Ancient Lands: The Sakaya

The Sakaya are a group of people from many different tribes who live countless small villages in the Vestanen Mountains, regarding all of each others as equals, regardless of their birth. They are lead by mystics who preserve and spread the teachings of their founders, which emphazise equality, humility, self-sufficiency, and excelling at ones talents. They have no nobles and no slaves and also do not worship any gods or spirits, but they make regular sacrifices to the local spirits as tribute for beeing allowed to live and work on their land.

zvezda-6408-1-72-japanese-warrior-monks-archersThough the Sakaya regard each other as equals and all their villages and monasteries are forbidden from fighting among themselves, each community has its own warriors to defend against raiders and stealing of their land by other clans. Some communities consists entirely of warriors known as Sakaya-kera, who were founded to come to the aid of villages under attack by superior foes. The Sakaya-kera often take work as mercenaries for other clans, as fighting is their profession and it is not appropriate for them to seek other work when their talents are not needed by the Sakaya. Sixty years ago a commander brought many of these groups together to fight not for some foreign lord, but for their own glory and to capture wealth for the Sakaya. Since then the Sakaya-kera have become one of the strongest and most feared armies in the Ancient Lands. Usually they are spread out as individual companies doing mercenary work, but will often come together as groups of many hundreds or thousands for a raid against a wealthy city before dispersing again. If the High Commander sends out a call, he can gather an army that rivals the troops of the Mayaka king.

Warrior_monks_02The Sakaya are intended as one of the major power groups in the Ancient Lands. The original order plays only a relatively minor role, being mostly confined to small villages and monasteries in the Vestanen Mountains, where they live relatively isolated from the rest of the world. The Sakaya-kera on the other hand are one of the big military powerhouses. They have a headquarter and a commander, but just like the villages and monasteries, each company is highly autonomous and follows the teachings of the founders as they see fit. Since they often recruit new members wherever they find promising candidates and usually have no mystics among their numbers, many Sakaya-kera only know the principles of doing what you do best and not submitting to the rule of any nobles or priests. The other villages and monasteries, including their own warriors, don’t approve of the Sakaya-keras plundering of rich towns and cities, and few of the loot ever actually makes it back to them. But as there is no single ruler who could rein in the High Commander, they are not able to do anything about it. Since most people outside the Vestanen Mountains only have encounters with Sakaya-kera, the Sakaya as a whole have a rather low reputation throughout the Ancient Lands and often don’t use their traditional armor and symbols when visiting other lands.

Anathema

Naming things in a fictional world is a terrible and most unenjoyable task. It’s bad enough when you do personal names and place names, but when it comes to more abstract things like organizations or types of creatures, finding a name that is reasonably acceptible (it’s never good) can take a very long time. I think I wanted to have a kind of creature similar to the abominations from Dragon Age from a very early point in working on the Ancient Lands, over 4 years ago. In the meanwhile, I added more ideas from other creatures, like folding the roles of both lichs and vampires into this new creation, and taking some elements from the Inspired from Eberron and the Eternal from Spears of the Dawn. But when it came to naming these things, nothing ever came close to fitting. But now I sat down and clicked my way through a thesaurus (they are actually good for something) and came on this wonderful word:

Anathema

A word that probably most people interested in fantasy have come across once or twice. Probably always refering to something blasphemous and unholy, and just the sound of it sounds ominous, even if you don’t know what it means. I had to look it up myself and it turns out to be ancient Greek meaning “offering”. (In this case, the a- at the beginning is not a prefix meaning anti.) However, in early Christianity it was used in the sense of “offered to the devil” or “devoted to evil” and referred to an early form of excommunication. Even though I made some efforts to weed out technical and religious terms that don’t really make sense in the world of the Ancient Lands, which is very different from a standard western-christian universe, anathema seems to be a word that still works.

So what is an anathema exactly? You might recognize some of these guys. That’s what you have to expect.

anathema1anathema2anathema3anathema4anathema5anathema6anathema7Anathema are mortals who have become possessed by a demon from the Underworld, their own spirit consumed in the process and all their memories, knowledge, and much of their personalty absorbed into the demons mind. While the mortals mind still exist in some way, all the ideals, values, and desires it once had become irrelevant as the demons original personalty dominates the mind of the anathema. It usually has very little interest in the good of the mortals clan or family, but may often retain some affection to people who were close to it in its previous life. Most anathema are greed, desire, or sloth demons and almost immediately set out to some ambitious plan to sate their craving. Usually  with very little reagrd to those around it, but often enough cunning to keep their new nature a secret. At least for the time being. Demons can possess any mortal whose body and spirit have been corrupted by demonic magic and all anathema are very dangerous creatures. But the most terrible ones are those created from sorcerers who willingly summoned a demon to join with it and gain immortality and great magical powers. Many anathema note that their new nature is very different from what the sorcerer expected it to be, but at that point whatever the mortal once wanted is longer of any real relevance. The demons desire to visit and explore the physical world overrides any plans the sorcerer might have had and they never feel any remorse or despair about their new nature.

So even though there are no Gods and no church in the Ancient Lands and not even true afterlives, anathema are still creatures that have turned away from mortal life and society and now exist entirely to pursue their demonic craving. They are “devoted to evil” and in the case of sorcerers “offered themselves to demons”. And they also “excommunicated” themselves from all mortal communites and their spirit will not join the clan shrine to give strength and courage to future generations. So the name fits in both its literal and proverbial meaning and it also sounds cool and ominous. What more can you want for a big bad monster?

The complete and really short history of the Ancient Lands

My progress on creating the Ancient Lands setting for the last two years has always and regularly been slowed down to a crawl by two major obstacles: Making good names for all the people and places, and creating a good historic background for the world. History always seemed very important to me because I’ve seen it used for such marvelous effect in the Dragon Age and Mass Effect games. Not because there were so many fascinating tales that are exciting to hear about, but because historic events explained why all the major groups have grudges at each other and which encounters between two or more people are powder kegs with lit fuses before anyone has said a single word. It explains which subjects are touchy and where you need to tread carefully when attemting to negotiate, and also which buttons you need to push to get two people to kill each other. Dwarves hate elves? So what? That’s not very interesting. What do you do with that? Giving some hint why they feel that way makes a huge difference.

So to have a rich environment for complex interactions between characters from different cultures or factions and get some ambiguity into the conflicts, you need to have a history for the setting. But try as I might, I’ve never been able to come up with anything but a few general ideas, never really making any progress with the setting. But now I’ve sat down to sift through the sources for some ideas I might be able to adapt. And realized there isn’t really anything either. Elric might be an exception (I’ve read only two random stories), but in Sword & Sorcery he is always the exception. But when I look at Conan, Kane, Fafhrd and the Grey Mouser, and the early stories of the Witcher (not very far with the novels yet), there actually isn’t really anything either. Two of the best Sword & Sorcery RPG settings, Dark Sun and Planescape don’t have any history at all in their original (and true) incarnations.

And now that I think about it, the history elements from the games that inspired me are extremely brief as well. The story of the Krogan in Mass Effect is the most complex and difficult of them all, but it is also very, very short. The Salarians needed super soldiers to defeat the seemingly invincible Rachni, discovered the Krogan and gave them space ships and advanced weapons. After the Rachni where defeated the Krogan didn’t want to stop conquering planets and give back the weapons. So the Salarians created a bioweapon that could drive the Krogan close to extinction within a generation (annihilating them would be inhumane) and the Turians used it. Now Krogan civilization is a shadow of what it once was and the Salarians refuse to make a cure and let the Krogan population grow again. The Krogan are pissed, the Salarians and Turians have no regrets, and while many others sysympathize, the idea of the Krogan increasing their numbers doesn’t sound very appealing either. There are other old conflicts like that in the setting, but those are even much more simple. But the really great thing about them is that we don’t really know the name of a single person who was involved in those events or any planet where something happened. There also is no date or any numbers of populations or worlds. Because none of that really matters to understand the current situation and why Krogan are always hostile to Salarians and Turians. In the stories of Conan, everyone fears the warriors of the Cimmerians or the Picts, but we’re never really told anything about specific wars or battles in the past. Conan fought in the battle at Venarium when he was young, that is all we have. And I now feel confident that I don’t need any more than that either.

So here I present the complete and very short history of the Ancient Lands.

  • Many centuries ago fey races from the Spiritworld built great castles in the world of mortal creatures and they often took elves and lizardmen as slaves, so the other primitive peoples hid deep in the forests and mountains.
  • At some point the shie began to abandon their castles, letting them fal into ruin and leaving their abandoned slaves behind. Some slaves understood the farming they had done in the fields of their masters or had seen them work with bronze, and as they faded back into the wilds, the basics of these arts spread among the other savages.
  • Humans had been hiding in the most impassable mountains far out of sight and never been taken as slaves. They also avoided the elves and lizardmen, so they did not learn about metal and farming until thousands of years later
  • In one great city of the naga, a group of lizardmen slaves secretly worshiped the Sun and gained the magic power to face the naga sorcerers and start a rebellion. The rebels defeated their masters and created the Mayaka kingdom.
  • The Neshanen elves discovered the secrets of naga sorcery and learned to use the power of demons for themselves. The druids of the Falden thought it to be too dangerous and tried to destroy them and the ongoing conflict of the two groups has led to many wars between Falden and Neshanen armies.
  • Naga and Neshanen sorcerers are constantly trying to steal each others magical secrets and burried magic treasures of other Ancients for as long as anyone can remember.
  • Eventually human Vandren came down from the mountains to trade with Falden and Takari and many Vandren became mercenaries for Falden chiefs. Some generations later three half-elves started a monastic order based on the equality of all people, with no distinction between clans and no slaves and masters. It quickly grew to include Vandren, Falden, Ruyaki, and kaas.
  • A warrior monk of the order decided that he had enough of trading great amounts of goods for every small piece of metal for their weapons and armor and take control of some mines for the order. That worked out really well and for the past hundred years their ships have been cruising the Inner Sea to take over any town that has something which they want but would be too expensive to buy, recruiting whoever wants to join their army. The sages of the order do not approve at all, but their opinion has stopped mattering to the warrior monks a long time ago and many of them have never been to any of the original monastery towns.
  • In the North Falden and kaas clans have been fighting for control over copper and tin mines for a very long time, and very often they are trying to drive each other out of the region entirely. When they think their rival clans are getting too strong and could become a threat, they raid each other for loot with which they can pay allies to fight at their side. (Which doesn’t mean that kaas are never raiding other kaas or Falden never other Falden, but kaas and Falden never ally with each other.) Since the Falden have the most trouble with the warrior monks, the kaas have a quite high oppinion of them.
  • The Demon Hunters are mostly Takari who have special mystical training to fight demons and sorcerers and always travel the Inner Sea to fight and destroy them. That makes Takari very unpopular with the Neshanen and enemies of the naga. Since the Mayaka also hate the naga, they sometimes are trained as demon hunters as well, as do some Vandren. However, since they use sorcery to destroy demons, the Falden Druids see them as no better than sorcerers who use demonic magic for their own benefit.

That should provide enough hate to last for countless stories and adventures. No need for a timeline or the lives of any specific heroes.

Nonhuman characters in Sword & Sorcery

When talking about Sword & Sorcery and the essential traits and themes of the genre, there is almost always at least someone making the claim that the absence of nonhuman character is outright essential and that a work can not be Sword & Sorcery if it has any nonhumans that are not monsters. Yesterday someone made the commendable effort to provide a reason and supporting evidence why nonhumans are not a thing in the genre, by stating that there are pretty much no works of Sword & Sorcery which have nonhumans as counter evidence. Now obviously that gets us to a True Scottsmen argument. If your definition of Sword & Sorcery includes “no nonhumans”, then of course there are no works that have them. You could also say that Sword & Sorcery doesn’t have guns. But Salomon Kane has guns and I haven’t seen anyone claiming that he isn’t Sword & Sorcery. Guns are just uncommon, but not conflicting with essential traits of the genre.

However, I want to argue that there are in fact many works that have all the relevant traits of Sword & Sorcery and also nonhumans, and in which the inclusion of nonhumans doesn’t in any way conflict with with those essential elements and themes.

  • Atlantis: The Second Age (rpg)
  • Bound by Flame (videogame)
  • Dark Sun (rpg setting)
  • Dragon Age II
  • The first three Drizzt novels.
  • Elric
  • Primeval Thule (rpg setting)
  • Rune Soldier (anime)
  • The Witcher

I admit, most of these are fairly recent. But just because something is not found in the oldest works doesn’t automatically make it incompatible with a genre. It still walks like a duck, swims like a duck, and quacks as a duck.

A new map for the Ancient Lands?

Pretty much entirely by accident I stumbled upon this map posted by Dariel at Hari Ragat.

Sundaland
Sundaland

I’ve been struggling with a good geographical layout for the Ancient Lands for quite a while and so far had only decided to have a big ocean in the east and use the landscape and environments of eastern Asia an inspiration. I’ve always been more fascinated by the very blurry references to Lemuria and Mu in pre-cataclysmic fantasy than by boring old Atlantis. The RPG Atlantis: The Second Age has some very fun ideas for these other two ancient continent, making them the home of intelligent apes and the serpentment (who are a pulp version of naga, which happen to be from that corner of the world).

I am not going to have the Ancient Lands be set on ancient Earth, but using “ancient eastern Asia” as a rough outline for the basic concept seems really very appealing to me right now. And there’s still going to be elves, giants, and dragons, but it’s most likely going to look much more like Xen’drik from Eberron.