A Spin on Community and Spirits
I’ve been
thinking about the concept of characters interacting with the communities they
meet. When developing a settlement, a pool of tokens is developed; this pool
reflects the moods and attitudes of the settlement’s survivors. The original
theory was to use the settlement’s token pool when facing unnamed mooks, lesser
opponents and figures who don’t play much of a role in the story by themselves.
In this way, these lesser characters are like avatars of the community, each
reflecting a different way that the community might react to the wayfarers…a merchant,
a peacekeeper, a scholar, a criminal. Those survivor characters who are specifically
named get their own pools of tokens, they have enough integrity within the
story to stand on their own, separate from the communities in which they stand.
I don’t see any
reason to change this basic notion, but I can see ways to expand the concept. Particularly,
communal spirits.
Spirits in Walkabout
exist in a state of quantum flux, drawing stability in their form by channelling
the beliefs of the observer (or the consensual beliefs of many). Why wouldn’t
apply to communities? We see it in our world with tens of thousands of
dedicated sport fans focused on a team mascot (often an anthropomorphised
animal), comic book and pop culture fans idolising their heroes from page and
screen, religions focusing faith in deities, demigods, angels and demons. Traditionally, tribal groups from all over the world have believed in totems
that unite their people, Egyptian gods often began as communal protector
spirits for different cities, as did the Olympian gods of the Greeks. Why
wouldn’t there be community spirits in Walkabout?
The original
version of Walkabout gave an idea for wayfarers to gradually transcend to a spiritual
state of their own, or return to their original people with the knowledge from
their travels. Perhaps they could return as communal protector spirits; each
following fate’s path as a post apocalyptic Gilgamesh, facing the nightmares of
a chaotic and magical world to bring order and balance before settling at home
as immortal god-kings over their homelands. Just an idea…an idea for the
ultimate Walkabout end game.
In Shinto, there
is a belief that everything has a spirit. During my short time in Japan, I saw
how deeply integrated this belief was n the every day. One night my hosts
joined some other families to light some fireworks on the edges of some rice
paddies. Before the first firework was lit, the group of us walked to an old
shrine a few metres from the road, where the rice paddies stopped and forested
hills began…even the most jaded looking teenagers among the group. In no particular
order, some of the adults said something to the shrine and bowed, others simply
touched the shrine and nodded. Some of the kids in the group left things on the
shrine. The teenagers typically took a few moments in silence (whether
respecting the shrine or simply respecting the beliefs of the others in the
group). I was asked to join the ad hoc ceremony, and it was explained that we
were being thankful to the local spirit for allowing us to use its fields, and
we were apologising in advance for causing a disturbance. There was nothing
formal about it, just the shared belief of a community.
For community
spirits, I’m thinking of something a bit like this. But in the tilted world of Walkabout,
and the quintessentially Australian setting, there will be some tangible about
the community spirit. Different communities will have different spirits appropriate
to their settlements. The important thing here is that local people might not
see the spirit as an otherworldly being, the 2011 Australian movie “Red Dog”
comes to mind. In this movie a cheeky red cattledog appears on the outskirts of
a mining community and he becomes a rallying point for the citizens. His
presence leads people in unexpected directions, he resolves conflicts, and at
the end of the movie he really brings the ton together. It’s based on a true story
and there is an actual statue of the dog in north western Australia.
Using spirits in
this way allows for some great storytelling and roleplaying opportunities. Let’s
stick with the idea of a community’s spirit dog, manifest in the flesh. It
belongs to no single person, and it seems that everyone knows (and loves) the
dog.
How could the
imbalance associated with this spirit cause repercussions in the community?
Perhaps someone
doesn’t like the dog, the symbiotic relationship between the spirit and the
community would ensure that this person was considered an outsider in the community.
If they were to threaten the dog, there would be a subliminal defensive link shared
by those with a positive relationship to the community.
Let’s look at a
situation where the community took a turn for the worse, a riot due to a food
shortage. The spirit dog would start getting vicious, possibly looking hungry
and emaciated depending on how bad the food shortage had become. Healing the
dog might see an improvement of the settlement’s fortune.
If the dog had
been hit by a car, or was getting old, but veterinarians and scientists were
keeping it alive when it should have passed away, the community might reflect
this by stagnating. The dog might have to die before fresh blood can invigorate
the town. Are the wayfarers willing to kill the dog to do this? Can they
convince the survivors that the best thing to do is to kill the mascot that has
rallied their morale for all these years?
This kind of
spirit would work especially well in settlements where the belief in spirits is
minimal, or where spirits are only viewed in an antagonistic light. Communities
who hate spirits would be utterly confounded by the idea that a spirit had been
among them for all these years, and it would be very hard to convince them that
a spirit had been benevolent.
Other physical
spirits of this nature might include dolphins who regularly visit coastal
communities, orphaned children who wander in from the wilderness, an ancient
tree at the centre of town, or a spider who weaves symbolism in its web.
Such spirits could
have been associated with areas in the pre-tilt world. An example of this could
be the southern suburbs of Sydney around Hurstville and Kogarah, where the Georges
River reaches Botany Bay, the area is vaguely known as “St George”, and the area’s
rugby league team is known as the Dragons. There is a great deal of other
dragon imagery in the area as well, from the painted logos on the side of the taxi
cabs, to the nation-wide bank that has its head office in the area, and
numerous small businesses using the symbol. If a post apocalyptic settlement
were going to develop in the area it would probably manifest in the form of a
dragon, and being close to Australia’s only nuclear reactor, this would be a
spiritual hotspot. The dragon would be a very real presence in the world.
More ephemeral spirits
might visit their community in dreams. Remnants of church groups might focus
their communal links on the saint whose name is shared by their local church,
possibly hearing voices, seeing visions or having prayers answered.
Magnetically
shielded super- computers controlling glass and steel arcology hives might seem
to attain self-awareness, with scientists, politicians and military officers believing
in the superiority of their technology over the chaotic manifestations of
superstitious energy outside. Such communities would still focus around their
procedures, protocols and computer derived laws, unaware that their “intelligent
machines” are simply housings for one or more spirits who have infiltrated
their operating systems.
The shamanic primitive
groups and mutant outsiders would probably have a stronger understanding of the
spirits at work in their communities. Perhaps being more inclined to accept
mythic beings as their communal spirits, either worshipping them as deities, or
manipulating their beliefs to create avatars specifically suited to their
community’s needs.
I’m sure I could write an entire sourcebook
for this game purely based on the concept of the community spirit.
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