She considers braking a deal quite a serious offence, as contracts (written or not) are what hold society together. Although she usually supports Ballomur- Prince of order, she is willing to bend the letter of the law in the interests of the common good. She frequently tells her followers to make sacrifices for the greater good.

 
Allegga
Princess of happiness and pleasure - who is focused on the present goodness of life.
Mistress of the smile. She is joy, the bright side of love personified.
Her symbol is a triangle with a smiling heart face.
Her day is Harvisum 15.

She appears as a beautiful young woman, always smiling, often dancing. She is frequently the subject of erotic artwork in the Pininthian and Hedonistic nations.

She is invited to bless all weddings and most festivals, a task she seldom refuses. She tells her followers to make the best of every situation, not to dwell on what tomorrow might hold. Her motto is; “Don’t worry, be happy.” To this end she is quite skilled in all the pleasurable arts. She expects her followers to be likewise good at bringing joy.


Assella
Princess of sadness and pain - who is focused on the present problems of life.
Mistress of the frown. Twin sister of Allegga.
Her symbol is a triangle with a sad heart face.
Her day is Coldber 15.

She appears as a plain dark young woman. Although never welcomed, she is expected to attend funerals and walk upon the battle field. She is sometimes mistaken for an undead when she walks among the fallen

She is unhappiness, the dark side of love personified. She is often moody and glum but occasionally bursts into a rage over the unfairness of some tragedy. In telling her of their sadness, her followers hope for relief from it. This she can only partly grant by sharing their sorrows, not by removing them. She often asks; “If to live is to risk pain, what is it to feel nothing at all?”


The Occara          


Kalata
Goddess of hunters, herdsmen and animal trainers. 
Lady of the forest, she is wild, protective of her children and vengeful if wronged.
Her symbol is a Tree flanked by a deer and a wolf.
She appears as a tough woman dressed in crude furs’
Her day is Apllin 23.

Lady of the forest, she is wild, protective of her children and vengeful if wronged.
She is both a protector of animals and a hunter of them. City dwellers often fear her, while rangers are her most devoted followers. She hates those who are wasteful, who kill more animals than they need. She is sometimes called the favorite of Avinis, for her love of nature. However the Mother goddess often thinks her to harsh in her punishments.  


Gebalur 
God of farmers, cooks, bakers and brewers.
Lord of the Field, he is enduring and pragmatic.
His symbol is a spade in a field of new plants.
He appears as a huge man, dull but friendly.
His day is Harvisum 23.

Although tough and strong he does not like to fight. He grumbles greatly at any interruption to his work, yet continues even in the face of troubles. Echoing the words of Addella, he tells his followers to act on behalf of the greater good, to sacrifice their pleasure for the survival of the community. Of course he is not always glum and serious, after a day’s work he encourages his followers to relax with a drink and a tasty treat. He is sometimes mocked for doing woman’s work. But he laughs and ignores the comments.



Missra
Goddess of fishermen, sailors and travelers.
Lady of the Storm, moody and dangerous, yet beautiful.
Her symbol is a winged boot on a field of waves.
She appears as a dark haired woman dressed in only a storm cloak.
Her day is Marssin 7.

Her image is often attached to the prow of ships. She is also called upon to bless new ships and expeditions setting out on long voyages. Travelers often beg her for protection in one breath and curse her for tempting them into leaving home with another. She laughs and tells her followers that travel brings all sorts of pleasure and profits. It is her view that adventure and adversity are good to build character.


Dunabur
God of all smiths, armor and weapons crafts men. 
Lord of the Volcano, he is skillful, strong and gruff.
His symbol is a hammer on a flaming background.
He appears as a huge man with flame hair.
His day is Destber 23.

He is much like his brother Gebalur in many ways, except that he is quick to anger and willing to fight.  He tells his followers that metal working is the greatest, beneficial and destructive of all crafts. He cautions them to give their services only to those who are worthy, not to sell them cheaply. Advice that is often interpreted as justification for the demand of high wages.   
                      
Fremelur          
God of masons, carpenters and architects.
Lord of the city, he is a careful planner who will measure twice and cut once.
His symbol is a crossed measuring rod and a level.
He appears as a fit, intelligent young man.
His day is Clairmer 23.

He claims that mortals should live in highly organized communities, that way they may enjoy the best of all things. He promotes the idea that man most conquer nature, not be subject to its wild unpredictable dangers. Mathematics for both abstract and practical uses is a major interest of his. Among his followers there is one great theoretic divide, which he has not settled. The questions; is there a perfect plan for a city or building.  Some say yes, others say each must be unique to its location.
He considers himself chief of the Occara, using logic rather than force to control his siblings.  He is often in conflict with his sister Kalata-the huntress.


Jasoma
Goddess of doctors, midwives and herbalists.
Lady of the healing hand, she is kindly yet determined to do her job.
Her symbol is a glowing hand.
She appears as a common woman.
Her day is Coldber 23.

Often she is sorrowful at the cost of failure. Although she is compassionate, she can be spiteful towards those who do not follow her advice to prevent illness and injury. She tells her followers how to live a healthy life and how to be as fit as a mortal might be.
Her church is popular in every land however it is never the official state religion.
She dislikes all those who prophet from peddling unhealthy enjoyments for the body. Her followers are encouraged to bring law suits against such evil men, or stop them in some other none violent way.


Marzur
God of warriors, guardsman and mercenaries.
Lord of the battle ground, he is concerned with practical matters of war.
His symbol is a figure ready for battle.
He appears as a large man, in armor, always serious looking.
His day is Julimer 23.   

He does not care much for honor and glory. A quick victory and the welfare of the troops are his main concerns. Although some nobles and officers follow him, most of his devoted supporters are the common soldiers. He does not condone the wasteful and foolish use of troops that lead to their doom. Victory is important but one must count the cost and be able to hold whatever was just gained.
He is in close agreement with his brother Fremelur about the importance of planning and organization. His is openly hostile towards Ammirra princess of unpredictability.


Alaphra
Goddess of artists, musicians and performers.
Lady of the park, she is loving passionate, and creative.
Her symbol is a happy figure with arms open.
She appears as the most charming woman ever.
Her day is Octollum 7. 

She tends to see any situation, as a source for ideas. Although she is often happy her moods can also be dark. What is constant is her devotion to the perfection of her art. This she demands of her followers. Of all the gods she understands emotions best and is most able to play upon them, although she seldom has any reason to manipulate mortals. She loves attention, considering it a great insult to be ignored. Although she is not especially vengeful, she is willing to ruin a person’s reputation.
She often spends time with Allegga Princess of happiness and Assella Princess of sadness, seeking inspiration from them.



Ratarlur
God of merchants, businessmen and thieves.
Lord of the market, he is cunning and quick witted.
His symbol is a figure standing at the city gates.
He appears as a wealthy, jovial mature man.
His day is Destber 7.

Perhaps the intellectual superior of Fremelur, he prefers to manipulate rather than convince by argument. Although he agrees with Boffilur about self interest being central, he supports the view that everyone should be free. The smart may then take advantage of the dumb, in ways that are not oppressive. He teaches his followers to be honorable, so long as honor works to their advantage. Keen judgment of situations and people are the virtues he admires in his followers.     


Arkalra
Goddess of textile workers, tailors, cobblers and dyers.
Lady of the workshop, she is dull but dependable.
Her symbol is a needle and thread or spinning wheal.
She appears as a plump middle aged woman.  
Her day is Julimer 7.    

She is a firm supporter of Addella Princess of duty, and is committed to the collective good. She is frequently called the ideal wife, by those who value practicality and stability. This is sometimes at odds with the idea that a woman’s place is in the home, because she prefers the workshop and cares little for children or domestic tasks. She is sometimes concerned with the practical side of her crafts, other times she thinks deeply of their beauty. Her followers are told that the best items are both functional and fabulous. 

Monday, 13 May 2013

Philosophy 102


Here is a brief survey of the well known answers to some of the big questions in life. They are questions of philosophy rather than religion because they deal with the natural world rather than the super-natural. 

The natural state of being

Hobberus said that the natural state is wild and savage; the strong abuse the week, no one can be trusted as they are out for their own best interests. He claimed; life is nasty brutish and short. People create social organizations to escape from the natural state of being. The nation-state exists to establish and keep the peace, so that people can exist in stable relations with each other.  Hobberus argues for a strong centralized government, because it will control people and limit their greedy tendencies. It will act in the best interests of the majority.   

Lockellenus said quite the opposite; that the natural state of people was peaceful. He claimed that people had to work together in order to overcome natural hardships. The nation-state was built to foster better co-operation. Because it worked so well people no longer had to worry about survival. This prosperity, although seeming to be a good thing, had a darker side. It allowed people to become selfish. Lockellenus argues for a limited form of government, because the people, having become nasty brutish and short sighted, will try to use it for their own ends.

The theory of rights and responsibilities

 Customary Rights – are by tradition known and acted out. They have no official form or mechanism for their enforcement. They live in the opinion of a community. People who break customs may be punished in unofficial ways, such as being shunned. The classic religious commandments are actually traditions rather than laws.

Contractual Rights – are official agreements between parties, in which the duties and privileges of both parties are spelled out. For example: a marriage, a business partnership or a feudal vassalage. These arrangements are more binding than simple customs. They usually have the force of law behind them.

Task Rights – are the basis of government power. The necessity or desire to accomplish a task brings with it the right to do what is required. The protection of the realm requires an army which requires support. Thus taxation, for example, is a right of government in order for it to do its work. The law always supports such task rights.


What is freedom?

Personal freedom is based on the universal custom of self preservation. You always have the right to defend yourself when attacked. Which supports the general custom of carrying arms whenever you perceive danger may be near. Because of this travelers in foreign lands are usually asked to “Stand down and hold still until an authority arrives.” Instead of being asked to hand over their weapons and accompany the guards as helpless prisoners to an uncertain fate.  This results in public debate over possible criminal activity and usually a negotiated settlement.

Freedom of thought is accepted, you can think what you want and speak your mind, in your own home. However general freedom of speech is not usually tolerated. Watch what you say in public or risk serious charger, from slander to treason. The idea of censorship is closely tied to all printed material, because written words are intended to be shared and may travel far and wide.

In more general terms, one’s freedom depends on his culture. As Vendorius observed; the most freedom is usually linked with the most barbaric and dangerous society, while the safe and secure nations tend to have more laws and limitations.


What is the best balance of law and freedom?   

All states impose restrictions on their people. They must do this to carry out the basic tasks they are mandated to perform; defending the realm from external danger and keeping the peace between the people. The endless question is; what is the best balance between centralized control and anarchy?

Hobberus would claim that the state must be strong and centralized, because if it offered too much freedom, it would be unable to perform its duties. Most Dwarves nod agreement here, taking comfort in rules carved literally in stone. 

Lockellenus would claim that a state should interfere as little as possible in the lives of its people. They should be allowed to settle almost every matter among themselves. Most Elves agree with his idea, as they practice a hyper democracy too close to anarchy for the taste of Humans.




 

Sunday, 12 May 2013

Philosophy 101



Introduction
Here is a brief survey of the well known answers to some of the big questions in life. They are questions of philosophy rather than religion because they deal with the natural world rather than the super-natural. For the most part they are matters of perception with out any authoritative right answers. 


What is perfection?

            When talking about ideas and their influence we find that there are three levels of reality. First the Divine Real; is an idea in its perfect form, as it is understood by the gods. Second the Ideal Concept; is an idea in its logical abstract form, as understood by the mortal philosophers. Third the Practical Real; is an idea as it is used by the common people in life.

For example: Justice. Divine justice considers a question in great detail and is able to get to the truth of the matter. It offers punishments and rewards that are fitting to the event in question. Conceptual justice claims that only the guilty should be punished and that an accused person should be considered innocent until proven guilty. Practical justice as expressed by real laws and courts is constantly faced with tricky situations, unknown factors, insufficient time and social pressures, thus it is very difficult to provide good quality justice to all.

For a more lengthy examination of perfection one must read from holy books of Bennatur: Prince of perfection - who is peaceful and strait forward. He is idealism and goodness personified. His basic philosophy is to look at the intention and attempt of an action rather than the end results.


Is there such a thing as the idea of progress on Carsis?

The Dwarves have preserved most of the technology of the ancient time and have a written ( if somewhat limited ) record of all history. Political relations and placement of population centers have changed over time, but the basic makeup of their societies and technology has not.  They would see change, not progress in history.

The Elves have always maintained a low tech level, living in harmony with nature. Their pattern of life has changed little over time, although their relationships to neighbors have. Again, there is a felling of change but not progress in history. 

The Humans represent a different situation. Their grasp of technology and civilized organization was seriously damaged when the ancient catastrophe occurred. The past was nearly erased, as the struggle for survival took center place in the lives of many generations. Eventually they recovered and built new societies.
This series of events gives Humans the felling that there is progress in history. They believe that things will get better, more advanced, technology and social structures will lead to improvements in quality of life. However, the march of technology is quite slow on Carsis. Few inventions drastically alter the way people live within a single lifetime.

Of course the strongest support for the idea of progress is often presented by clerics, such as Progresurus, who claim that all history has a point. “As we follow the advice given by the gods about how to live a good life, we built better societies. Eventually the perfect civilization will emerge.” He said 

            Despite the evidence of progress many sages, especially Elvin ones, claim that history has a patter much like that of an individual’s life. All things, including nations, are born, to grow, become strong, reproduce, then age and finally die. The rise and fall of civilizations is expected.
             

Ways to view history and current events.

Power Politics
This view concerns itself with the actions of powerful men. It claims that a nation acts in accordance with the will of its leader. Thus we must consider the mind of a leader to understand the activities of a nation. Motives such as honor, lust, greed, love, and vengeance, all figure prominently. There is the question of who gives his advice, but above all, is the will and skill of the leader to make his desires felt in reality that matter. Incompetent or lazy rulers accomplish little yet may cause the downfall of their nations.

Economic Theory
This view concerns itself with the costs of actions. It claims that the motive behind any reasonable action is an economic one. It assumes that a cost – benefit analysis is done before any national policy is implemented; although such an analysis may be faulty, leading to an incorrect policy. In this theory, revenue and expense are the driving forces. For any new expense a state must find a new source of income.     

Cultural Conflict
This view concerns itself with the social stress of relations between cultures. It claims that the actions of a leader must be in keeping with the norms of his culture. A leader may be influenced by outside ideas, but if he goes against tradition, a rebellion will result. According to this theory, a culture holds beliefs which are incompatible with those of another culture. Although there may be peaceful relations, there will be permanent stress. Deliberate or accidental misunderstandings will then quickly lead to war. Most typically will be the idea “They are not like us, so we can’t trust them.” 


Regarding Gender

Men and Women are different, physically and mentally.
Because of these differences, certain social roles have developed. Women are able to bear children, men are not. Women tend to feel a strong attachment to their offspring and to children in general, men have a lesser degree of these emotions. The task of bearing and caring for a child is seen as woman’s prime role in most societies.

The idea of work is traditionally divided into two categories; at home and away from home. Women with their devotion to children are best suited to work at home, an environment that is generally secure. Men with their more aggressive nature are better suited to work away from home. Thus it is often claimed that the woman’s role is to maintain and manage a home, while the man’s role it to provide for it and defend it.

The most important mental difference is man’s aggressive nature combined with a tendency to quickly resort to physical action.  Women in general are more passive and tend to use indirect means of getting what they want. In simple terms, men prefer to act, while women prefer to talk. While men usually see conflict as a welcome test of their abilities, women tend to seek compromise situations that will give them a sort of victory without unnecessary risk.

According to some thinkers; “These facts should not be taken as proof of the inferiority of either gender. Difference does not mean a distinction of better or worse.” Other thinkers are more pragmatic, they claim; “Because of man’s tendencies he will dominate most social organizations from the family to the nation. Women are thus placed into an inferior role in life.”   





Friday, 10 May 2013

LAW 101




These words are written by the hand of man but they come not from this world.
The law was given and these are the words.
Evil is one thing. It stands against the law even if it seems to follow it.
Good is another thing. It stands for the law even if it falls short of perfection.
The law is a third thing.
It is a guide to correct behavior so that all may live well and be safe.




The religions and philosophies of Carsis are very much based on this text. The laws of each nation are built upon it, and the body of commentary surrounding it. But the gods' rules are not taken as direct laws, as many points can not be enforced in a practical way. Most nations ignore point number three, because magic offers benefits they desire. Never the less, in most places, the church is responsible for education and it teaches these rules to the people.


1. Do not follow the crowd in doing wrong. Even if all the people around you turn to evil and brake these laws do not do as they do. It is better to be an outcast or to die than to become corrupt.
2. Do what is proper; respect your elders. Always show respect for your mother and father and all the elders of the community. Consider carefully their advice, for wisdom often comes with age.
3. Do not use magic or seek the aid of magic users. Magic is not to be used by mortals; it is dangerous and corrupts those who use it. Trust no magic user.
4. Do not offer blood in sacrifice. When you make a sacrifice it is to be clean and free of blood. Blood is life and life is not to be sacrificed on the alter.
5. Do not have sex with any close relative. Any man who sleeps with his mother or his sister or his father's sister or his mother's sister or the daughters or any of these women is wicked.
6. Do not let pleasure make you a pervert. Do not have sex with anyone of the same gender. Do not have sex with any animal.
7. Do not have sex with any one who is married to another person. This spawns trouble of many kinds and often brings unhappiness to all. A child born in this way will often suffer for no sin of his own.
8. Do not lie, or deceive any one. All the profit that may come from the lie will eventually come to twice as much trouble. If the truth be harmful, stay silent.
9. Do not pervert justice. Whenever you are to judge something, show no favoritism to the rich or to the poor. If you are being judged, be truthful, do not make winning your only aim.
10. Do not mistreat others for any reason. Do not cheat a lord because he is rich, and may well afford the lose. Do not abuse a commoner because he is poor and can not defend himself.
11. Do not take what does not belong to you. Stealing is wrong and should not be done, even if the need is great. You must always get the permission of the owner before you take a thing.
12. Do not accept a bribe for any reason. Those who accept bribes will most assuredly lie to protect their gains. Honor should not be measured in gold.
13. Do not spread slander and false reports. You may speak ill of a person only if you are sure of your facts. It is a great misdeed to report, as true, rumors of events you have not seen.
14. Do not betray someone's trust in you. When you give your word to do something you must try your best to do it. Those who deliberately break their promises should be expelled from society.
15. Do not over react; respond in kind. Good deeds repaid with generosity. Evil deeds repaid with just revenge. One should avoid answering an insult with a fist, but should use a sharp wit.
16. Do not kill without good reason. One may always defend himself and protect others from harm. However all opponents should be given a chance to avoid death.
17. Do not keep hate in your heart. You may fight your enemies and kill them; you may call them foul names. But you should not hate them so much that you will be unable to make peace.
18. Do all things in moderation. An excess of anything, even if it seems good, can be harmful to you. Seek balance in all your activities.