Hail to the Chief

From: David Cake <davidc_at_cs.uwa.edu.au>
Date: Tue, 16 Jul 1996 04:18:10 +0800


>Many
>Orlanthi are outspoken hot-heads. But they're also Orlanthi: they shut up when
>the chief calls them to desist, and if the decision goes against them, no good
>Orlanthi would go off on his own to act directly against the wishes of his clan
>and chief.

        Good point from Nick, one which I think has not been stressed enough by the recent Orlanthi discussion. To be a good Orlanthi is to obey the chief. Sure, the Orlanthi are not quite as obsessed about it as the Yelmies - the Orlanthi think it is OK to make fun of the chief, or loudly accuse him of doing the wrong thing at a tribal moot. But to actually disobey him is just asking to be expelled from the tribe. The chief, of course, quite probably hates the Lunars as much as anybody - he actually has to deal with them - but is also far more aware of issues like reprisals, trade, etc. and is probably not a hotheaded maniac, so is unlikely to condone ambushes. And check out the Orlanth Rex writeup - it is definately designed for the chief to be able to keep a handle on the more excitable members of the tribe.
For those that don't have the Orlanth Rex writeup the spells are Detect Honour - allows the chief to see if a thane has acted honourably. Ambushing Lunar civilians counts as dishonourable, in general. Command Worshippers - makes all the Orlanthi of the tribe come to the chiefs call (several kilometers). Used for quickly gathering moots or warbands etc - but also means that you can't hide from the chief. Command Priests - if the chief casts this spell, then the priests can't cast their magic without his express permission. Useful for reigning in fanatic priests so they don't Thunderbolt the Lunar emissary.

        Cheers

                David



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