A Sartarcampaign

From: Pete Newallis <reaper_at_echo.sound.net>
Date: Sun, 22 Jun 1997 12:03:28 -0500 (CDT)

                        ORLANTHI CULTURE         The early Orlanthi had no towns whatsoever, as we understand them. Rather, their earth
and stone or wood forts were either protected households or royal and military strongholds, with the common populace living in cottages, hovels, and cabins in the countryside. The individualistic nature of Orlanthi society determines much of their approach to urban living; thus they prefer individual holdings or small settlements to towns and cities.

				Law
	The rights and obligations of each freeman within a tribe are clearly
defined and are
enforced largely by custom. Within the tribe, the parties to a legal dispute agree in advance to submit to the rulings of the judge, who may be a professional Lhankor Mhy jurist or appointed judge, a king or clan chief, or a tribal elder. Often the case is decided by a tribunal. Sartar himself, before he became High King, was known as the High Judge. (The title High Judge refers to his acceptance as a jurist by many tribes and clans.) Generally their is no police force as such, custom and tradition, or the injured party's family, are sufficient to bring an offender to the judgement of the jurists.

        Blood relationship is the heart of much of Orlanthi law. The "tie of the kindred"
operates to give any relative up to four generations remove a claim on his relatives for assistance. In return, he is obligated to meet his share of responsibility for any fines payable as the result of any legal dispute lost by a member of the "kindred". In general, the "kindred" stand or fall together. Obligations to the "kindred" depend upon one's wealth and family, and the kinship group takes full responsibility for the actions of its members.

        Orlanthi legal tradition provides for a system of "honor prices" for murder on downwards, the galanas (blood-price or blood-feud) for murder, homicide, and severe injury or maiming and the sarhad (insult-price) in cases of lesser injury. This system of compensatory fines is widespread in all Orlanthi cultures and imprisonment as a punishment for crime is unused. Either the appropriate fines are paid or a vendetta is waged by the kinfolk of the injured or slain party until the galanas or sarhad is wiped out in blood or property taken by force. Generally, such blood-feuds and raids are carried out against offenders from other tribes and peoples. Within a given tribe the judgement is automatic and the offender has to bow to it or face outlawry or civil war, and a fugitive outlaw's life is forfeit to anyone who can slay him.

      Galanas (Blood-Price) Table
	rank	         cattle
	freeman           10
	noble               40
	clan chief      160
	tribal king     640
	high king    2560
				Alliances
	Typically the Orlanthi people are divided into semi-independent groups.  In
the absence
of strong central government, the tribes and clans practice the system of fosterage. Fosterage involves sending some of the sons of the nobility to be raised by their neighbors. This is done within the tribe and also between different tribes. Thus strong personal bonds are forged between leading members of a particular people as well as between the leaders of different peoples. When a nation is ruled by a High King, the kings of the subject tribes send their sons to be fostered in the household of the High King. Close bonds of affection and loyalty result between foster brothers, and foster fathers often assume the status of trusted advisor to a fosterling. Fosterlings also serve as hostages against disloyalty and treachery.

        Alliances are otherwise established through marriages. These are not taken lightly, for
the "ties of kindred" are forged through marriages, with corresponding legal obligations as outlined above.

			Blood-brotherhood or Sword-brothers
	This is a ritual wherein close friends forge "ties of kindred".  Each makes
a small cut
on his left wrist with the other's sword or dagger and then the friends clasp hands so that their blood can mingle while they recite the appropriate phrases. From then on they are as brothers and all ties of kindred apply. This is a very serious step since it affects not only the two "brothers" but both their families as well, unto the fourth generation. Although masculine in phrasing, the rite can be used by either sex. Later if they meet as opponents in war, at a minimum they act as do guest-friends (described below). But sometimes such chance meetings may be fraught with tragic peril.
			Greetings and Guest-Friendship
	When you meet a stranger (in either friendly or unfriendly circumstances)
you ask him,
"Who are you, what is your tribe and your family?" This is an invitation
for the person to identify himself and name his clan, tribe, and genealogy. This is a polite request. It is also an important one. By reciting these facts, you may find that you are a guest-friend of the person with whom you're speaking. You are a guest-friend if you or someone in your immediate family has been entertained as a guest and accepted as a friend by the other person or someone in his family.

        It's a pleasure to meet a guest-friend for the first time under peaceful circumstances. In
war, when one hero addresses the other before they begin to fight, and they find out that they are guest-friends, often they will trade weapons or armor in a gesture of renewed guest-friendship, then seek out other opponents.

			Warriors of the Orlanthi Culture
	The Orlanthi culture places a high emphasis on personal honor.  To be
dishonored is to
bring dishonor upon one's clan and kindred as well, and therefore to be avoided.

        The Orlanthi Warrior seeks fame and goes to great lengths to perform deeds of valor of
which the bards would sing throughout the land. The mark of greatest recognition is to be given a "Hero's Portion" in the hall of one's Chieftain or King, the first and best cut of meat from a roast ox or pig, symbolic of being the first warrior in the land.

        Boasting is commonplace. Indeed, eloquence is much prized among the Orlanthi. Oratory or public speaking is a skill vital to success in public life as well, for the prestige of a leader depends upon his ability to impress his own personality on others. A continuous and active propaganda program is needed to maintain a leader's reputation. This is accomplished through his own boasting about his deeds and services to the community, and through the praises sung to him and his ancestors by the bards.

        Since his followers believed their eyes as well as their ears, the political figure also
makes a great show of power and wealth by displaying fine clothes, weapons, jewelry, and horses. He also shows great generosity and bestows fine gifts upon his followers and important visitors. The poor he provides for whenever possible. In Orlanthi society, a splendid and generous appearance go far to establish one's greatness. Others in society attempt to imitate the example of their leaders, with much eloquent boasting and shows of finery.

        Therefore Orlanthi characters should often be played with bravado, long periods of
verbose displays, and incessant reminders of just how great they are. They also tend to be very quarrelsome, quick to be offended by real or imagined slights, and exhibiting pride and insolence towards those they do not respect. Arguing over practically everything of a contentious nature is characteristic of social equals, although one would likely defer to one's social superiors.

                                WARFARE

		Types of Wars
	There are two types of war common to the Orlanthi culture.  The first is a
raid for
booty. A chief and clan decide that they need some metal, treasure, cattle, or slaves; they travel to the stronghold of a clan to whom they are hostile, attack, and (assuming they are victorious), carry off what they want. Large raids might sack and destroy a dun. Small raids typically concentrate on cattle rustling.

        The second is a war of revenge. A noble will decide that he's been insulted (sarhad),
will raise a force of warriors, and will go to the stronghold of the insulter and try to sack it. More bitter still is a war for blood-feud (galanas), in the latter case the object may be to destroy the kin-slayer(s). Of course, the larger and more powerful the target, the greater the army needed.

        If an army wins a war, it either destroys the strongpoint in question, or more commonly
the loser becomes the vassal of the conqueror and must send regular tribute as demanded. After a time the victim often repudiates the tribute and throws off the yoke of servitude, which is usually a prelude to another round of warfare. If the attack was just a small raiding party. the raiders will just escape with the loot they accumulated in the raid.

		Before the Armies Clash
	The attacking army usually arrays itself some distance from the gates of
the stronghold
in question. The defending army sends out its warriors in a line of their own, and the gates are closed. The attacker sends a herald with a herald's staff to announce his intention; the herald returns with the defender's answer, which is generally defiant.

        Then for a while, the two armies shoot arrows, sling stones, and shout at one another.
Occasionally a champion of one army will step out in front of his lines; no one shoots at him, as everyone is interested in what he has to say. He issues his challenge. This may be general challenge to a duel or it may be a challenge to a particular warrior or warriors, this is almost always accompanied by prolonged boasting (Orate). Generally the challenge in accepted and some champion from the opposite force steps out. The two fight a duel. The armies leave off their name-calling and missile throwing, to watch. When one is dead the winner strips off the torque and armor to take back to his own lines as a prize, unless the other army attacks and runs him off before he can escape with his spoils. Personal duels before the main clash are a good way for the winner to acquire personal armor. Often a friend of the deceased will challenge the winner. These duels continue until the two armies are tired of watching personal duels; then they march on one another.

		Mass Combat
	The two armies smash into one another in a great, disorganized mass with little
semblance of lines or formations. Leaders serve to act as an example for the common men: If the leader is charging, they charge; if the leader is retreating, they retreat; if the leader is dead they look around for another leader, or rout.

        Occasionally a leader will decide that he needs to address the other side, and so will call
for his men to fall back. Generally the enemy leader, seeing this and noticing that it's not a fearful retreat, will do so too, curious as to what the other person wants. Once the armies are separated again and quieted down, the leaders can shout at one another (Orate). Maybe one will suggest that they settle this with a single duel; maybe it's just to recommend that they suspend hostilities until they can remove and bury or burn their dead. Once the conversation is over, unless the armies have decided to call it a day, they return to combat. At the end of the day, if neither side has won, they retreat in their respective directions and camp for the night. This is repeated, day after day until somebody wins.

        It is possible for a unit of warriors to lock shields and fight in a shield wall or hedgehog
formation, a line or circle with spears extending out. This is not considered particularly brave, because single combat is thought to be more honorable. But this tactic is often chosen by a force that is desperate and feels it is about to be overwhelmed. If the wall is broken they usually are overwhelmed. When a unit forms in this fashion the average warrior becomes more efficient but the Orlanthi value personal honor and courage too much to engage in these group tactics very often, so it only occurs in last stands and other dire circumstances.

                Chariots
Chariots give the flamboyant Orlanthi warrior plenty of oppurtunity to for the displays of skill and daring that they love, and a hero's
"chariot-feats" are often mentioned by bards and story-tellers. In battle a
warrior "walked out the pole with the ease of one treading a broad highway. Between the heads of the plunging steeds he stood, at ease, the sword held down next to him ... Then, with sudden speed, the sword came up. In a shining blur it flashed from side to side, and ... each ... head was cut, severed by a single, well-aimed stroke. Back and forth, so close above the horses it seemed it must strike them, the sword whirled, and each time a head flew on either side, until the last fell and the driver pulled up again," (A Storm Upon Ulster, by Kenneth C. Flint, p 29).

Most chariots are drawn by two horses: a team of four is for royalty. Chariot teams and cavalry chargers are of native breeds, strong, lively, intelligent animals, quick and neat in manuvers. They are given their share of glory; their names and attributes are recounted, and in stories they sometimes have superhuman powers to match those of the hero. They go into battle with richly decorated harness. The Orlanthi chariot itself is pared down to the minimum, to little more than a platform between two wheels, and immense skill and courage are needed to drive one. To charge across uneven ground, and to control a team in the din of war, all the time remaining aware of the warrior's needs, is a daunting task. In battle charioteers are protected by a taboo, and also perhaps by the fact that they are not members of the warrior caste. Even so they are highly honored, and the close friendship between a hero and his charioteer is important in many stories, providing not only emotion but humor, in the contrast between the talk of the privileged commoner and the high flights of his aristocratic comrade. This relationship in reality is often similar. On campaign the charioteer did the duties of groom, squire, and doctor as well; and one of the duties of a charioteer is to taunt his warrior into fierceness, if he seems too mild!

        Chariot charges are used break up ordered formations and masses of men. This makes
them more vulnerable to the individual noble warrior or hero. Few infantry have the discipline to stand up to massed chariotry. Sometimes, due to the danger of missile weapons, the chariots are not used to charge. Even then, nobles prefer to be taken to the site of action in their chariots, and then hop out and fight on foot, while the charioteer waits out of missile range, to succor his warrior with rapid retreat or to load on captured weapons and armor. But some nobles like to fight from their chariots. This is somewhat like medieval jousting, with the clattering chariots roaring toward each other while the warriors exchange missiles or attack with long spears or swords.

		More on Chariots
	Their mode of fighting with their chariots is this: first, they drive about
in all directions and throw their weapons and generally break the ranks of the enemy with the very dread of their horses and the noise of their wheels; and when they have worked themselves in between the troops of horse, leap from their chariots and engage on foot. The charioteers in mean time withdraw some little distance from the battle, and so place themselves with the chariots that, if their masters are overpowered by the number of the enemy, they may have a ready retreat to their own troops. Thus they display in battle the speed of horse, [together with] the firmness of infantry; and by daily practice and exercise attain to such expertness that they are accustomed, even on a declining and steep place, to check their horses at full speed, and manage and turn them in an instant and run along the pole, and stand on the yoke, and thence betake themselves with the greatest celerity to their chariots again. - Caesar's Gallic War, Chap. xxxiii.
		Battlefield Honor
	First, it's a very honorable thing to save or protect your friends or to
keep some enemy
from stripping the armor and torque off the dead body of one of your allies. When some one has fallen in battle a friend will come over and stand over him, guarding him. If the fallen warrior is alive, he can retreat, heal himself, or regain his composure. If he's dead, other allies can drag him back to their lines for proper burial or an attempt at resurrection. As a corollary to that, if some enemy champion steps out, and a friend of yours who is no match for him rises to accept his challenge, it's a fine thing to wrestle him to the ground and talk or beat some sense into him.

        Second, it's to be noted that archers are considered cowardly next to warriors. To have
the ability with the bow is not cowardly, but to be ONLY an archer is - an archer had best be able to show some melee ability if he is not to be mocked by enemy and ally.

        Third, it's not particularly honorable to run away from certain death, but if you return
to combat later and fight valiantly, the stain is washed away - so it's very common to retreat before a party or a fighter you know will probably kill you. This also applies to retreats caused as a result of hostile spells or magic.

		After the Battle
	It's not uncommon to take a particularly wealthy or admirable foe hostage
and hold him
for ransom. This brings honor on you, and allow you to keep from killing a foe you admire - assuming you can knock him out or capture him. This is mainly an option when the war is to be a prolonged one (and so the dun will not be sacked soon) or when the prisoner was captured on a raid for booty.

        Raids for plunder are led by a captain or chief who is the leader and distributor of booty.
When the loot is captured in a raid it is brought to a central point and divided into three parts. The first part is for the king, chieftain, or other ultimate ruler or employer, and it may compose up to 90% of the total plunder. The second and third parts equally divide the remainder. The second part is separated into lots for division. All free warriors share equally in this. The third part is the leader's portion. The leader of the raid is responsible for further dividing the portion among his men. He keeps three times his warrior's share as a minimum amount. He then divides the rest among his followers according to how well they did, in his estimation. Equal division is not the point here, but rather reward by merit.

                                Kingship

        Kings are not born to the throne. Rather, anyone who was within four generations of
relationship to the former King could succeed to the title (being a member of the royal kindred). The exact method of selection varies, often the King is chosen by election or by royal designation as the heir apparent. Kings usually married wives of royal blood (and similarly for ruling Queens).

        Kings are essentially warleaders and symbols and typically have little law-making ability.
Law is tied to custom and religious rite, and therefore is hard to change or to add to, no matter what one's rank might be.

			Gift-Giving and Treasures
	When nobles from different communities visit, they tend to give one another
gifts. One
nobleman visits another; he gives his host a gift, and may receive a gift on his arrival, or departure, or both. Gifts can be of any of the items considered treasure (described momentarily). However, gifts are not free. Gift-giving is always supposed to be reciprocated. It need not be reciprocated immediately, or in the same form, but it is an obligation that the recipient must eventually meet.

        Therefore heroes, when traveling, tend to take in their ships or chariots gifts for the
nobles they will be visiting, and can count on receiving other gifts from those they visit. Heroes who travel light tend to give gifts of service. Hospitably entertained at some king's palace, a great hero will often give the king a service such as the cleaning out of some monster or enemy in a nearby territory. A bard's entertainment is a less belligerent example of service. Gifts of service are just as viable as the more concrete sorts, so long as they are valuable.

        Gifts must be of approximately equal value. No one is supposed to profit from a gift
more than the other. Hinting that a noble trades for profit or otherwise deals in gifts for profit at others' expense is a grave insult. It might seem that it would be easy to disgrace someone by giving him a gift he may not reciprocate fully. It is not. Not only is it dishonorable to attempt something of the sort, but the recipient might just give that gift away, receive something equally great, and give that to you. This marks you as a heel and him as a clever man.

        If you visit a noble far from your home, the first gift he gives you is the hospitality of
his house and your first counter-gift is the latest news or gossip. In Glorantha, news and gossip are priceless to a bored noble. If you visit some community on a regular basis, the gifts may turn into mere tokens. Nobles, and heroes, give such gifts only when visiting nobles. A retainer visiting another retainer may take an appropriate gift: foodstuffs, wine, and the like.

        What are the treasures that are given as gifts? Most treasures are simple household items
made of precious materials, or items with interesting histories. Treasures may be tripods, chains, jewelry, goblets, cauldrons, nuggets of gold, ingots of metal, bolts of fine cloth, well-made garments, jars of oil or good wine, jars of grain, fine weapons and armor, skillful or beautiful slaves, and so forth.
Gift-Giving Table
For saving your life - half your galanas (blood-price) For saving your wife's life - a quarter of your galanas For saving your children's life - a quarter of your galanas For a small favor - 1 L
For a big favor - 1 Ox
To a harper who pleased you at a feast - 1 L To a harper who made a great praise song about you - 1 W (or 1 Ox) To a concubine for a year's upkeep - 1 Ox

[The information on culture is taken from Chivalry and Sorcery's description of Celtic culture and from Mythic Greece: The Age of Heroes by Aaron Allston a game for Fantasy Hero, Rolemaster, and MERP. The gift giving table is from Chaosium's Pendragon.]


End of Glorantha Digest V4 #534


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