#plus me debating if my sims are actually ugly or what
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the office siren
𝟷. top, skirt (UL), heels, purse, watch, glasses
𝟸. top, blazer, skirt, heels, glasses
𝟹. dress, heels, glasses
𝟺. top, skirt, glasses, loafers, purse
𝟻. turtleneck, skirt, boots, glasses
𝟼. top, skirt (UL), heels, purse**, glasses
𝟽. top, pants, heels, glasses
𝟾. dress, heels, glasses, tie
**=TSR
thank you to all cc creators! @tommyandsean @satellite-sims @chamisss @simdreams @billsims-cc
@meochicc @shushilda @nightospheresims @kotajose @suteflower
@ameriko-steelie @criisolate @rollo-rolls
#ok this project has been checked off will be finishing up my clothes set#ts3#the sims 3#ts3 screenshots#ts3 lookbook#simblr#oc: jessy sydney#this was so stressful i can't lie my stupid graphics downgraded?? somehow and i could NOT fix it#plus me debating if my sims are actually ugly or what#then there's me always having to make some cc for a project#my sims
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Replies!
For @dunne-ias, @didilysims, @shaonharryandpannisim, @acquiresimoleons, @celebkiriedhel, and @meetmetotheriver...
dunne-ias replied to your post “@dunne-ias replied to your photo: Spica,...”
Thank you! I can never have enough bunkbeds!
Is there such a thing as too many bunkbeds? No, I do not think there is... I certainly download every one I see. :)
didilysims replied to your photoset “I felt like making something tonight, but I wanted something...”
Everyone needs new ceilings! Thank you!
Well, I certainly did, at least. I’ve had the same blurry ones for years, and I’m not a fan of totally flat/smooth ones, so...yeah.
Of course now I’m eyeing Armstrong’s website. JUST WHAT I NEED!
shaonharryandpannisim replied to your post “How many neighborhoods do you have currently? What all are they?”
I would love to know more about Greenacre, but pictures work too. And yes, it is indded a VERY PRETTY Place :)
I’m still debating about it. I wouldn’t mind actually documenting the thing; I just don’t want to field a bunch of outraged messages from people who might flip out because these pixels happen to be anti-feminist and homophobic (amongst other things), as if I’m advocating such a mindset. (Which I am definitely not doing. I’d be the last person on Earth who’d advocate such nonsense.) Nor do I want to turn off anonymous asks because I want shy folks to be able to contact me that way if they want to, and I don’t mind the occasional “hate mail” because, you know, grown-up with a thick skin over here.
So then I thought maybe a sideblog just for Greenacre might be fun. I could put some sort of disclaimer about the non-PC morality that these pixels have that I don’t share and blah blah. Then, those who are interested in seeing how it’s going to work can follow the sideblog, and those who don’t care or who might get pissy about its rules and “morality” can completely ignore it. I might just do that. We’ll see. I still have to finish building it. Then I have to make the Sims. :)
acquiresimoleons replied to your post “acquiresimoleons replied to your post: PSA, of...”
Interesting! I love that you work as a studio musician (my hubby is a drummer). I love old houses too. Good luck with your migration!
Drumming is one of the things I CAN’T do, musically. According to someone who’s acknowledged as one of the greatest drummers of all time, I am “bloody hopeless.” Which is odd because I AM a classical concert pianist (as well as a cellist and a harpist) who has a master’s degree from Juilliard and everything. I’m certainly used to both hands and feet doing different things all at once. But for some reason, a drumkit just confounds (and intimidates) me. *laugh* But yeah, studio musician is awesome. I don’t want to be on the road anymore and I’m not a super-huge fan of teaching (although I do some, here and there), but I DO want to do music, so it works. It’s contract work, so I can work when I want to and not work when I don’t want to. Plus, I can go to work in my jammies and no one cares. :)
And yeah, I love doing house stuff. Painting and tile work, especially. And hubby likes doing stuff like whacking things with hammers and sledgehammers to build decks and knock down walls and stuff, so...Yeah, it’s fun. We’ll probably go back there in the spring to do more work. It’s really not fun to do renovations in the winter. :)
celebkiriedhel replied to your post “littleblondesim replied to your photoset: I felt...”
Defaulting the tiles is very easy - it requires you to clone the floor tile without changing the guid. then delete everything but the texture which you change. (You can't keep anything else or it gets tagged custom).
I’ve often thought about replacing all the ugly Maxis crap with stuff I’d actually use because I’ll actually use maybe 10% of the Maxis walls/floors. I’ve just never really done it. Also, I think for me it’d be hard to decide what to replace them with, since I’ve made so much over the years. Perhaps for me it’d be better just to hide all the ugly Maxis crap. Maybe I should learn how to do that...
meetmetotheriver replied to your post “Hi, I was wondering how do you decide the Genie wishes. And how do you...”
I think it gets delivered to the sim in the household with the highest instance ID, which will usually be the youngest sim in the family. :) I came to this conclusion from the ONE time it was delivered to a former townie in my family instead of the baby, who happened to have a very high instance number.
See, that’s what I’ve read, but just the other day, in my Air Force base neighborhood, I had a lamp delivered to a household that consists of a CAS Sim, a Sim from one of the social groups that was married-in, and their two children, one a toddler and one that had just been born the night before the lamp was delivered. The CAS Sim (who’d have a higher instance than the social townie because he was created well after the neighborhood was established but a lower one than his kids, obviously) got the memory of having received the lamp. So...sometimes it works? But often doesn’t? I’ve given up trying to figure it out, frankly.
#dunne-ias#didilysims#shaonharryandpannisim#acquiresimoleons#celebkiriedhel#meetmetotheriver#replies
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Tressia BACC: Pirate Code Religion
So, since I also created the Place of Worship for the followers of the Pirate Code this round, I figured I should probably get this up.
Unfortunately, I have no pictures to convince you to read.
So let’s see who clicks on the read more!
First of all, a fair warning – I’ve had a bit of a change of plans in how religions are going to run. Originally I wanted to do a total of 8 religions (5 for the main hood, plus 1 for each Maxis vacation destination), but the mod isn’t letting me do that. So, we’re just going to stick to the five main religions: Peteran, Jacoban, Pirate/Viking Code (Three Lakes), Four Ideals (Twikkii Island), Morgaine (Takemizu Village).
And a note about names: the followers of the Pirate Code have 2 main geographic bases: Three Lakes and the wretched hive of scum and villainy known as Aarbyville. In Three Lakes their religion is known as the Viking Code, in Aarbyville it’s the Pirate Code. But it’s the same faith (ish) in either place.
That being said, let’s move on.
Religious Figures
-- Not every religion has to be about a Deity, but there has to be some kind of central figure holding the code together, even if this figure is a philosophy, a list, or a celestial body.
Is this religion built around a single god (monotheistic), many gods (pantheistic), or are there even gods at all (philosophical religions, ancestor veneration)?
The religion encompasses both a code and some gods. Let’s do the gods first.
This religion is … basically pantheistic, according to the second definition I found on Google: “worship that admits or tolerates all gods.” Followers of the Pirate/Viking Code (seriously I’m getting sick of typing “followers of the Pirate Code,” so, Pirates) believe that just about every god or god-like figure worshiped by someone, somewhere is real. However, they don’t necessarily believe that any of the gods is all-powerful. In fact, they think that most gods are quite limited in power, or at least more limited in power than their followers would like to believe.
Except, of course, one god, the one they worship:
The Grim Reaper.
(Sorry, Hat, this might end up sounding a bit similar to your Cult of the Grim Reaper … hope you don’t mind …)
Now for the code. Since (spoiler alert) all of the main Tenets are set to Allowed, the code consists of five precepts:
It is better to dance on the knife’s edge than to throw yourself on your sword.
This is the heart of the philosophy of the Pirate Code. Pirates understand and accept that death is inevitable. There’s no knowing where or when it will come, only that it will. All of life is lived on a knife’s edge – so you might as well have fun with it. Take risks, do crazy things, follow your passion wherever it leads you. To do anything other than live life to the fullest in the time you are given is a sin and frankly, in their view, a form of suicide.
Question not others’ bliss.
Pirates, for the most part, do not stigmatize certain Wants or Aspirations as sinful or unholy. As far as they are concerned, all Wants are valid and worthy of pursuit. If someone wants to spend their time indoors maxing all seven skills, you don’t judge. Marry off six kids? Don’t judge. Fifty first dates? You get the picture.
However, though you are not supposed to question/criticize the Wants other Sims get, you are perfectly free to gossip about/make fun of them for the way they go about fulfilling them. An example: You can’t make fun of Don for having an LTW to Woohoo 20 Different Sims. However, if Don is woohooing Nina and gets caught by Dina, Cassandra, Kaylynn, and/or Bella – or all of them at once for maximum zaniness – and gets himself slapped silly and/or beaten up as a result, you are allowed to gossip about him and laugh over his misfortune. Because you’re not making fun of the Want, you’re making fun of the dumb way Don went about attempting to fulfill it.
Treat others as they would treat you.
Pirates have heard of the Golden Rule (the “treat others as you would like to be treated” one, not “he who has the gold makes the rules” one). They think it’s nice in theory, but woefully inadequate in practice. There are too many Sims out there who are mean, small-minded, bigoted, and worse. Why be nice to them if they aren’t going to be nice to you?
Granted, this type of thinking can lead to some circular reasoning (I am a bit of a jerk; other Sims are mean to me because of my jerkiness; therefore, I can be a jerk to them), but Pirates don’t really worry about that. Life is too short. But some nicer Pirates will adapt this rule to a philosophy of “do no harm but take no shit” or “Pirates don’t start fights, but they can finish them!” if they prefer to live a quieter life and get along with the neighbors. This is perfectly acceptable (see: question not others’ bliss).
Give no quarter, but show no cruelty.
If another Sim gets into it with a Pirate, that Sim can expect to be dealt with without mercy … to a point. Pirates believe in proportionate justice and letting no insult go unavenged. But there’s a limit. You are allowed to do what you must to solve a problem and render the other Sim unable to mess with you, but you can’t go beyond that.
An example: the fight between King Arthur and the Black Knight in Monty Python & the Holy Grail. King Arthur dismembering the knight was a-ok under the Pirate Code – the knight started it and wouldn’t leave Arthur alone until he was legless and armless. But if Arthur had defeated the knight and then pulled an Obi-Wan on him, that would be wrong. Dismemberment would be cruel and unnecessary.
This rule also accounts for Pirates’ obsession with fairness in combat and other venues. Generally, you are not allowed to pick on Sims who have no chance of retaliating against you/defending themselves against you (unless they started it, see treat others as they would treat you). To get into it with Sims who cannot fight back is cruel.
Render unto the Reaper that which is the Reaper’s.
Pirates are the Grim Reaper’s chosen people. By allowing them to worship him, he frees them from the silly dictates and killjoy commandments of other gods. In return, all he asks for is a modicum of respect. If the Grim Reaper has claimed someone as his own, you don’t mess.
What “mess” means is a matter of some debate. Most Pirates do not view medicine and first aid to be “messing” – the afflicted Sim might die or not, that’s up to the Grim Reaper, but there’s no harm in trying. Even using Elixir of Life might be forgiven; you’re not making yourself immortal, you’re just putting off the indignities of old(er) age. It’s raising the dead/joining the undead that is more problematic. Most Pirates would be categorically against the use of the bone phone. Spells such as Expello Mortis and Vivificus Zombiae would also be taboo, though some Pirates will do them anyway and say they’re just dancing on the knife’s edge (more detail when I get to witches & wizards). The place where things get really thorny is concerning how vampires and zombies should be treated – which will be discussed in more detail once I get to that point. What's the Deity (central figure) of the religion like? If the Deity is more like a philosophy, what's involved in the philosophy?
Tough, but fair is the best way to describe the Grim Reaper (at least in the eyes of Pirates). The Grim Reaper shows mercy to no one. His scythe falls on young and old, rich and poor, beautiful and ugly (perhaps slightly sooner on the ugly; this is the Sims), smart and dumb (again, slightly sooner on the dumb), etc., alike. No matter who you are or what you have or how many people love you, the Grim Reaper is coming for you, and you cannot escape him.
But at the same time, the Grim Reaper is not cruel, and it can be said that he has an appreciation for style. Those who have taken their time on this earth and lived, he rewards richly, with a chorus of hula zombies to guide them to the afterlife as well as a nice suitcase and a fruity drink with an umbrella in it. While this mostly occurs with the very old, Pirates insist that anyone who “dies in glory” gets similar treatment, even if witnesses can’t see the hula zombies, etc., as they do for the old.
Pirates believe that the Grim Reaper does not punish – it’s no punishment to get the treatment you were going to get no matter what you did. But he does reward, if you really, really earn it. If there's a pantheon, who else is in it? What are they like? (If you don't have specific ideas yet, get down broad strokes-- 'the pantheon is basically the Deity's family and extended family,' or 'it's less a pantheon and more a lot of nature spirits'-- both work well and leave you room to edit or add more so you don't write yourself into a corner.)
In terms of the entities the Pirates worship, the hula zombies are the main other members of the pantheon. Pirates see the hula zombies as being the Grim Reaper’s faithful companions and assistants. They don’t have names or separate personalities. Instead, they join the Grim Reaper to shepherd deserving souls into the afterlife.
Pirates also believe that just about every other god – the Watcher, the Demigoddess, the Four Ideals – exists. They generally take their followers’ word for it when it comes to the characteristics and personality of each individual deity. (Admittedly, Pirates aren’t sure what to make of the Watcher, given that Jacobans, Peterans, and followers of the Demigoddess all say such different things about nominally the same figure. But they also don’t really care much.) The caveat here is that they don’t believe any of the gods are all-powerful or even mostly-powerful. Rather, they think that each god only has power over his/her particular followers. In fact, they believe most “gods” are actually powerful Fae who have managed to channel the belief of Sims into greater magical power for themselves.
The exception to this rule of course is the Grim Reaper. He’s acknowledged in one way or another in just about every religion, so the Pirates reason that the Grim Reaper must be more powerful than all the other gods. (Some even think that the Grim Reaper has the power to kill other gods if he chooses – and some think that this has already happened to gods who are no longer worshipped.) And the Grim Reaper has chosen the Pirates as his people. If the religion is monotheistic, are there other non-central figures that are more divine than mortals but less divine than the deity? If so, what are they like? Are any of them adversarial to the Deity?
N/A, or at any rate I explained that above. Do the figures of the religion, if there are multiple figures, have associations? What sort of pattern do those follow? (Thor, god of thunder or Jude, patron saint of lost causes, or the Olympian model, where top-tier gods have less-specific associations than lower tiers, so you have the God of the Sky, the God of the Sun, the Goddess of Rainbows, et cetera...)
Not really – it’s just the Grim Reaper, the hula zombies, and the gods of the other religions.
Followers
-- Most religions exist (and persist) for the same handful of reasons: to explain the unexplainable, to offer comfort in difficult times, and usually to provide some kind of moral framework for the faithful. What does the religion promise to gain or retain followers? Does religious doctrine revolve around hope, fear, love, retribution, power, defiance, something else?
“Defiance” actually sums it up quite well. At their hearts, Pirates believe that the universe is cold and unfeeling. Crush it down to powder, and you won’t find one atom of justice or one molecule of mercy (to paraphrase Sir Terry). But their religion is a way of raising a big ol’ middle finger to the universe. “You might not care that we’re here,” the Pirates say, “but we are, and we’re going to make the most of it.”
Pirates don’t often find that their religion makes them kinder, or more considerate, or, well, nicer. But they’ll all swear it helps them live more fully. How does the religion attempt to explain the unexplainable, the seemingly random, and natural disasters? How would religious doctrine or tradition answer when asked "Why did Bob get struck by lightning?"
In short: life’s a bitch, and then you die.
Pirates don’t necessarily look for deeper meaning in the random and inexplicable; at least, they don’t look for a religious meaning. (Those of a more scholarly bent may try to study the natural world to see if there are natural causes that can be understood and explained.) Though the Grim Reaper shows up when Sims die, Pirates don’t necessarily believe he kills Sims or has any control as to when and where their deaths will occur.
If anything, they subscribe to a version of chaos theory – the one where a butterfly flapping its wings in Asia causes a hurricane in the Caribbean. They believe there’s simply too much going on with the natural world and with powerful Fae-Gods manipulating their followers to try to suss out a cause for every effect. Instead of tying your brain in knots, it’s best to take a deep breath and move on. How does the religion comfort its believers and see them through in difficult times? If Bob dies of an infected guinea pig bite, leaving Betty widowed, what does religious doctrine say she should do now? Does it have any instructions for her neighbors, friends, or relatives (by blood or through Bob, or both if there's a difference)?
The first line of comfort comes from looking at Bob’s life. Did Bob live as deeply, as fully as he could before dying of his infected guinea pig bite? Did he chase his Wants and Aspirations as hard as he could? If the answer is yes, then Bob lived a good life, and at the end of the day that’s all you can do.
The second line of comfort comes from trying to figure out what you, personally, can do to change the situation, make it better, or just escape it. Pirates aren’t much for wallowing and grieving (at least not in the doctrine). This can lead to some unhealthy coping mechanisms, but Pirates generally assume they don’t have time for grief and will do whatever is necessary to move past it.
The Pirate Code doesn’t particularly have instructions for Betty’s friends and neighbors and relatives – the Code is a very individualistic religion. If it does have instructions, they would probably be to try to take Betty out of herself as much as possible. Yes, Bob was a good husband – but Bob is gone now. It’s time to move on. What's the religion's overall moral code? What does 'be good' mean to the religion, and what are the consequences of failing to be good? If the religion bans Theft (hypothetically), what does its doctrine say awaits Betty if she steals Sylvia Marie's lawn gnome?
Being “good” means following the Code and doing your best to life a full, exciting life – to make the most of every minute you’re on earth (in the neighborhood?). Failing to follow the Code leads to a terrible sin: wasted time. And you only get so much time on this earth, so what are you doing wasting it?
Basically, the fear of every Pirate is to come to the end of their life and find, instead of a fruity drink with an umbrella in it and some hula zombies, an hourglass running on empty. Following the Code gets you hula zombies. Not following the code … doesn’t. Are transgressions against other mortals considered more or less serious than transgressions against the Deity (or the central philosophy)? If the religion bans Same-Sex Romance (hypothetically), what does its doctrine say awaits Melissa and Claire if they have sex?
Transgressions against the Grim Reaper (i.e. render unto the Reaper what is the Reaper’s) are viewed much more seriously than transgressions against mortals. It’s hard to sin against other mortals under the Code (other than being excessively cruel, which might lead to unpleasant real-world consequences but probably won’t piss off the Grim Reaper too much).
But taking back from the Grim Reaper what he has claimed? Are you nuts? Is that something you really want to play with? Now, it’s said that no one (living) has ever seen the Grim Reaper mad … but nobody wants to, either. They’re not sure what he will do, but they’re pretty sure it will be bad. Very bad.
Mythology
-- Most religions have some mythology attached. These stories help to codify a religion's explanations, comfort, and morality, but also teach worshipers why deities should be respected, feared, or loved. It isn't necessary to know all the stories right away (in fact, it can be better not to, so you can write yourself out of corners later), but broad strokes of the mythology are good to know especially any stories that are likely to be reflected in daily life or regular worship. What are the bones of this religion's creation myth? Who made the world? Why? Is the central figure the same figure who made the world? Why or why not? What's the world made out of? Why are things how they are?
The first thing to remember about the creation myth is that believing in it is not compulsory. There is a higher proportion of first-generation converts among Pirates than there are among religions like the Peterans, Jacobans, or even Four Ideals. Many of these converts still believe in the creation myths of their childhoods/forefathers, and Pirates are fine with that as long as they don’t try to force those beliefs on anybody else.
But most Pirates who are raised in the religion believe this. There is a race of higher gods that are outside the Sims’ world (not to be confused with the Fae-gods) who were playing a game with clay figurines. They’d created a little world for their figurines. Because they were gods, this world was incredibly detailed vivid, with trees and plants, bushes and flowers, animals, and more.
And then they somehow brought their figurines to life. Some say it was a stray bit of magic that did it, some say that a trickster god did it, others say that a god accidentally sneezed on the figurines, and, well if the breath of a god brings things to life, a sneeze ought to.
Some Pirates think the gods are still out there, watching the game that came to life, and moving the pieces along the board or tweaking the natural world to make things more interesting. Others think that the gods got bored as soon as they couldn’t control the figurines anymore and moved onto something more interesting. And still others think that one of the gods volunteered to come into the little world and keep an eye on the figurines, shepherding them through this life and into the next world … and that figure is the Grim Reaper.
But none of the Pirates really knows, and they’re ok with that. Most of them would also be ok with switching to a more scientific view of the universe, should one become available. What are some of the prominent myths besides the creation myth? Broad strokes are okay.
Probably the most prominent is the myth of the founding of the religion.
The story goes that a tribe of beleaguered Sims, the Muendas, were chased from their homeland by another tribe, the Grunts. The Muendas were led by an old woman named Ophelia. She managed to bring them to a land in the far frozen north. It was so cold there that spring and summer never came, only fall and winter. There they tried to make their home. But the land was harsh and unforgiving, and their band of survivors was having a difficult time, well, surviving.
One day when Ophelia wandered from the camp to see if she could find some herbs or the tracks of a beast they could hunt, she found out why. The Grim Reaper appeared to her, scythe in hand, and blocked her path.
“Is it my time, then?” asked Ophelia, for she was very old and had seen the Grim Reaper many times before.
“NO,” said the Grim Reaper. “AT LEAST, NOT YET. WHY ARE YOU HERE?”
Ophelia raised an eyebrow. “At the moment, I’m trying to find some food for my people. Would you happen to know where it might be located?”
“THIS LAND IS NOT FOR YOU.”
“Pardon?”
“THIS LAND. IT IS NOT FOR SIMS. IT IS MY OWN KINGDOM AT THE EDGE OF THE WORLD, WHERE I GO WHEN I WISH FOR PEACE. YOU ARE NOT WELCOME HERE.”
“The Muendas are not welcome anywhere,” Ophelia replied. “Sims have chased us from east and from west, from north and from south. We are here because we have nowhere else to go.”
“GO BACK. ONLY DEATH AWAITS YOU HERE.”
And Ophelia’s eyes flashed. “Death awaits us everywhere! The Grunts of the south have taken our lands, stolen our corn, enslaved our sons and daughters. Those they do not enslave, they slaughter. What can you do to us that they cannot?”
The Grim Reaper raised his scythe menacingly.
Ophelia laughed. “Do you think you frighten me, Reaper? Ha! I have buried two husbands. My sons are slain in battle, by daughters slain by their sides or else gone before. All I have left is a granddaughter, Willow, and the child she carries. Even if you cut me down now, it is a better fate than that which awaits me if I turn back and bring my people back with me.”
The Grim Reaper slowly spun the scythe between his bony hands. “THIS LAND IS NOT FOR SIMS,” he repeated. “LIFE ITSELF EXISTS ON A KNIFE’S EDGE HERE. WHAT MAKES YOU THINK YOU CAN SURVIVE?”
“No one survives – at least not for long,” Ophelia fired back. “As for me, I should rather dance on the knife’s edge than fall on my sword. If we fall to cold and famine and wild beasts, what of it? At least we spent our last days in freedom, if not in plenty.”
The Grim Reaper did not answer. If anything he seemed taken aback. And then he vanished.
Right behind where he had been standing on the path was a patch of red onions, still somehow growing despite the cold. Ophelia filled her basket and hurried back to the encampment.
Somehow after that survival grew easier, though far from assured. The Muendas made it through that first harsh winter and survived into the fall that followed. The tribe found it easier to discover herbs and beasts. They began to grow their own crops.
Sometimes, when Ophelia wandered from the encampment to search for food or scout the terrain, she would see a flash in the air, like light reflecting off a metal blade. Whenever she followed the flash, she would always find something that would help her people.
Seasons passed. And eventually the warlike Grunts caught up to them. The Muendas were at the edge of the world; there was nowhere else to run.
So they stood their ground and fought. And they discovered something.
That which doesn’t kill you, makes you stronger.
The Muendas had spent season after season eking out survival in one of the harshest places known to Simkind. They were lean and hardy, tough as the hardiest oak yet pliant as the willow. And their backs were against the wall. If they lost this battle, they would lose everything.
The Grunts didn’t know what hit them.
And when the battle was over, when the Muendas stood victorious and the Grunts were in full retreat, the Grim Reaper appeared.
“HALT!” he said, and the Grunts halted.
“KNOW THIS. THE PEOPLE YOU HAVE ATTACKED ARE MINE. THEY HAVE COME TO MY LAND, THEY HAVE DANCED ON THE EDGE OF THE KNIFE. AND THEY HAVE SURVIVED.
“THEY HAVE EARNED THE RIGHT TO SETTLE HERE AND PUT DOWN ROOTS. AND THEY HAVE EARNED MORE THAN THAT. THEY HAVE EARNED MY PATRONAGE. ANYONE WHO ATTACKS THEM, ATTACKS ME.”
The surviving Grunts were terrified, and when they fled, they spread word of the Muenda’s fearful patron far and wide.
Free from outside harassment, the Muendas had a chance to not only survive, but thrive. Though the land remained cold and harsh, they became skilled hunters and skilled farmers. They also developed fast, sleek ships that they sailed around the three lakes that surrounded their new homeland. Sometimes they took their furs and metals on these ships and traded them with other Sims for things they could not grow or hunt or produce themselves. Other times, the loaded their ships with their hardiest warriors and took what it was that they wanted. Unlike the Grunts, who fought and conquered and held onto lands, they engaged in quick raids – in and out, like lightning, sailing away with the loot before the enemy even knew what had hit them. They called these raids “Viking.”
But whether they sailed to trade or to raid, they always sailed under a black flag with a white design chosen to honor their patron: the skull and crossbones.
And as the Muendas grew stronger, Ophelia continued to see and converse with the Grim Reaper. It was she who handed down the Code that belonged to their people. She said it came from the Grim Reaper, and she may have been telling the truth, but then again she may not have been.
It was ten years after her first conversation with the Grim Reaper that Ophelia saw him for the last time. She was sitting near the door of her cottage, the largest in the Muendas’ little village, shelling peas. Her great-granddaughter Peponi, the child Willow had been carrying, sat by her side and helped her.
Ophelia was content. Her tribe had grown strong, their numbers swelled both by others escaping the Grunts and through natural growth. The warriors had just returned from their first successful raid, the ships full of treasure and useful goods. Willow had spoken in Ophelia’s place at the last council meeting. She was doing well and would continue to do well.
Then Ophelia and Peponi together heard beautiful music playing, music they had never heard before. And before them appeared the Grim Reaper, flanked on both sides by beautiful caramel-skinned woman with black hair and dark flashing eyes. Though it was cold, they wore skirts of grass and brassieres of coconuts. The Grim Reaper was holding a drink in one bony hand.
“OPHELIA OF THE MUENDAS, IT IS TIME,” the Grim Reaper said.
“Time for what?” asked Ophelia. “And who on earth are these ladies?”
“NOT FOR WHAT – FOR WHOM. IT IS TIME, OPHELIA, FOR YOU.”
“… Oh.”
“AS FOR THESE LADIES, THEY ARE HERE TO WELCOME YOU TO YOUR REWARD IN THE NEXT LIFE.” He held out the drink. “SO COME, OPHELIA. YOU HAVE LIVED A GOOD LIFE. YOU HAVE DANCED ON THE KNIFE’S EDGE BETTER THAN ANY OTHER MORTAL I HAVE KNOWN, AND I HAVE KNOWN A GREAT MANY MORTALS.”
And even though Peponi was starting to cry, and even though Ophelia’s joints were painful and arthritic, and even though Ophelia was very, very tired, a burst of energy rushed through her, and she sprang to her feet and took hold of the drink.
Or at least … the part of Ophelia that made her Ophelia sprang to her feet, leaving only the worn-out husk behind.
And through her tears, Peponi saw her great-grandmother – young and vibrant, as she had never seen her in life – walk off with the Grim Reaper. Just before Ophelia faded away forever, Peponi saw her great-grandmother take a sip of the drink the Grim Reaper had been holding.
“Say, this drink is pretty good,” Ophelia was heard to say as she began to fade. “What’s in it?”
“APPLES,” the Grim Reaper replied. “WELL … MAINLY APPLES.” What does the religion's mythology have to say about the afterlife? What happens to the soul or spirit after death? If ghosts are allowed to roam free in your game, how does this religion explain them?
Unlike, say, the Jacobans or Peterans, who place a great deal of emphasis on the afterlife, the Pirates’ religion is not afterlife-focused. They do believe in an existence after death. They believe that the dead are chained to this world after they pass, bound to forever exist in the area near where their mortal remains rest. They cannot interact with the world other than to occasionally scare passing Sims.
But it is not all grim and hopeless. Pirates believe that the favored dead who get to drink the Grim Reaper’s drink (called “scumble”) as their spirits are freed from their body have much greater freedom of movement. They can go over all the world, observe everything, and see everything they had not a chance to see while they were living. It’s not as good as getting to live again, but it sure beats being stuck in the graveyard forever.
In order to earn a sip of scumble, a Sim has to die “in bliss” – either at a ripe old age in platinum mood, or in some way that shows they were living until the last possible moment. So death in battle counts, execution under some circumstances might count, even death after a “hold my beer” moment would probably count. Death from an infected guinea pig bite or from burning the spaghetti? Not so much.
However, there are some Pirates who think that the souls the Grim Reaper has favored are allowed to return to the world for another shot at living, though other Pirates think these Pirates are out of their minds. Most Pirates focus on living as much as possible now, because they do not believe something better awaits them after death, and they are not going to assume that they will get another chance.
Tenets
-- G-Rated and Original (with the Original romantic and sexual Tenets included to help round out the Religion. They're useful, they just conflict with things). Banning is always a flat ban, but allowing can mean anything from 'this religion encourages that' to 'this religion stays out of that.' WRATH: Does the religion ban or allow outbursts of temper, aimless rage, or shouty tantrums? Why or why not?
ALLOWED
Pirates see no reason to bottle their rage and wrath. The Grim Reaper doesn’t much care about it, and plenty of Pirates think it’s better to deal with those types of emotions as quickly as possible so that one can move on and work on solving the problem at hand. Plus, let’s face it, it just sucks to not be able to get where you need to go, and shouting a bit makes you feel better. THEFT: Does the religion ban or allow taking things that belong to someone else, whether or not you can make use of them yourself? Why or why not?
ALLOWED
“Treat others as they would treat you.” Pirates trace their religious lineage back to a people who had everything stolen from them. They firmly believe that given the chance, most Sims would take everything they could from the Pirates, so they don’t see a problem “repaying the favor.” However, some Pirates believe that stealing from people who could not afford the loss is cruel, so they are careful about whom they steal from (or don’t steal at all, especially if they live in an area where the local authorities frown on that sort of thing). VIOLENCE: Does the religion ban or allow hostile physical contact, everything from a mean poke to make a point to feeding someone to a cowplant? Why or why not?
ALLOWED
Again – “treat others as they would treat you.” The Pirates live on a knife’s edge much of the time. Violence sometimes is just how you survive.
In areas where Pirates have control of the legal system, violence is even a key part of it. Trial by combat is a favored means of resolving disputes for some crimes. (Yes, some things are against the law, even in Pirate-controlled areas.)
Finally, there are some Pirates who take the worship of the Grim Reaper to extremes that even other Pirates see as unhealthy. Some Pirates are desperate for visions of their god, and as all Simmers know, there’s only one foolproof way to get the Grim Reaper to show up on a lot (without cheats): kill someone. So yes, there is a subculture of what’s best described as ritual murder, but this sort of thing is disavowed by most Pirates as being extremely bad for PR. INDISCRETION: Does the religion ban or allow rude behavior that may be incidental or harmless as easily as petty and mean? Why or why not?
ALLOWED
Pirates would roll their eyes at anyone banning Indiscretion. What’s the harm of an occasional dirty joke? And streaking sounds like a lot of fun when you have enough rum in you. Life’s short. Live it up! DISRESPECT: Does the religion ban or allow intentionally mean, sometimes petty, always insulting acts against others? Why or why not?
ALLOWED
Again, Pirates are rolling their eyes at religions that ban things like kicking flamingos, pranks, and soaping fountains. There are some Pirates who specifically go around soaping the fountains of religions who don’t like Disrespect. Life is too darn short not to laugh at the occasional Ventrilo-fart. ADULTERY: Does the religion ban or allow married people from romantic and/or sexual activity outside their marriage? Why or why not?
ALLOWED … with caveats.
“Give no quarter, but show no cruelty.” Most Pirates believe that cheating on a partner who isn’t expecting it or who hasn’t okayed it is cruel. If you can’t be monogamous, you shouldn’t be with someone who desperately wants it from you. So most Pirates get around this one of two ways (should they be inclined toward Adultery in the first place):
Open marriage arrangements (different from Polyamory below in that all parties aren’t necessarily part of the marriage)
Making sure the spouse/partner NEVER finds out about the cheating.
Some Pirates mix 1 and 2 by allowing for cheating ONLY when a couple is separated for long time periods (i.e. when one half of the couple is out Viking or being a pirate). When the couple is reunited, they generally follow a DADT policy on what happened when they were separated.
FORNICATION: Does the religion ban or allow unmarried people from sexual activity? Why or why not?
ALLOWED
You remember that part in the Austin Powers movie when he’s asked, “Sex?” (i.e. male or female) and he says, “Yes, please!”?
That’s how the Pirates see Fornication. SAME-SEX ROMANCE: Does the religion ban or allow romantic and/or sexual activity between two members of the same gender (lesbian, gay, or same-sex bisexual)? Why or why not?
ALLOWED
“Question not others’ bliss.” You want to bump uglies with someone who has the same set of uglies as you do? It’s none of the Pirates’ business. Unless of course you need someone to come to your wedding and drink all the good liquor and streak through the proceedings and make out with the mother of one of the parties behind the cake. Because if that’s what you need, the Pirates are happy to make it their business. POLYGAMY: Does the religion ban or allow plural or group marriage (multiple spouses, of either gender, at once)? Why or why not?
ALLOWED
Again, “question not others’ bliss.” Pirates see no problems with these kinds of arrangements, as long as everyone who is in them is happy.
Practical Matters
-- These aren't playable Tenets no matter which version of Religion you use, but it's still important to ask. Where is the religion originally from? Has it spread? Dwindled? How does its origin affect its doctrine?
The religion is originally from the land of Three Lakes, far to the north of Tressia, but you can find adherents to it in pretty much all lands – even Yacothia, for all that Pirates in Yacothia tend to be quiet about their religion.
The other major locus of the faith is Aarbyville. Aarbyville was founded by Vikings. It’s one-half of an island (or possibly an entire island; I will figure this out once I find a good neighborhood map for Gastrobury/Aarbyville), so the Vikings found it convenient to have a colony closer to civilization (so to speak). (Note: The island was completely uninhabited when they colonized it.) Today the two areas aren’t joined politically, but they do share a faith and culture.
As for how its origin affects its doctrine – the Pirates originally hail from a harsh, cold land where life is cheap and death is cheaper. It’s this memory of survival on the knife’s edge that animates everything they do. Does the religion have any local political influence? If so, how much influence, and how does the religion use that influence?
Right now, the Pirates only have one official adherent in Tressia – Edelle Finbor, the town thief. (And she keeps getting converted to the Peteran faith whenever I turn around.) Their political influence is … well, nil. But this could change someday! Does the religion have any local cultural or social influence? If so, how much influence, and how does the religion use that influence? Does culture and/or society have as much or more influence over the religion than it has over either of them?
In Tressia, the Pirates have very little social or cultural influence. Though this could change now that they have a Place of Worship (the Pirates’ Wharves). If anything, the Pirates’ influence exists on the edges, in the voice that whispers that freedom is just over the horizon if you’re strong enough and brave enough to chase it.
Most of the influence that the culture and society of Tressia has over the Pirates is convincing them to go underground and keep their views to themselves. But again, this could change – especially once Aarbyville gets annexed, or more Sims visit Three Lakes. Is marriage a religious matter? Is divorce? Are there religious requirements for an engagement, marriage, annulment, or divorce?
Marriage and divorce are not religious matters. In Three Lakes, marriage is regulated by the state. There are contracts drawn up, dowries exchanged, etc. In Aarbyville, things are a bit more casual – Aarbyville sees a lot of people “just passing through” and not necessarily so many permanent residents. But in Aarbyville, a couple (or threesome, foursome, etc.) deciding to settle down might have a big party and invite the whole block to come and celebrate their union(s).
In both Aarbyville and Three Lakes, however, marriages can only be conducted between people who are legally able to consent – i.e., adults.
Divorce is similarly handled by the state, as most marriage contracts in Three Lakes will have clauses explaining under what circumstances the marriage can be dissolved. (Usually “by the consent of both parties” is enough, though there are also some circumstances like adultery, abuse, etc. that allow a marriage to be ended even if one party doesn’t consent to it.) In Aarbyville, things are, again, more casual – usually a divorce happens when spouse has had enough and throws the other one out of the house.
In Tressia, if a Pirate wants to get married, they have a couple of options. One is to marry another Pirate in an informal handfasting. This marriage will not be recognized by the authorities in Tressia, which means that any children resulting from the marriage will not be considered legitimate and will be members of the Outlaw class. However, divorce will be a lot easier, since as far as the authorities in Tressia are concerned, the couple was never married in the first place.
The other way is to pretend to be a Peteran/Jacoban and get married in one of their churches. While this will confer legitimacy on any children, it does have the potential to blow up in the Pirate’s face if things go wrong.
The third option is to elope with the fiancé(e) and claim that they were married in a church elsewhere. I’m not sure that Brother Cernin or Shepherdess Alayne would put the time and effort into checking up on this. Well, Shepherdess Alayne might, but Brother Cernin probably wouldn’t. Still, this could blow up in the Pirate’s face if things go wrong. Is interfaith marriage allowed? If so, are there any special requirements for it? What are they and why? If interfaith marriage isn't allowed, is converting to marry allowed? Why or why not?
Interfaith marriage is a-ok. “Question not others’ bliss” and all. While some Pirates would wonder how well a union like that could last, depending on the religion of the non-Pirate party, most of them would recognize it’s really none of their business.
(Not that this’ll prevent them from gossiping/pointing and laughing if it all goes wrong. Because it won’t.) How does religious doctrine define virtue? How does it define vice? Does it have a concept of sin? Are there any particular prohibited behaviors beyond the official Tenets?
Virtue, to Pirates, is freedom. Virtue is following your bliss wherever it may take you. Virtue is courage, is defiance, is facing the world with a grin and a mocking, “Is that the worst you’ve got?” Virtue is drinking life to the dregs and spitting those dregs in the face of anyone who’d tell you differently.
And vice is the opposite. Vice is going along with the herd, in stifling yourself to please others. Vice is living your life according to someone else’s idea of right and wrong. Vice is ignoring what you really want and behaving yourself into the grave because you’re sure there will be a pie in the sky when you die. Vice is being so certain that you’ll be given your reward in heaven that you ignore the great gift you’ve been given here and now, i.e., the present.
Beyond all that (and now for something completely different), most prohibited behaviors have to do with the 5th precept: Render unto the Reaper’s what is the Reaper’s. Using the bone phone is banned, as is bringing back zombies using Vivificus Zombiae. Expello Mortis also sometimes comes under this category. Pleading for the life of a loved one is frowned upon, but some Pirates reason that if the Grim Reaper really wants that soul, he’ll take it no matter what your Sim says. Elixir of Life just barely squeaks by as acceptable for a couple of reasons: 1) given my aging mod, the 3-5 days you gain from a single dose are the equivalent of a few months/just over a year, so, no big deal, and 2) Elixir of Life doesn’t really keep you from dying, it just keeps you from aging and getting wrinkly. Are there any particular activities the religion prohibits only at Places of Worship? Is there an expected manner of dress at Places of Worship?
There are three categories of Places of Worship. One is the Temple of the Grim at Three Lakes. (Which I have to think up what that’s gonna look like and … you know … build it …). The next category is made up of the various taverns, thieves’ dens, etc. across the land. Pirates believe that anywhere multiple Pirates are gathered to eat, drink, and be merry (i.e. enjoy life) is a Place of Worship. The last Place of Worship is the meeting places of those Sims who tread the darker type of Pirate-ism … the part that involves chasing visions of the Grim Reaper.
At the Temple of the Grim, solemn reflection is encouraged. Sims who come here generally dress in their best and at least attempt to behave themselves. For many Pirates, seeing the Temple of the Grim is a once-in-a-lifetime opportunity, so they can keep a lid on it for a few hours.
In the various taverns, etc., anything goes! The rule is “come as you are and do as you please.” (Which means if you’re a bookish Sim who prefers a quiet evening at home to a riotous night on the town … maybe you won’t stay long.) The only thing that won’t be tolerated is not enjoying yourself.
As for the areas that the darker sects use … it’s best to follow the house rules there, whatever they happen to be, or else you might be the one summoning the Grim Reaper to see the group … Who builds and maintains Places of Worship? Where do the funds to do so come from?
The Temple of the Grim was built by the Vikings of Three Lakes, using funds and treasure taken from defeated enemies. It was considered fitting at the time to pay back the Grim Reaper using some of the spoils from victories he sent them. Today Vikings still donate part of the spoils of their victories to the Temple.
As for the taverns and bars, those tend to be private businesses (even if they’re freebie lots, I’m just going to say they’re owned by some of the Population Multiplier Sims). They charge for drinks, food, room rental, etc. and run the way any bar, inn or restaurant would.
The areas run by the darker sects … well, they tend to be frowned upon by the local authorities, so, the first criteria is that they are in places where the local authorities won’t go. So they could be a member’s basement, or a remote part of the woods, or an old abandoned warehouse. So I guess the answer to this one is YMMV – it very much depends on the circumstances. How does the religion deal with abandoned, unwanted, orphaned, or imperiled children among its followers? Does the religion have any influence over what happens to them at all? (This may vary depending on your game setting and how reflective of reality it is. The US stopped using orphanages altogether in the late 1970s and switched to the foster care system, though not every TV writer has picked up on the change.)
How much influence Pirates have over abandoned/unwanted/imperiled/orphaned children depends on where these kids are. If the kids are in Three Lakes or Aarbyville, Pirates will have some say in what happens to the children. The authorities in Three Lakes will re-home children when necessary. The same thing will happen in Aarbyville.
Outside of Three Lakes and Aarbyville, Pirates have very little official influence over what happens to imperiled children of their number. This doesn’t always stop them from taking matters into their own hands – whether by “dealing with” the parties imperiling the children, or, if the children have no one to care for them, taking the kids in and giving the finger to any authorities who might have different ideas.
Pirates also tend to be relatively welcoming of runaways and stowaways, at least, if they can be convinced that the kids in question are running away from thing worth running away from (and not just exhibiting poor decision-making skills). Many Pirates started out life as runaways and stowaways themselves. To abandon a child in need, especially a child running away from something horrible, is cruel in many Pirates’ eyes. (“Teenager” also counts as child in this formulation.) What are the religion's views on each of the playable supernatural life states (aliens, zombies, vampires, servos, werewolves, plantsims, Bigfoot, witches and wizards)? Why does the religion have those views? Are any life states favored over the others, or over regular Sims? Are any life states looked down on or forbidden from the religion?
Fae/Half-Fae: Pirates have no official issues with these Sims. Even though Fae are very long-lived, Pirates know they can die, so they’re not exactly flouting the Grim Reaper just by existing. Half-Fae are seen as the same as regular Sims. Of course, some Pirates – like those who got abducted when they didn’t want to be – might have problems with the Fae, but that’s, well, life.
Zombies: Pirates have … issues with zombies. They believe that zombies, by the mere fact of their existing, are breaking the 5th precept. However, one thing that Pirates keep in mind is that zombies generally didn’t ask to be resurrected that way and often had no choice in the matter whatsoever. So some Pirates believe that zombies can get a sip of scumble if they manage to die in bliss, but it’s harder for them than regular Sims (because death by old age is off the table).
Vampires: Pirates believe that vampires are flouting the 5th precept just by existing, especially those who were turned by choice. Most Pirates will not react well to a vampire. They also believe that it’s impossible for a vampire to get a sip of scumble when they die, no matter how blissful their death. But the exception to this is vampires who were turned involuntarily and are seeking a cure. Pirates are much more likely to help those vampires.
Servos: Pirates follow the duck rule when it comes to Servos: i.e., Servos act like Sims, talk like Sims, feel like Sims, have Wants and Fears like Sims – so they’re Sims. And Servos can die, so it’s not like they’re flouting the Grim Reaper just by existing. Pirates are likely to be welcoming of Servos, especially if they’re fleeing mistreatment at the hands of other religions.
Werewolves: Pirates also have no problems with werewolves. Some are likely to admire werewolves’ ability to let their inner beast out in the most literal of fashions. As long as the werewolf doesn’t maul the entire crew, they’re good with Pirates.
Plantsims: Whether Plantsims happen to follow the Four Ideals or now, Pirates have no quarrel with them. True, they might roll their eyes at Plantsims’ squeamishness when it comes to violence, but for the most part, Pirates see Plantsims as good if rather naïve souls.
Bigfoot: Since Bigfoot is a native of Three Lakes, Pirates tend to get on quite well with him. He’s welcome to join the crew if he likes, or if he’d prefer to stay in his cave, that’s ok too. “Question not others’ bliss” and all that.
Witches & wizards: Let’s get one thing straight: Just being a witch or wizard is not enough to get you on any Pirate’s shit list. The only time Pirates have issues with witches and wizards is if they’re performing one of two spells: Expello Mortis and Vivificus Zombiae. Pirates see both as interfering with the Grim Reaper’s business. Now, Light witches and wizards will insist that Expello Mortis is not interfering with the Grim Reaper’s business, as any Sim who they save using that spell is only mostly dead, which as we all know, means slightly alive. (Whether Pirates accept this is up to the individual Pirate.) Dark witches and wizards are more likely to justify their Vivificus Zombiae spell by claiming that they’re dancing on the knife’s edge. If the Grim Reaper has a problem with it … well, he knows where to find them.
Does the religion offer sanctuary? If so, are there eligibility requirements for it and what, if any, are they?
Since the Pirates are very loosely organized, they don’t really offer sanctuary on any kind of official basis. Which isn’t to say that individual Pirates won’t help individual fugitives from the law whom they find to be sympathetic, because they totally will. But it’s not so much “sanctuary” as, “Here, hide under these blankets while I lie to the guards until I’m blue in the face.” In this case, the eligibility requirements are whatever it takes to arouse the sympathy of the individual Pirate.
Aarbyville also offers sanctuary of a kind to anyone who makes it to their shores – mostly because they don’t extradite people to other countries. If they have a problem with you, they will let you know and deal with it themselves. If they don’t, you’re free to stay in Aarbyville as long as you like.
Clergy
-- You can't designate them in the mod, but you might want them in your game. "Clergy" is used as a gender-neutral term despite the Christian shadings, intended to designate Sims who help manage the religious needs of their community in some way, putting the 'organized' into 'organized religion.' Does the religion have clergy at all? If so, what are they called? If not, how do Sims manage their own religious needs?
Outside of Three Lakes and the darker sects, there really aren’t any clergy members for the Pirate faith. Sims manage their own religious needs by living life to the fullest and teaching the kids the precepts of the Pirate faith. Things are deliberately kept simple because most Pirates don’t want clergy. They don’t like the idea of people telling them what to do or interpreting their religion for them. Who is eligible to join the clergy? Is anyone barred from it? Why?
In Three Lakes, clergy members are the shamans who oversee the Temple of the Grim. These are free to be both men and women. Sims who have “receptiveness” to the Grim Reaper are eligible. In practice, “receptiveness” can mean magical talent or an experience with the Grim Reaper before hitting the teen years. Being able to claim descent from Ophelia the Muenda is also helpful, though not in itself sufficient.
Clergy of the darker sects tends to be … self-selected. Usually one Sim will be determined to pursue visions of the Grim Reaper and will gather around him or her like-minded Sims. These sects tend to be small and short-lived: short-lived because local authorities everywhere tend to frown on serial killers, and small because, well, local authorities everywhere tend to frown on serial killers, and three can keep a secret if two of them are dead. (Also, these sects sometimes end up being “a religion for life but not for long,” which also keeps numbers down.) What does the clergy do? What rituals does the religion have that might require clergypersons to participate in? What duties do they have, sacred or secular?
In Three Lakes, the clergy runs the Temple of the Grim. They also conduct the rituals surrounding the dead and dying, from helping to prepare the dying for the end to overseeing the cremation of the dead. (Pirates cremate – they believe that this can stop someone else from bringing them back as a zombie. Burial at sea also works if they’re in a situation where cremation isn’t wise … like aboard a wooden ship.)
In terms of the darker sects, the clergy would conduct the rituals of initiation and all the rituals of summoning the Grim Reaper. They’d also have the duty of keeping the sect from being discovered by the authorities. Are there different levels of clergy? If so, what are they?
In Three Lakes, there are shamans and shamans-in-training – other than that, no real levels.
In the darker sects, there will probably be one lead clergy member and several acolytes. But these darker sects tend to be making things up as they go along, so what levels exist within the clergy vary from sect to sect. What do laypersons expect of the clergy?
In Three Lakes, the laity expect the clergy to keep the Grim Reaper happy enough that he doesn’t decide to wipe out the kingdom all in a go. The Grim Reaper is pretty chill, so this usually is not a difficult task. But in times of war/famine/plague, the clergy will probably get an earful from the laity about “why is this happening” and “what exactly are you doing to stop it?”
As for the darker sects … well, the vast majority of the laity don’t know they exist. As for the few lay people who do, they expect their clergy members to keep the Grim Reaper showing up on schedule (and to keep the rest of them from being caught by the local authorities). If they fail in this, they might end up making the Grim Reaper show up – just not in the way they planned. Are any vows attached to joining the clergy? If so, what are they? Is the clergy expected to do anything in particular differently than laypersons?
I have a hard time seeing Pirates being cool with the idea of vows. The only Sims I can see requiring vows are the darker sects, and those vows would be more around the idea of secrecy, with consequences for spilling the beans spelled out in excruciating detail. How are clergypersons fed, clothed, and housed? Not only in terms of special proscriptions, but-- are clergypersons expected to pay rent/bills? Grow or buy their own food? Make or buy their own clothes? In whole or in part (cassocks provided, boxer shorts not)? If the clergy isn't expected to be self-supporting, where do the funds and/or goods to support them come from?
Shamans are supported by booty and loot from successful Viking raids. The Temple gets a cut of the loot, and shamans are supported off the cut the Temple takes. Since they run the Temple … they pretty much get all of it. Shamans also may be supported by gifts Vikings make as thank-yous for a successful harvest, hunting season, etc.
As for the clergy of the darker sects, well, how they fund themselves varies from sect to sect. But let’s just say it’s a bad idea to leave a bequest to a member of one of the darker sects. If you do, you might end up getting an up close and personal experience with the Grim Reaper.
Ritual
-- Because raising Faith can just be talking to other Sims of the same religion, but it doesn't have to be. Remember, a ritual can be as elaborate as an official coronation or as simple as blowing out the candles to Happy Birthday To You. Does the religion require regular meetings to worship, or is private worship enough? Either way, how do members worship?
Pirates do enjoy communal worship in terms of meeting at their Places of Worship (i.e. bars and taverns), but it’s not really a “requirement.” The Grim Reaper doesn’t particularly care if you worship him or not, and Pirates are well aware of this. To them, worship is living life to the fullest, in whatever form that might take.
In Three Lakes, communal worship at the Temple of the Grim isn’t required – most of the time, if you want to give thanks or ask for favor, you’ll drop off your sacrifice/offering and trust the shamans to take care of the rest. The rest of the time, they’re off living their lives.
As for the darker sects … communal worship is definitely A Thing with them. And I’m sure you know exactly what it entails. Are there any regular rituals for the average meeting or private worship session? If so, what are they?
Pirate worship sessions in bars and taverns tend to be casual and low-key. But one thing that tends to indicate that this is a worship session and not just another night at the pub is the singing. What, exactly, is being sung depends on the singer. Sometimes it’s a rousing epic, sometimes it’s an old-fashioned sea shanty, sometimes a rowdy folk song. But if a Sim ever stumbles upon a bar full of half-drunk Sims singing a strange song that they somehow always know the words to, they’ve found their way into a Pirate worship session.
As for the darker sects, their worship sessions tend to vary from sect to sect. But the central part of it is always the vision of the Grim Reaper – which means that part of it always involves some poor Sim getting to know the Grim Reaper very, very well. Does the religion have any holy days (holidays)? If so, what kinds of holidays are they? What do they mark?
Pirates don’t really have set holidays. They tend to take their celebrations as they come, since the idea of putting off a party is anathema to them. Most of the time, Pirates will set aside time to celebrate whenever they have a triumph – whether that triumph is a bountiful harvest, a successful raid or voyage, or a wedding. Does the religion require any special observances of holy days, if it has them (feasting, fasting, celebrations, obligatory services or personal rituals)? If so, what are they and why are they required? Are there optional special observances for some of the holy days? If so, what are they and why are they optional? Why would someone choose to observe them or not observe them?
N/A Are there ritual requirements, observations, purifications, or optional blessings for significant life events (birth, age transition, death, marriage, divorce, illness, miscarriage, sex?)
Birth: Not really. The family might throw a feast or a party to celebrate the new arrival, but there aren’t set rituals for it.
Age Transition: Again, a successful age transition might be a great excuse for a party, but there aren’t particular rituals for it.
Sex: Pirates would think anyone interrupting sex for a religious ritual is out of their mind.
Marriage: In Three Lakes, a marrying couple might make an offering at the Temple of the Grim Reaper for luck, and there are secular festivities and celebrations. Other than that, not really.
Divorce: No real ritual for it, although if one of the parties is really pissed, they might make an offering at the Temple of the Grim for bad luck for their ex, or hand their name off to one of the darker sects …
Illness/Miscarriage: No real ritual.
Death: Ok, now we’re talking. Pirates are very particular about what happens to their bodies after they die. They insist on cremation, or failing cremation, burial at sea. This is because they believe that cremated bodies can’t be brought back as zombies. (They’re wrong, but it’s what they believe.) Burial at sea serves the same purpose because there’s no grave for a passing evil wizard or person with a bone phone to disturb. The second thing they insist upon is that the ashes stay together. They believe if ashes are spread or scattered, the deceased’s consciousness is fractured and split with them. Most Pirates view this as a fate worse than simple death. Does the religion use ritual to cleanse or forgive worshipers' transgressions, or does it expect practical restitution, or have any way to make up for mistakes at all?
Pirates are focused on the present. Once a transgression has happened, well, it’s happened and you can’t go back and change it. The best you can do is take a deep breath and try to do better next time. And since the Grim Reaper isn’t exactly keeping a tally of the shit you do, there’s no real reason to tie yourself in knots trying to make up for past mistakes.
If an individual Pirate is feeling guilty over something s/he did, his/her fellow Pirates would suggest practical restitution of some kind. But in that case, the restitution is more about alleviating the personal guilt and helping the Pirate to move forward than restoring some sense of cosmic balance or earning forgiveness for a sin.
Special Notes
-- There's definitely something about your religion that I haven't covered, something that you really want to write down. What else is there about the religion that's important to know?
Prates are obsessed with fair play. Except for the darker sects, they usually insist that any person they attack/attempt to harm have a fair chance to fight back.
Furthermore, in areas like Aarbyville and Three Lakes, they do attempt to keep some kind of public order, even if things like Theft and Violence are permitted in a religious sense. Theft is outlawed in most Pirate territories, though raiding from other territories/being a small-p pirate on the high seas is fine.
Laws in Three Lakes and Aarbyville also focus on trying to get two fighting parties to resolve disputes between themselves rather than involve the state as a party to the dispute. Because of this, civil suits/trial by combat tend to be more common than criminal trials.
Another important thing to note is that the Pirates do not believe in the death penalty where they have control of laws. They will impose fines (ruinous fines even), forced labor, and physical punishment, but not the death penalty. (They don’t do imprisonment, mostly because they see that as a waste of resources.) Of course, regarding trial by combat above – sometimes that trial by combat will be a duel to the death, either because that’s how it works out or because that’s how both parties agreed to resolve their dispute. But Pirates don’t see that as the death penalty, because both parties have a fighting chance to make it out alive.
Even some of the darker sects might give their victims some kind of chance, reasoning that whether one of their number gets killed or the chosen victim, they’re still getting contact with Grim Reaper. But they usually stack the odds in favor of their “champion” for lack of a better word, because of course if a victim escapes, the jig is usually up with the darker sect. (Even in Aarbyville and Three Lakes, nobody likes a serial killing cult!)
Lastly, Pirates believe that the Grim Reaper is inordinately fond of cats. They believe that anyone who purposely harms a cat will face the wrath the Grim Reaper reserves for very, very few. And in a way, the Pirates are right … because if they hear of anyone hurting a cat, they are going to open up a can of whoop-ass on that Sim’s behind, the likes of which has never been seen before!
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