Orlanthi Coming of Age

From: Julian Lord <julian.lord_at_hol.fr>
Date: Thu, 11 Jun 1998 19:46:44 +0200


Michael Cule answers Bruce Hollebone:

> I've made this suggestion before and I'll make it again. For Pendragon Pass and
> Hero Wars I think the time tick should be the season: you have one adventure
> each season.

Agree, except that you wouldn't always have six adventures per year (includingSacred Time). Adventuring during Harvest Time is irresponsible, & during Dark Season too (for different reasons). At least for most. Sacred Time Adventure is both unusual and v. dangerous to those Called.

For the Uz, Dark Season is Campaign Season for instance, while Harvest Time is the best time to attack the hoomanz (best food!), So for people who have Uz neighbours, campaign time could be all year round, a cycle of Attack/Defend.

Praxians also, don't have the same campaign times as other men.

Non-humans and weird (ie non-DP/Lunar/Praxian/Other Gloranthan Ghetto) humans should have different Almanacks too.

The Almanack stuff in Questlines is a good place to start thinking about the gloranthan seasons, and how a campaign structure might be built around them.

> > which myths are at the core of Orlanthi mythology?
> > Which ones would be considered the most important for young people
> > to experience?
> >
> > My thought is: Wooing Ernalda/Three Tests of Yelm/Slaying the Evil
> > Emperor. From my reading of the myths this is a defining moment for > > Orlanth---his coming of age. Before this he is just the younger > > brother, after he is king of the gods. It's a major
> > cycle, I know, but I don't think it would be too dangerous for kids
> > to run through as a re-enactment. It also has the benefit of showing
> > new players a core myth of the
> > Sartarite culture. In the next session (and the next week of Sacred
> > Time) we could run
> > through a Lightbringer pageant to renew the world for the next year.
>
> I don't think they
> should try to do the slaying of the Emperor: it's just too hard for initiation.

But it teaches that most important orlanthi virtue: responsibility for one's mistakes."Dry run" heroquests usually aren't that tough. Of course, they *do* get tough when the PCs are Called To Adventure, in Campbellian terms, or: Something Goes Wrong.

Only when the gods have chosen the PCs to save their clan from lurking danger would such initiation become a real Hero's Adventure, though. Extra cult abilities available, however ...

I think the whole Orlanth/Ernalda Orlanth/Yelm Death/Resurrection myth cycle is the best for your young initiates, actually,Bruce. Teaches them who the orlanthi are, Good and Bad, Man and Woman, Life and Death. And only dangerous if they get singled out for danger by the gods and, hey, that's you!

Also, some clans do the initiations in Sacred Time, some in Storm Season, a few in Earth season, depending on the relative importance of Orlanth and Ernalda for the clan.

> > What would be appropriate benefits to new Initiates for completing such a
> quest?
> > A minor item (like a focus tattoo) or a chance to sacrifice for one-use magic?
> > An enhanced skill (in case someone criticals and wins the dance competition say)?
> > A new fiancee? Do Orlanthi marry that early, or would this just be a commitment to
> > "future consideration"?.

Usually: just acceptance into the clan as responsible adults.

Sometimes: initiation into a specialised cult, if the character's some kind of weirdo.

Rarely: some special gift, as suggested, if the character was played especially well, or was V. lucky.

Almost Never: exceptional RunePower or other magic, ie IF the gods have chosen the candidate for Adventure.

Of course, this spread (Usually to Almost Never) might be reversed in much role-played initiation
- -.. That's Glorantha for you ...


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