Re: Heortling Social Structure

From: john.hughes_at_jbNhzKm6nHZ1zbiFqParQibaLf21BXTyZevLr3iEYtgiVje-KzMi774LCPgSVLbs
Date: Sun, 29 Apr 2007 10:31:00 +1000

There's been some great discussion recently on Heortling social structure.

Here's my two clacks and a greasy bolg. YGWV.

[Gloranthan Bingo cards ready folks?]

Socialist/primitive communist? Yes, to a certain extent. But with no legal imperatives operating *within* the clan (which is a law-free zone) it all comes down to tradition, bonds of kinship, and force of personality. In other words, there  is plenty of room for favouritism, resentment, rivalry, jealousy, corruption, ineptitude, graft and good old Orlanthi bluster. Most clan moots resemble a WWW wrestling ring as much as a parliamentary chamber. It's political theatre of course, but it can get pretty hands-on. There's no *serious* violence with a clan of course, that would be kinstrife, the ultimate taboo, but Storm conceptions of 'serious violence' go beyond harsh words. Frank, robust and open discussion can get pretty frank, robust and open.

The basic social unit is the stead lodge or longhouse or hearth: usually thirty to forty people of the one bloodline living together in the one large building. Its the unit of work, family and business, run by the hearth mistress, spakeman, and the senior men. Exchange and cooperation is the rule here: work together, eat together, plan together, defend each other. Its your classic era socialist kibbutz.

Bloodlines typically comprise several lodges and smaller outlying dwelling that may house just a few people. Its the unit of external organisation and political power. Most communal ownership is invested at this level. Depending one how close the stead dwellings are it may be as fluid and autonomous as the hearth, or it may require informal consultation and requests for assistance from other bloodline hearths. However, loyalty and support with a bloodline are absolute: if they're not then the bloodline will split. (and they do). In a small clan, a bloodline may be unimportant. In a large or dispersed clan it may function as a mini-clan in itself.

Bloodlines maintain the fiction of all members descending from a common ancestor: however in reality a clansperson is descended from several major ancestors and can change bloodline allegiance if things become difficult. This is moderately rare but accepted. If politics within a bloodline becomes difficult (rival brothers being the most common cause - this is the Storm Tribe after all), or if it becomes too large or dispersed to operate seamlessly, the bloodline will split. However, this requires, *major* ritual and economic investment, and is never an easy option.

Clans compromise several bloodlines. it is here that formal institutions hold sway: chief, fyrd, ring, moot, harst, lawspeaker, womens' circle. A clan runs cooperatively: in theory there is no internal compulsion except tradition, respect and ritual authority. A chief is elected, usually for seven years, and can be removed. Any decision can be challenged. Rivalries, jealousies and favouritism are a large part of life at this level. Luckily, clan members cannot initiate law suites against each other. In practice, on one level this leads to interminable politicking, but Orlanthi have a finely tuned  sense of what is acceptable and what is not. In times of crisis, most  internal politicking is put on hold and the clan units behind its leaders.

Kingship is an ambivalent concept for the Orlanthi: most of their important myths are about bad kings (Yelm: the Evil Emperor) and good rebels (Orlanth). Tribal kings are important in areas of large rural population and sophisticated economies, and everywhere in time of war. Orlanthi kinship is as much a ritual as a political office.

Extended kingships? Empires? They don't fit well into the Orlanthi view of things. They exist of course, but to enjoy support an expansive, centralised Orlanthi kingship needs an extreme purpose: the only one that really cuts wind is to prevent the Doom of the World. When threats evaporate, Orlanthi empires tend to as well.

The central idea of Orlanthi  economics is not the accumulation  of capital,  but THE GIFT. A gift (of brides, herds, torcs, war booty, support for a young warrior or trader, adoption or accepting someone into your band) creates bonds of reciprocity and support. It binds the young and old, it binds bloodlines and clans together. A wealthy person in Orlanthi society is someone who gives much away as gifts. to keep wealth solely to yourself is to be despised. And of course,  gifts will be repaid: it is never explicitly stated, but the  universal expectation is that a gift will be repaid generously. Gifting is  the glue of Orlanthi society. It creates reciprocity and obligation. It heals divisions and creates allies.

Cheers

John

 

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