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The Henotheistic Church of Otkorionby Nicholas Effingham, based upon the description of Orlanth in River of Cradles with thanks to Jeff Richard for his Composite Orlanthi Description, David Hall for his Otkorion Church description, Stephen Martin for his Orlanth Rex Cult and Sandy Petersen for his Saint notes. Thanks also to Peter Michaels for his Minlister descrioption. Many, many thanks to my fellow Aeolian, Joerg Baumgartner for his help and e-mail conversations.Author's note: This is a draft copy, all comments are welcome, please send to nikk@MailAndNews.com.
Historical Cult NotesThe Church as presented here is a description of the four castes and the Saints that they worship. It is a combination of the Sytgian Religion of Malkionism and Lightbringer worship. In the basic structure of the Church various Saints are worshipped, notably varying faces of St. Orlanth, St. Ralia, St. Vinga, Barntar and a variety of sub-cults. These are the cults that were readily accepted into Malkioni worship, other cults such as Humakt, Lhankor Mhy etc.. were less willing to integrate themselves and so retain a lot of their Theyalan cult structure, and therefore are presented seperately, although they are worshipped in conjunction with the Saints given here. The Church hopes to integrate all Saints into the Caste system, so that a Wizard would worship St. Orlanth, St. Lhankor Mhy and St. Chalana all in one, while a Warrior would worship St. Orlanth, St. Vinga, St. Humakt and St. Urox all in one, and so on for all the other Castes.
I. Mythos and HistoryOrlanth was, at first, a powerful Hero son of Umathil, the Great Mortal and Walker of Death, and one of his lovers - a Mountain Spirit of the East who we no longer know today. He grew up in the Kingdom of Logic, in the Time of Logic. Orlanth was a great warrior, leader and magic user, and counted the blessings of the Creator every day he was awake and worshipped His Lord devotely. The Ruler of the Cosmos was the Emperor. The Emperor had been given rulership of the Underworld and everything above it by the Creator. The Creator had then averted His gaze from Creation, content that the Emperor would attend to all matters. Yet the Emperor turned to Evil, Sin and Chaos. Eventually he became Unjust and demanded Evil things of his followers. Orlanth, refusing his worship, left with Umathil and helped to forge a new Kingdom. But the people of the world were still forced to Sin, even though they knew it was wrong. The Sin caused the world to rock back and forth, for the oceans to rise up against the people of the Cosmos, for the angels to retreat to safe havens and for all corrupt men to turn into nastier, more unwholesome, things. Eventually, Orlanths brother, Humakt, was sent to find an answer to the problems. He was given a blessing by the Creator himself and found Death, a new power. Death was given to Orlanth as an honoured gift, and in turn Orlanth used it to strike down the Emperor. Without the Centerpiece of the Cosmos, the World turned to Sin. The forces of Evil, all the servants of the Emperor, came forth and covered the world in Ice, the Sun left it's place to help defend the Land. Glorantha was left in perpetual Darkness and Hate. Orlanth tried to assume the Mantle of the Emperor, in an attempt to right all the wrongs by becoming a new Centerpiece, allowing the Cosmos to return to normal. But Orlanth, try as hard as he could, was not able to replace the foe he had slain for Orlanth, Just as He was, had not been blessed by the Creator to rule the Cosmos. Therefore, no Leader could be found, no new Ruler, no new Emperor. Unperturbed, Orlanth went on to try and bring the Universe to rights anyhow. When Death was lost to the Emperor's Servants, he sent Humakt to recover it. Eventually, he was forced to fight his own kin, who had turned to Sin and Hate. He fought often with his brother Vadrus, who was so unreasoning in his hatred that when he had exhausted his victims he turned upon Orlanth and the Umathili, his only worthy adversaries. Orlanth had to fight for his father's position as leader of the Kingdom, and won. He kept his brother, Urox of the Bull Family in line and managed to stop much of the carnage he may have caused. He even slew Thryk, the Winter Giant. He always remained in search of new Quests to partake that He might return the Cosmos to normality. He rescued his fiance, Ralia, who later became his wife. He defeated Daga the Drought Spirit, and conquerod Aroka who rose from the ruins of the Kingdom of Dragons. He travelled to the depths of the oceans and drank from the Well of Wisdom, defended by Daliath. He would return from that journey with Mastakos the Chariot. Eventually, Orlanth faltered and people died. The world was devastated. Orlanth struck upon a new idea, he would go on a Quest to find the Creator, have Him bless him with the powers to control the Cosmos and then take the Mantle of the Emperor. He took with him six other companions, and collectively they are known as the Lightbringer's. Their Quest became the most famous in all of Memory. The other Questers were St. Humakt, St. Eurmal, St. Chalana, St. Goldentongue, St. Lhankor Mhy and the mysterious entity known as Ginna Jar. They marched to Hell, overcoming many obstacles and eventually arriving in the Underworld's Halls of Death. Here they spoke to the Creator, who instilled Omnipotent powers into Orlanth and Sainted Him. Orlanth became the King of All Gods and the Fist Among Equals. He reformed the world with a new order of rule known as Time. He renounced the Mantle of the Emperor and instead created the Iron Ring, whereby the Rule of the many can overcome the tyranny of the One. The Emperor was forever imprisoned in Hell and may not return lest the world be destroyed under his Krjalki wake. In the First Age, the Sins of the mortals summoned forth Gbaji, a remanent of the Emperor, his third eye. It ruled evilly, pretending to be an apostle of Rashoran, a god who was Almighty and Blessed in the Darkness. In return, Saint Orlanth ordered the Angel of Death to slay Gbaji. The Angel sent Arkat Humaktsson to defeat the foe. In this respect, he did and we are forever grateful for the sacrifices Arkat made for us an his people, for he gave up his chance for Solace to slay the evil Gbaji. However, the God Learners brought ignorance, and with ignorance the True Worship of the Invisible God devolved and the false sects of Malkionism formed. Our ancestors also reverted to Barbaric practices and worship. This was all revoked when Henotheism came back to power with the rise of the Jorstlandi Kingdom. If you are pure of heart then when you die you will go to Solace, if you committed minor transgressions and repented, then you serve a period in a Spiritual Afterlife with Saint Orlanth before returning once again to the world. In Solace you will feel the Bliss and Harmony of the Cosmos and need never worry about anything again. Solace is Love, Joy and Virtue for eternity. Even chaos cannot reach you in Solace. If you are evil then you will go to Hell and become a tortured soul of the Devil. All pious worshippers and those who can afford it will have a chance at ressurection, but the details of which must be dealt with Saint Chalana's cult. When you die the body is burnt in an open roofed area inside the Temple to Saint Orlanth for no expense, the pyre is built with Rune carved logs and the Priest attending the ceremony will call for Saint Goldentongue to summon cult spirits to send the soul to Solace. All people are cremated in the same way, with the exception of special Heros. St. Humakti are also buried in accordance to their own strictures. The Runes that Orlanth the Thunderer is connected with is Mastery, Mobility and Air twice. Orlanth Four Weapons is connected with Mobility, Air twice and Death. Orlanth Rex is connected with Mastery and Air twice. Orlanth Lightbringer is connected with Magic, Air twice and Fate.
II. Cult EcologyOrlanth is the Ruler of Everything Inside the Cosmos and a lot that is not. Orlanth is both the King of All Gods as well as the Master of Storms. Through His virtue, belief, strength and leadership, the Cosmos was made anew and is what it is today. St. Orlanth defines the strictures that all good men must follow to reach Solace. Only a worshipper of Saint Orlanth may hope to achieve anything in life. Everyone in Otkorioni society is a member of the Church, belonging to one of the four castes, Farmer, Warrior, Wizard or Lord. Each Caste is on equal term in the eyes of God and the Creator, however. St. Orlanth hates chaos, for it is the only true Evil, even the assassins of Azilos, with their special spirit torturing techniques, cannot cause the Soul Death that Chaos brings. Chaos is a servant of the Evil Emperor, who is the cause of all that is wrong in the Universe. Though many people identify the Emperor with Ehilim of Galin, their God, this is a declared falsehood that is admonished by the Church. We hunt and destroy all masks of Gbaji and the Evil Emperor. We teach all who we know of the truths of the Gods, with our greatest triumph being the conversion of Valantia in 1616ST. The six virtues of the god are Courage, Wisdom, Generosity, Justice, Honour and Piety. St. Orlanth respects these, even if they are present in an enemy. If the enemy is Krjalki, then the virtues should be disregarded as a lie, for the Krjalki will do anything for an advantage. The Church's Holy Days occur every Windsday with congregations of Orlanthi for ceremonies. Windsday of Movement Week in Storm Season is a High Holy Day. A celebration over the two weeks of Sacred Season and the first day of the New Year are held to celebrate the Lightbringer's Quest and the Creation of the Cosmos.
III. The Cult In The WorldWhile a being known as Saint Orlanth is worshipped in the Aeolian religion, it is not this cult. Also, St. Orlanth has mythological connections with Invisible Orlanth but St. Orlanth is worshipped only in Otkorion. It is the basis of the entire Church, around which all other Saints are worshipped. Everyone belongs to the Church, or else are not properly part of society. Great Temples exist both in Fiesive and Valantia, minor temples are spread across the country and shrines exist in every village and all along the Stormwalk Road. The greatest temple is tempest Halls in north east Otkorion, bordering Surkorion. The Church is a pantheonistic religion, a basic layout for all Saints to be worshipped. When you join the Chruch you join one of the Castes, and in doing so worship one of numerous Saints, usually a form of St. Orlanth. The cult is ruled by Surantyr the Non-heretic, Archbishop of the Henotheistic Church of Otkorion. Below him are Bishops, one each of the twelve Bishoprics, called Cearghots in Otkori. There were originally eleven, but a twelth, the Rioneth Cearghot bordering Lalia, was created in 1592 ST. Below the bishops are the High Priests of the minor temples, and acolytes who run shrines. Communication is provided by sending messages to your immediate superior on the hope that they filter through to whoever is concerned. The Bishop decides the ruling High Priest of a temple, and a vote held by all the Bishops, both Iron Rings of the cities and the Head of the Seventeen major families, decides who will be the new Archbishop upon the demise of an old one. The Church is actually a conglomerate of a lesser known Church that was around just over fifty years ago known as the Church of Arkat Stormbringer. With the backing of Surantyr, a member of the Rolymer family - the ruling family of Fiesive, it rose to power, and subsumed the smaller, similar Churches into its structure. By 1579ST all of Fiesive was Henotheistic and, as more and more Churches and independent temples were consumed by the growing power of the Church headed by Surantyr, the Arkat title was dropped in favour of Henotheistic. Major cult enemies are the other religions of thw Safelster (who must be "converted" to the one true path), the trolls of Guhan and the Thanatari heretics contained within Otkorion (see Chaos in Otkorion for more information) and the secret conclaves of Galvosti in southern Otkorion trying to keep their teachings alive since the invasion of Valantia in 1616 ST. Shrines teach Cloud Clear.
IV. The Caste SystemThe Otkorioni believe that there are four castes, Farmer, Warrior, Wizard and Lord. They believe that whilst everyone is born into a Caste, that one may move between castes if they prove themselves worthy. Each of the castes have varying restrictions and benefits, as well as magical skills. Each Caste worships a different set of Saints, always including a face of St. Orlanth. To move from one caste to another requires not only certain tests to be succeeded in, but the backing of ones family and/or lord/priest, as long as someone of status is supporting the change it usually takes place if the candidate proves themselves skillful enough.
V. Farmer CasteThose joining the Farmer Caste follow the path of St. Ralia and the Earth spirits, and her son Barntar the Plower. Males are followers are Barntar and females follow St. Ralia and are part of the Earth Worshippers. The two work together, and worship together. Farmers fufil a large portion of basic professions in Otkorioni society, they are merchants, cooks, cleaners, herders, farmers and blacksmiths. Although the Farmer caste are, on average, poorer than other castes, they are far from all poor. Powerful merchants often own large amounts of cash, and wield great political power. Farmers may not learn any magical manipulations, except Intensity, and may not own land. They may not own enchanted rune metal weapons. They are often called to war as levy and foot soldiers. Those who follow pagan gods are also in the Farmer Caste, so you will often find Henotheists worshipping gods like Elmal or Babeester Gor who are officially in the Farmer Caste. Obviously these people never usually rise higher than initiates and have little interest in their caste responsibilities.
Initiate All initiates must dedicate 5% of their income to the cult and 5% to the city taxes, as well as donating 10% of their time to the cult. They may learn sorcery form the list below but are not proficient sorcerors. They may sacrifice for one-use Rune Magic from the selection their Priests have access to. They may join the cults of St. Chalana and Goldentongue as well as this Caste. They often engage in Pagan worship of Earth Spirits - only members of the Farmer Caste may engage in pagan worship. Because of the amount of initiations, mass initiations are often held by the Church.
Acolyte
Priest
Common Rune Magic: All.
VI. Warrior CasteThe Warrior caste follow Orlanth Four-Weapons (if male) or St. Vinga (if female). They are the knights and soldiery, epitomising the six virtues of Orlanth in war. Even those who join other war cults must do so through the Warrior Caste. A lot of Warrior Caste members belong to Family Guards (or the Caer Currum, as they are called), the Church Army or part of the city militia as all of these positions have good rates of pay and good prospects. However, a lot of Warrior Caste become soldiers of fortune, mercenaries, valiant (and often dead) adventurers or village protectors. Some even work as bodyguards. All warrior caste are expected to join in a Crusade, but other than this only those in the military must participate in war. No crusade has been called by the Henotheistic Church as yet. Only Warrior Caste may own an enchanted rune metal weapon.
Initiate All initiates gain access to sorcery, they are considered to be specialists in Cult sorcery i.e. any sorcery in the list below they may cast at /5 manipulation, all other spells have a maximum manipulation of /20. They may learn Intensity, but not any other sorcery Arts. They may not own land. They may only join the cults of St. Humakt and St. Urox under normal circumstances. They can join St. Chalana as Followers of Arroin, given exceptional circumstances, but never become priests. Those who are members of the Inquisition are also members of St. Lhankor Mhy.
Rune Lord-Priests They are the epitome of all that is Orlanthi, and embody their god upon the mortal plane. To become a Wind Lord one must have 90% in Sword Attack and 90% in four of the following; Climb, Hide, Orate, Ride, Scan, Sneak, Speak Stormspeech, any weapon attack and any weapon parry. There must be a need for a new Rune Lord at the Temple. All Wind Lords are ordained properly every Sacred Time in a mass ceremony by Surantyr the Non-heretic in Tempest Halls, before this time they may have the benefits of the position, but may not call themselves Wind Lords or attempt to use their position to influence people. A Wind Lord is expected to lead his initiates in military actions, and most new Wind Lords find themselves engaged in hostilities with the Uz. All underlings are expected to obey a Wind Lord in times of urgency and react accordingly. All Wind Lords are expected to seek glory, adventure and danger. A Wind Lord gains access to Rune Spells below as re-usable magic, 1d10 Divine Intervention and a full suit of iron armour with iron weaponry is given to any Wind Lord in Otkorioni lands, although if it is lost in anything other than the most vicious battles against chaos a Rune Lord is expected to pay for a replacement. A Wind Lord spends all time not adventuring leading his initiates in worshipping ceremonies or training them. They must dedicate 90% of time and income to the cult. Any Krjalki encountered must be fought. If repelled in battle, it becomes the Wind Lords duty to slay the chaos beast at a later date. If it causes any more devastation due to the Wind Lords inaction then he must make recompense to those injured, so if a rampaging chaos beast destroys a farm, the Wind Lord meant to slay it must repair the farm and pay weregeld for the dead. If the Wind Lord was trying his utmost to slay it then those involved normally refuse any recompense. Wind Lords do not have to sing stupid rhymes. All Wind Lords can sense a change in wind speed/direction etc... one hour in advance.
Common Rune Magic: Armouring Enchantment, Sanctify (Orlanth), Summon Sylph, Worship St. Orlanth. VII. Wizard CasteThe Wizard caste are both sorcerors and priests for the people of Otkorion, tutoring them both in the secrets of St. Orlanth and St. Malkion, Holder of Sorcery. In practice, a Wizard will either devote themselves to being sorcerors or to being ecclesiastical priests, and very rarely have the capabilities to splitting their resources to do both. About 20% of the population are Wizards, giving rise to a large amount of magical potential which has aided the Otkorioni no end, especially the weather powers of the Priests. Wizards follow the face of St. Orlanth as Orlanth the Thunderer and are also the most eligible for the sub-cult of Orlanth Lightbringer. All Wizards are expected to become student sorcerors, but are not expected to devote themselves to becoming Magi. The Wizard caste also includes those who remember bloodlines, scribes, healers, scholars and writers. A Wizard may neither own land, nor wield an enchanted rune metal weapon. A Wizard is expected to be able to lead those of lesser spiritual purity to a better life through Solace. They are the mouth of the Invisible God.
Initiate All Wizard Caste must donate 10% of time and income to the cult, they need not support the city except in Fiesive, where virtually all members of the Wizard Caste belong to the Red Circle, a society of wizards who require another 10% of time and income in return for other benefits. An initiate must vow never to break the caste restrictions, never to use evil magics and never to become a Shaman. Initiates often follow the path of sorcery, and those that do very rarely advance in the Wizard Caste as priests. They may only join the cult of St. Lhankor Mhy and St. Chalana in addition to the Church, under normal circumstances. Those who qualify and prove themselves can join St. Humakt and become members of the rare "Sword Magi". They may learn any sorcery spell permissible by society. They may use spirit magic if authorised by the Church. They may sacrifice for one-use Rune Magic and may not take the Vow, "Abjure Rune Magic", "Shun Storm" or "Flee Storm". The Vow of "Shun Tap" must be the third vow taken.
Acolytes To become an acolyte one must have donated 1000 Orbs to the Church, have 10 points of Rune Magic, and have at least 50% in Sword Attack plus four of the following; Speak Stormspeech, Hide, Jump, Listen, Orate, Read/Write Stormspeech, Scan, any weapon attack, any weapon parry. They must also pass a Test of Holiness. An acolyte is required to spend 50% of their time and income in suport of the Church. They gain access to re-usable Rune Magic.
Priests Preferred allied spirits are Shadow Cats or Ravens. In general all Storm Voices are highly regarded. They must devote 90% of their time and income to the Church. All Storm Voices can sense the change of wind one hour in advance.
Common Rune Magic: All.
VIII. Lord CasteThe Lord Caste are the rulers of Otkorioni society, they epitomize Orlanth Rex. They are the Kings, nobles, Queens, Franklins and rulers of Otkorioni society. They make up 5% or so of the population. They are mainly concentrated in Fiesive, the reputed "City of Nobles". Lord Caste are the only Caste who can assume any position of responsibility in a Family Line, and are the only members of society who can own land and take taxes thereof, although they often give, or rent, land to Knights as boons. They can give orders to anyone under their liege, usually all lower status family members and anyone living on their lands. Advancement in this Caste is directly related to the advancement in status. A High Priest of Orlanth Rex is either a King, and can give orders to anyone in Otkorioni society beneath them, or the head of an entire Family. Only the seventeen major families can support a High Priest. No Lord Caste member may own an enchanted rune metal weapon. Lord Caste are usually richer than other members of society, but not always. Often, a Lord who only owns a small plot of land in the middle of no-where with nothing but a sheep to his name is forced to shift Caste to one more fitting his/her abilities. All Lord Caste are given the prefix "Lord" or "Lady", with the exception of Kings and Queens.
Initiate Lord Caste members may only join St. Humakt, if they so wish, and become generals of the armies of Otkorion.
Priest A Priest is required by Orlanth to rule fairly and justly, protecting those under him and uphold the virtues of the Church. This includes providing for the sustenance of the local priesthood, protecting members of associated cults and families and remaining fully accountable to the King and to the Family. This involves 90% of all time and income. They gain access to normal Divine Intervention and gain an allied spirit if they succeed in the normal POWx3. It is bound into a crown or other piece of Lord Caste regalia. A Priest of the Lord Caste may now Invoke St. Malkion to learn up to four more Arts.
Common Rune Magic: Divination, Excommunication, Mindlink, Sanctify, Warding, Worship St. Orlanth.
IX. Special Cult Rune MagicThe following spells are reproduced in both River of Cradles p.159-160 and Gods of Glorantha p.60; Bless Thunderstone, Bless Woad, Decrease Wind, Flight, Increase Wind, Wind Warp, Wind Words.
Bless Home
Call Council
Call Sylph
Command Worshippers 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 the Lord Caste (or Orlanth Rex), temporary or permanent. This spell may be cast anywhere on the Lord's lands, and will affect any worshipers who are on or enter the Lord's lands. If cast by a Priest then this spell will also affect worshippers of St. Eurmal.
Know Honour
X. Subservient Cults
Church Structure
Relationship With Other Cults Pagan worship is limited, while the worship of Orlanthi pagan gods is not frowned upon a pagan cannot also be a member of the Church unless they are part of the Farmer Caste. So, while you may be a member of the Warrior Caste and St. Humakt, you cannot also worship Elmal. The exception to these are, ironically enough, the Safelstran influenced Valantians and other Otkorioni who live in the South. Known as "Involvists" they are members of the Hero Cult of Goriant which originated in Galin and spread. They have mystical rites that allow them to worship both the Saints and other pagan gods. It is rare in Northern Otkorion, even though this is where most contact with Pagan cults (from Lankst, Lalia and Surkorion) occurs. See Tales of the Reaching Moon #13 for more details.
Spirits of Reprisal Rember, however, the worst curse is that those excommunicated from the Church may never reach Solace and will almost certainly be condemned to Hell.
Alakoring Dragonbreaker
Slay Dragon
Drogarsi
Lord of the Dance
Four Weapons
Heler
Mastakos
Odalya
Orlanth Lightbringer To become a priest of Orlanth Lightbringer must have 90% in any four of the following; Ceremony/Orlanth, any other Magic skill, Speak Stormspeech, World Lore, Any other lore, Any weapon attack. They must also walk a special HeroQuest path, from which all return changed, some return dead. They have a chance of gaining an allied spirit on this HeroPath, which is bound either into a Shadow Cat or as a disembodied spirit. They may learn any sorcery skill they wish, with no caste restrictions. They must dedicate 90% of their time to the cult and 90% of their income to the cult. All priests of Orlanth Lightbringer must have a private meeting with Surantyr within five years of their investment. They gain immense social respect. They must devote their dedicated time to casting rune spells for other HeroQuesters and engaging in the ceremonial rites. They must devote all of their time over Sacred Time to rituals and ceremonies. They gain the Rune magic below as re-usable, and access to 1d10 Divine Intervention. They are one of the few who can use spirit magic without retribution, and are the only sub-cult that can use Spellteaching with impunity (spirit magic gained is as per the normal Orlanth cult).
Common Rune Magic: All.
Detect Wyrd Minlister With thanks to Peter MichaelsMinlister is the son of Orlanth, born to Ralia. He is the patron of ale and brewing. All worshippers must sacrifice a small keg of good ale a year. If the ale does not satisfy the local Brewmaster then the applicant is rejected. No worshipper may harm a bee. Worshippers gain access to secrets of brewing. Priests of this sub cult are those who have 90% in craft/brewing and sacrifice 1 POW to Minlister. It allows them access to the spirit magic spell, Bless Wort.
Bless wort
Siglolf Cloudcrusher
Stone Fire
Voriof
Yinkin
XI. Notes
St. Orlanth and Spirit Magic All St. Orlanth worshippers use sorcery. They may learn spirit magic (via shamans or joining illegal cults) with the permission of their priests, which is often granted without question. The Church is more worried about the use of it's own spell spirits than it's worshippers using spirit magic. While worshippers of Pagan Gods such as Elmal are socially acceptable, they may not also be a member of St. Orlanth without being in the Farmer Caste. |