Orlanth Rex

From: Stephen P Martin <ilium_at_juno.com>
Date: Fri, 04 Apr 1997 00:01:03 EST


To All:

A few years ago, I did a rewrite of the published Orlanth Rex "cult"
(from Heroes 4). It is written as a separate cult, though in the
published version it was a subcult of the unified Orlanth Cult. Greg has given me permission to publish it, though he by no means endorses it: I don't think he has even seen it. But, the changes I made were based on discussions with Greg, and so may better fit his ideas at the time. Since he has apparently been thinking about Rex lately as well, these ideas have likely changed.

Still, comments are welcome. I have tried to fit the cult more closely with the info on Orlanthi culture from King of Sartar. Note that this write-up draws specifically from the published version of the cult, which is copyright Greg Stafford and Sandy Petersen. An additional section is taken from an article in Wyrms Footnotes which has since been reprinted in Wyrms Footprints, and is copytight Chaosium, Inc. Anything new I take credit and/or blame for, as appropriate.

ORLANTH REX MYTHOS AND HISTORY Orlanth was one of the sons of Umath. When newborn, he set off on his first quest armed with a comb and a rattle. With those he challenged Yelm, Emperor of the Universe, to a dancing contest.

               Orlanth's contests with Yelm are famous. Three are often cited, those of Dancing, Music, and Magic, though there are others. In all cases the judges ruled in favor of Yelm rather than Orlanth. Their rivalry is known in lands which do not even worship the two gods. In their own myths, the contests are central to worship.

               The last contest, that of Weapons, was ended wholly in Orlanth's favor. Yelm used his newly-made bow to shoot arrows of light to the edges of the world. Orlanth used the Sword of Death and struck down Yelm, removing Light from the cosmos. This plunged the world into the Lesser Darkness, or Storm Age, where Orlanth and his kin ruled.

               When Chaos came, Orlanth took it upon himself to right the wrongs of the world. He named Elmal the Thane to rule his people while he was gone. He took what tools he could find, called some friends and met others along the way, and thereby initiated the Lightbringers, who walked unknown paths to rescue the world. For his leadership of the Lightbringers and his superiority, Orlanth was confirmed as King of the Gods. This title is recognized by the Lightbringers, his family, and many other gods, though not all of them.

               Worship of Orlanth was known throughout much of the world in the Darkness. His followers brought the secrets of the Lightbringers down from the mountains to the lowlands, where the broken remnants of sun worshippers struggled against the dark. After the Dawn, however, the ancient rivalry between the ruling deities rose again with the Sun, and soon the worshippers of Orlanth in the hills were warring with the worshippers of Yelm in the lowlands.

               In the Second Age, Dragon Pass was a center of power for Orlanth, but the priests turned the people to dragon magic and away from the old gods. Orlanth's followers both rebelled against and aided in Wyrmish projects. The leader of those who resisted the Dragon Empire was Alakoring Dragonbreaker, a hero from Ralios who slew Drang the Diamond Storm Dragon and destroyed the decadant Empire. He formed the cult of Orlanth Rex to return power to the tribal kings, who had not led their people into foreign and evil ways.

               In the Third Age a new rival was born, the Red Goddess, possessor of arcane skills and magics. She has set herself against Orlanth to struggle for the Middle Air. Through the years, her worshipers have converted and conquered those of Orlanth, and she is the greatest threat to his kingship ever to walk the realms of the immortals.

               Orlanth Rex is always shown as a man dressed as a king, with a feather in his helmcrest. He is usually surrounded by several of his companions: Thane, Lawspeaker, Healer, Charioteer, Goodvoice, Scout, Weaponthane, and Clown. He is sometimes shown with his servants instead: Rain, Singer, Smith, and Brewer; or his children and their wives: Farmer and Hearth Mother, Fisher and Fishwife, Hunter and Basket Woman, and Herder and Weaver.

               Funerals are burnings, using especially smoky fires. Grave goods are always included to assist the person in the land of the dead.

               The primary runes of Orlanth Rex are Mastery and Storm. There is a minor association with Truth, in its aspect as the source of honor.

CULT ECOLOGY Orlanth is the King of the Universe, and is thus responsible for the current cosmic balance. He made it what it is with his strength, and his virtues keep it that way. The tribal kings, his representatives on earth, must strive to maintain this balance within their tribes, by their own strength and virtue.

               Orlanth Rex is worshipped mostly by men - women can be kings, but this is rare. Women are not excluded from the cult, but Orlanthi wives usually worship Ernalda, Orlanth's Queen. Orlanth is worshiped by all of the people, but the subcult of Orlanth Rex is exclusive to the nobles and kings. He gives them guidelines for their actions, and shows them how to be just and honorable leaders.

               The Six Virtues of Orlanth are Honor, Justice, Generosity, Piety, Courage, and Wisdom. Orlanth respects anyone showing these, even a foe. Leaders are required to possess these virtues, especially Honor, which is as breath to them, and Justice, which is as life.

THE CULT IN THE WORLD The worship of Orlanth is more than just a religion. Where he is strong, he determines the entire social order. The term "Orlanthi" refers to a cultural, social, and religious continuum. The worship of Orlanth Rex is found only in areas where Orlanth is the dominant cultural and religious force. It does not dominate any area or tribe, but is nearly universal among leaders and kings in Peloria, Ralios, and Maniria. It is most common in Dragon Pass, where it originated.

               Orlanthi temples come in all sizes. Shrines devoted to Orlanth Rex are not normally found, and Thanes can learn or regain their spells at any Minor, Major, or Great Temple dedicated to Orlanth which is located on their tribal lands.

INITIATE MEMBERSHIP A noble or king cannot belong to the subcult of Orlanth Rex without already being an initiate of Orlanth. This initiation follows the normal procedure (see River of Cradles, page 158).

THANE MEMBERSHIP Orlanth Rex is the cult of Orlanth the King. Initiates and honored former initiates of this subcult may wear special feathers on their helm crest, and are called thanes or kings. They are looked to as leaders and rulers, and must always demonstrate adherence to the Orlanthi social and personal virtues.

               Tribal kings are permanent members of Orlanth Rex. A king will usually surround himself with a band of companions, who assist and advise him. The exact companions chosen is a personal decision made by the king, and can include members from almost any Associate or Subservient Cult. Those most often represented are Chalana Arroy, Lhankor Mhy, Elmal, Issaries, Humakt, Mastakos, and Yinkin. The king may also include a Eurmal initiate, but this is possible only if he has extracted the Bondsman's Oath from the trickster first. Where Humakt is not popular, Heler the Rain God is sometimes included as Weaponthane, as he is sometimes represented as a martial god, though never a very effectual one.

               A king's companions are not eligible for thane status solely because of their relation to the king. However, any Orlanthi elected to the tribal council can become a temporary member for the duration of his or her service, and this could include the king's companions. Clan chieftains may also be eligible, depending on local custom and their role in the council, lasting as long as they remain chief. Temporary members of Orlanth Rex have the same weregild and social standing as a thane while they remain on the council, if these are not already greater. Members of clan councils may not become members of Orlanth Rex.

               The tribal Storm Voices (priests) must unanimously accept a candidate as an Orlanth Rex before he gains the status. Once given, this status cannot be rescinded by the priests or any thane. A person can be recommended to the status of thane by any tribal thane or Storm Voice, if they meet the above requirements.

               A Thane is required by Orlanth to rule wisely and justly, and above all honorably. If he fails in this, he is cursed by his god
(see Subservient Cults, below). He must protect those under him, and
uphold the Orlanthi religious and social system at all times. This includes providing for the sustenance of the tribal priesthood, protecting members of associated and friendly cults, and remaining accountable to his tribe.

               The tribe's priests are required to obey the commands of a thane. This includes all priests and acolytes of Orlanth, and may include priests of Associate Cults, depending on local custom and politics.

               Only Thanes have access to the special spells of Command Tribe (Clan), Command Worshippers, and Sense Dishonor. Temporary thanes can cast these spells on a one-use basis, while permanent thanes obtain them reusably. The ability to cast these spells is dependent upon the support of the tribe for the thane: if the members of the tribe no longer support the king, then he will not be able to use these spells to affect them, and the same is true of temporary thanes. Thanes gain access to no other special spells, although they can sacrifice for one-use of Orlanth Divine spells in the same manner as any other Orlanthi initiate. They can also sacrifice for one-use of the Divine spells available from associate cults.

ORLANTH REX SPECIAL DIVINE SPELLS Command Worshippers
3 points
area of effect special, duration 1 day, nonstackable, reusable

               This spell can be cast in one of two ways. Normally, it affects all worshipers of any Orlanthi cult that belong to the caster's tribe. Alternately, the thane who casts it may specify a single deity or cult whose worshipers are affected by the spell. Once cast, the cult affected cannot be changed, and the scope of the spell cannot be expanded or limited.

               For the duration of the spell, affected worshipers may not cast any Divine spells without the express consent of the casting thane. If they try to do so the spell will fail, and this counts as a use of the spell. Priests and acolytes become aware of this state when the spell is cast (although they may not know immediately which thane has cast the spell), but worshipers with only one-use access to spells will not be immediately aware of the interdiction. This spell never affects other members of Orlanth Rex, temporary or permanent.

               This spell may be cast anywhere on the tribal lands, and will affect any worshipers who are on or enter the tribal lands. When cast by a clan chieftain who is a temporary member, it may be cast anywhere on the clan lands, and affects any appropriate clan members who are on or enter the clan lands. Orlanthi who are not members of the caster's tribe or clan (as appropriate) are not affected.

Command Tribe (Clan)
2 points
area of effect special, instant, nonstackable, reusable

               This spell only affects members of the caster's tribe. Casting this spell signals all such Orlanthi who are on or enter the tribal lands to hastily finish immediate business, gather equipment, and report to the summoning individual within two days of the spell's casting. Each clan may always designate certain individuals to fill the role of Homeguards, who are instead compelled to remain and guard their individual stead or clan site. During this two-day period the caster must remain in the same spot or else the spell disperses, releasing the worshippers from their compulsion to report for duty.

               When cast by a clan chieftain who is a temporary member of Orlanth Rex, the spell will summon all members of the caster's clan who are on or enter the clan lands, as above.

               This spell is a privilege, and must not be abused. It is used only for emergencies or joyous celebrations.

Sense Dishonor
1 point
ritual Ceremony spell, nonstackable, reusable

               This spell informs the caster if the target is dishonorable. It does not specify if the target is honorable, and the distinction is sometimes unclear. The spell is highly subjective in nature, and a person might register as dishonorable one week, and not dishonorable the next.

SUBSERVIENT CULTS Spirits of Reprisal

               Orlanth has many Spirits of Reprisal. The more common ones are called Enforcers, and include (among others) Impests, who punish minor offenses, and Wind Fists, who punish more serious crimes. A special type of Enforcer are the Storm Furies, which punish Thanes who abuse their power or forsake their people or their duties. They also punish priests and worshipers of Orlanth who refuse to obey the orders of a Thane.

               Storm Furies are hideous bat-winged creatures. They breath their cold black breath on those they seek to punish. This breath does 1d6 magic point and 1d6 hit point damage. Armor does not help, nor does any spell gained from Orlanth or one of his associates; other magic applies normally. They will attack once per offense. If attacked they will immediately flee to the Spirit Plane, and will attack again at an appropriate time.

Drogarsi Stormtongue

               Drogarsi is the god of martial music, the Bard of the Gods. He is a favorite of the Orlanthi, and temples to Orlanth often include a shrine to him. Orlanthi kings welcome worshipers of Drogarsi who come to them, and some rich kings hire professional musicians. Followers of Drogarsi who worship will usually teach one of their battle songs to the Thane and his companions.

Gustbran Bonesmith

               Gustbran is the smithing god. He is usually portrayed as working the forges in Orlanth's homestead, but his worshipers know that he is only visiting or working there temporarily. Tribal kings are required to employ a master smith, and so worshipers of Gustbran are found throughout Orlanthi lands. They do not trade magic, reserving their secrets for themselves, but instead labor in return for the patronage of their lord. They work for anyone who meets their price, and also fill roles in the Sacred Time worship ceremonies.

Minlister Goodhead

               Minlister is the god who brews ale and mead, another favorite of the Orlanthi. Orlanth's feasts often include prodigious drinking, and the Orlanthi spend many long winter nights full of ale. Tribal kings must employ a master brewer, and the initiates of Minlister fill this role. Again, worshipers do not trade magic with their rulers, but instead labor for the patronage of their lord, and have important roles in seasonal worship ceremonies, especially in Earth Season.

MISCELLANEOUS NOTES Cosmic Kingship

               Two deities in Glorantha, Yelm and Orlanth, claim the kingship of the Universe, and each exercises a part of that sovereignity. Each claims the only legitimate ruler's rights, and each states that those rights stem from fundamentally different sources.

               Yelm's sovereignty stems from himself as the ultimate authority and source of the Divine Light and Order of the universe. He is the incarnation of the 'rightness' of the world, and without him there is no hope or order. All authority stems from him, and can be gained only if he (or his designated agent) confers the rights upon some individual.

               This is the source of the dynasties of Divine Kings and Emperors found in Peloria. Each of the God-kings is supreme, and their word is the word of Yelm. The ruler is not accountable to anyone but his god: obligations are those of the follower to his leader, and any way in which the follower benefits from this is a natural result of his adherence to the authoritative system of which he is a member. The follower may have rights which are considered inalienable as long as he conforms to the natural system of order which the Yelmic leaders support and incarnate, but these rights are also subject to the will of god, as determined by the Divine King.

               Orlanth's sovereignty is, by nature, less centralized, and so less subject to abuse. It stems from the voluntary appointment of an individual into a position of power. It is inherent in the nature of people to find it difficult to agree together, and this is reflected in the stormy and tumultuous ways of the Storm Gods. Leaders exist to help minimize these conflicts, in a just manner. Strength and the right to rule stem from below, and the primary obligations of the leader are to tend to the needs and desires of his people.

               This is shown in Orlanthi society by the fact that leaders are always elected by the people, and subject to challenge any time they do not meet their obligations properly. Contrast that to Yelm, whose leaders are obliged to uphold the ways of the universe, and to intermediate bewteen the implacible ways of the world and their meek followers. Their static rule leads to both stagnation and injustice, and were the source of the destruction of the Gods Age.

               Justice is the primary motivator in the scheme of both Orlanth and Yelm. However, Yelmic leaders uphold justice by living it and being the source of it. The Orlanthi, however, enforce justice by armed might, being confident that they can force the world to suit their needs, rather than the other way around.

Stephen Martin
ilium_at_juno.com

- -----------------------------------------------
The Book of Drastic Resolutions
drastic_at_juno.com

End of Glorantha Digest V4 #315


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