Hero Wars

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The Tribal Initiation

Among the tribes of the land, every person must complete his or her initiation in adulthood before facing the dangers of the world. Prior to initiation, they are but children, helpless and innocent and ignored by most of the world except for those who love or hate them. As adults they are responsible for their own actions and are free to make, for good or ill their own judgements.

Before this they must prove themselves to their elders who, will not tolerate armed children running about. Lessons must be learned, tribal ways understood, and weapons and tactics practised. Every family bears responsibility for this, and ceremonies of various sorts lead to the final initiation test. There is a two to three year period of transition when initiates are called "not-adults", becoming adults only after the final test.

Tribal life is tenuous and successful preparation for life is commonly judged by the martial ability of those initiated: Fighting skills must be proved. Wry observers notice that this ritual also teaches the intimacies of anxiety, fear and pain as well as the triumphs of victory and the calm of healing.

Several not-adults may be tested at once, and they may face each other in separate pairs. Boasters are allowed to fight several opponents at once. Sometimes such choices are left to the non-adults, a test of their sensibilities as well as their courage. Whatever the arrangements made, each character fighting must demonstrate effective use of weapons for attack and parry, the use of shields if they are carried, and the ability to dodge and to move.

Fighters must stay and fight, even if wounded, until the adults present are sure the fighters know what they are doing. Wounds are common, but death is impossible, since Kareena will put back departing souls into their bodies

The test typically occurs once a year in the spring. At that time farmers and herdspeople gather in the villages for many seasonal rites, and the ritual's timing also provides new warriors for the coming campaign year. In the spring, then, the Apple Lane community builds a bonfire in the public grazing ground. The sheriff marks a Circle of Orlanth upon the ground, and Jarsten Goodaxe then blesses the Circle and invokes Humakt, the war god to watch over the proceedings. Kareena the Healer sits at the side of the circle wearing a twinkling necklace of stones, while Idiot Girl sings a beautiful song to accompany the healing her mistress will do for all the wounded.

When the fighting begins, the spectacle of novices hacking and fumbling is cause for merriment among the tribe. They line the fighting circle and toast the initiates with round upon round of Bulster Brewer's fine ale, or make ribald jokes at the expense of the fighters, or outrageously wager dunghills and dishwater to deride the stumbling warriors-to-be. The encircling tribespeople also discourage early exits from the fighting ring.

When the tribespeople judge that all the not-adults have learned something of what it means to be an adult, the fighting is declared to be finished, and the wounded are healed. Bulster breaks out his specially potent Springwine Mead to toast the victors and losers, a speech welcoming the fighters to adulthood is made, and the tribe generally greets its new members with friendship and kinship. In the following festivities, the new adults will be showered with well meaning prattle aimed at improving their fighting, receive as much food and drink as they want, and entertain further intriguing offers of further mature experiences to be obtained at the Temple of Uleria. The next day they will wake from the dreamlike events into the realm of adult life.

A poem credited to the god Orlanth cites some of the maxims of life followed by people of this tribe. These rules are part of each members upbringing and help describe their attitudes and way of life. Here are some passages.

Respect hospitality; do not burden your hosts
and abuse or blood on their hearth.
Eat your bread quietly, be glad
That a stranger should be so generous.

Do not judge too quickly.
Keep a clear mind with strangers
Even the ugliest Dark Troll
Can learn to be a true friend!

Do not waste yourself in many pursuits
One warrior skilled at sword and spear
Can best twenty fighters
Who are poor with many weapons.

Beware ghosts and spirits
The dead and immortals despise us
Let them be, flee from them,
Unless you be holy, magical or inspired.

Remember your Tribe and your Clan.
There none are strangers or foes.
A wanderer finds no comfort
Until he finds refuge with his own.

Find a deity to aid you
No one is safe without help.
A wise man friendly with power
Fears not even ghosts.

 Latest revision: 14 Dec 2001, new
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