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How important is it to be with your clan during Sacred Time?


DrDave

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How important is the character to her clan? As long as she participates with her cult (or as close an approximation as she can make), her efforts in re-making the world will amount to something, but her clan won't benefit from the resonance with the world she creates magically.

On the other hand, the fact that she was sent to aid the other clan means that her clan either needs to work off an existing obligation or build up a new one that can be expected to be paid by the clan she is helping.#

Such an obligation may be used on a heroquest, summoning that specific support (usually through an item taken along) to help with a challenge. Sometimes you collect that aid for a specific challenge, including crossing over in the first place, which is one stage where it is nice to have a trickster. If you can loan that trickster from that other clan, you don't have the trouble of him staying around with your clan for the rest of the time.

Sometimes it is an augment for dealing with a guardian. In HQ there is a system called "lingering benefits" that you can collect when performing above the specification of a certain station in the quest. Now there is no guarantee that this specific station will play out like what you prepared for (that's the heroquest surprise rule, also shaped by the efforts of the antagonist quests which are bound to coincide with yours, often from unknown and even less expected angles), but on the whole it is better to come prepared and leave that boon unused than not to have the option of that boon.

Sometimes it may be a ritual performed for your clan, at your clan, which the other clan is better at.

Sometimes it may be diplomatic support in the interaction with a third party.

 

This game of obligations is played on the clan leadership level, and your character may be told what is expected of her, but there is a chance that she is not considered to have the need to know.

 

On a personal level, spending Sacred Time at home might be very important to that character, and you could make this a dramatic journey to achieve a last minute attendance at her home clan. Friedrich Schiller's poem "Die Bürgschaft" (don't worry, the link is bilingual) is a tale of desperation to arrive at a set time. Many of the obstacles are appropriate for a late Storm Season travel, too. A trip like this can be a memorable adventure.

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Telling how it is excessive verbis

 

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4 hours ago, DrDave said:

The title says it all.  A character has been off helping another clan (in another tribe to boot) at the behest of their clan.  Sacred Time comes up.  How important is it for that character to get back to their tribe for sacred time?

Could his helping the clan he is visiting be something that could be of benefit to his own clan? Favours earned in advance?

 

2 hours ago, Joerg said:

On the other hand, the fact that she was sent to aid the other clan means that her clan either needs to work off an existing obligation or build up a new one that can be expected to be paid by the clan she is helping.#

 

Yes, Joerg has the way of it

 

2 hours ago, Joerg said:

On a personal level, spending Sacred Time at home might be very important to that character, and you could make this a dramatic journey to achieve a last minute attendance at her home clan. Friedrich Schiller's poem "Die Bürgschaft" (don't worry, the link is bilingual) is a tale of desperation to arrive at a set time. Many of the obstacles are appropriate for a late Storm Season travel, too. A trip like this can be a memorable adventure.

I was thinking somehow a bit more North American with Trains Planes and Automobiles, but I am sure the would work as well...

Edited by Bill the barbarian
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... remember, with a TARDIS, one is never late for breakfast!

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Here's a snippet from the forthcoming Cults book which gives a good idea about what happens in Sacred Time. What matters is that you stop your normal activity and participate in the Sacred Time rites, in whatever way is possible.

WHAT HAPPENS IN SACRED TIME?

Source: Orlanthi Sacred Time rites

 

Throughout all Glorantha, the Rebirth ceremonies of Sacred Time are of the utmost importance. During the two-week long ceremony, all god-worshiping people act out their sacred myths of death and rebirth. Every cult, every culture, every species has an important role to play in preserving the cosmos. Across the whole world, everyone summons their gods and spirits, and the physical plane trembles with their presence. Even the cynicism of the God Learners never tainted these critically important rites.

Ever since the first Dawn, people have gathered regularly at the end of the year so that the cosmos can be reborn. They celebrate the good and the bad, the living and the dead, the actions of the gods and the heroes so that everyone contributes to the rebirth of the world once again. This is the time of celebration, of ceremony, and of difficulty and of sacrifice.

The fourteen days of Sacred Time are set outside of Time. Normal activity ceases. Extraordinary activity supersedes everyday desires. The realms of mortal and gods merge, and through the consecrated actions of mortals the world is renewed and reborn. The holy actions of mortals rejuvenate the gods.

On the first day, a sacred area is delineated, a circle within which the worlds come together and become one. For the next three days, all of the deities known - even enemies - are called in to witness and help, and to receive honor and sacrifice. Animals appropriate to the gods are sacrificed and their blood is sprinkled on the people and their homes, upon their tools of work and of war, to bring power to them; then the rest is poured into sacred pits to feed the goddesses and gods of the dead, and the ancestors who are there so that they too may come out for the celebrations and dance and pray. Finally on the end of the third day, the followers of Humakt cut themselves and offer their own blood to the God of War and Death, and then most of them afterwards go and take up positions of defense, to watch for any enemies who may try to slip into the rites to foul them. They strengthen the perimeter and cut it off from the outside world, and afterwards any participant who crosses outside that line will see and feel the difference between the ordinary world and the sacred world.

On the fourth day, the Seven Lightbringers are honored. These seven are the saviors of the world. All seven deities come together and are worshipped. At the height of the ceremony, the seven depart on the Lightbringers Quest in a tearful and dreadful ceremony. It is a day of mourning and fear. The seven participate in secret and dangerous rites until they return a week later.

On the fifth day the worshippers must call upon other gods and spirits – even some normally hostile - to help them survive.
The sixth day is dedicated to Issaries, the god of communication who bears the power of the sacrifices and worship to the other world to the gods.

On the seventh day, everyone except the seven involved in the Lightbringers Quest gathers together. The boldest re-enact the battle of I Fight We Won, and face the armies of Chaos alone, but together they defeat the Devil. Everyone is tested by these rituals, and this is the most dangerous part of the ceremony. Real Chaos creatures are faced, and it is not unknown for people to be killed during the rites.

The next day, Chalana Arroy is worshiped without violence or animal sacrifice. Those injured the previous day are healed and those killed are revived.

On the eleventh day, the Seven Lightbringers must return from the Underworld with Ernalda. It is a day of great joy and celebration. The gods and goddesses awaken to join the celebration and share in a great feast in celebration of the Lightbringers. Time begins, Chaos recedes, and the world is healed.  

The next two days are dedicated to the reunion of the gods and goddesses of Life, when the bodies of the world are reinhabited by their immortal parts. The celebrations are relaxed, save for those who are devoted to the deities who act during them. Most people visit the rites for at least a short while, but also go to visit their friends and give small gifts and share food and drink.

The last day is sacred to Lhankor Mhy, the sage and seer, and during the night the dedicated worshippers meet in secret, then on the next day they look to the sun and prophecy for the community, and for whomever brings to them a gift appropriate to their station. Then, as night approaches, the community is led by the united priests and priestesses in a dance and many songs, to close the sacred time, and bring the world back to normalcy. When the sun sets, the rites are officially over. The Humakti guarding the perimeter cut down the barrier, and the power of fourteen days of celebration, worship, fear and love are released to the world.

The next day is the Spring Equinox, the first day of the Sea Season, when the life of the world can be seen everywhere.

Edited by Jeff
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Just now, Jeff said:

Here's a snippet from the forthcoming Cults book which gives a good idea about what happens in Sacred Time. What matters is that you stop your normal activity and participate in the Sacred Time rites, in whatever way is possible.

WHAT HAPPENS IN SACRED TIME?

Source: Orlanthi Sacred Time rites

 

Throughout all Glorantha, the Rebirth ceremonies of Sacred Time are of the utmost importance. During the two-week long ceremony, all god-worshiping people act out their sacred myths of death and rebirth. Every cult, every culture, every species has an important role to play in preserving the cosmos. Across the whole world, everyone summons their gods and spirits, and the physical plane trembles with their presence. Even the cynicism of the God Learners never tainted these critically important rites.

Ever since the first Dawn, people have gathered regularly at the end of the year so that the cosmos can be reborn. They celebrate the good and the bad, the living and the dead, the actions of the gods and the heroes so that everyone contributes to the rebirth of the world once again. This is the time of celebration, of ceremony, and of difficulty and of sacrifice.

The fourteen days of Sacred Time are set outside of Time. Normal activity ceases. Extraordinary activity supersedes everyday desires. The realms of mortal and gods merge, and through the consecrated actions of mortals the world is renewed and reborn. The holy actions of mortals rejuvenate the gods.

On the first day, a sacred area is delineated, a circle within which the worlds come together and become one. For the next three days, all of the deities known - even enemies - are called in to witness and help, and to receive honor and sacrifice. Animals appropriate to the gods are sacrificed and their blood is sprinkled on the people and their homes, upon their tools of work and of war, to bring power to them; then the rest is poured into sacred pits to feed the goddesses and gods of the dead, and the ancestors who are there so that they too may come out for the celebrations and dance and pray. Finally on the end of the third day, the followers of Humakt cut themselves and offer their own blood to the God of War and Death, and then most of them afterwards go and take up positions of defense, to watch for any enemies who may try to slip into the rites to foul them. They strengthen the perimeter and cut it off from the outside world, and afterwards any participant who crosses outside that line will see and feel the difference between the ordinary world and the sacred world.

On the fourth day, the Seven Lightbringers are honored. These seven are the saviors of the world. All seven deities come together and are worshipped. At the height of the ceremony, the seven depart on the Lightbringers Quest in a tearful and dreadful ceremony. It is a day of mourning and fear. The seven participate in secret and dangerous rites until they return a week later.

On the fifth day the worshippers must call upon other gods and spirits – even some normally hostile - to help them survive.
The sixth day is dedicated to Issaries, the god of communication who bears the power of the sacrifices and worship to the other world to the gods.

On the seventh day, everyone except the seven involved in the Lightbringers Quest gathers together. The boldest re-enact the battle of I Fight We Won, and face the armies of Chaos alone, but together they defeat the Devil. Everyone is tested by these rituals, and this is the most dangerous part of the ceremony. Real Chaos creatures are faced, and it is not unknown for people to be killed during the rites.

The next day, Chalana Arroy is worshiped without violence or animal sacrifice. Those injured the previous day are healed and those killed are revived.

On the eleventh day, the Seven Lightbringers must return from the Underworld with Ernalda. It is a day of great joy and celebration. The gods and goddesses awaken to join the celebration and share in a great feast in celebration of the Lightbringers. Time begins, Chaos recedes, and the world is healed.  

The next two days are dedicated to the reunion of the gods and goddesses of Life, when the bodies of the world are reinhabited by their immortal parts. The celebrations are relaxed, save for those who are devoted to the deities who act during them. Most people visit the rites for at least a short while, but also go to visit their friends and give small gifts and share food and drink.

The last day is sacred to Lhankor Mhy, the sage and seer, and during the night the dedicated worshippers meet in secret, then on the next day they look to the sun and prophecy for the community, and for whomever beings to them a gift appropriate to their station. Then, as night approaches, the community is led by the united priests and priestesses in a dance and many songs, to close the sacred time, and bring the world back to normalcy. When the sun sets, the rites are officially over. The Humakti guarding the perimeter cut down the barrier, and the power of fourteen days of celebration, worship, fear and love are released to the world.

The next day is the Spring Equinox, the first day of the Sea Season, when the life of the world can be seen everywhere.

In modern Sartar, Sacred Time rites are performed on a tribal or regional basis, and not by each clan, although there are no doubt clan-specific elements.

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3 hours ago, Jeff said:

In modern Sartar, Sacred Time rites are performed on a tribal or regional basis, and not by each clan, although there are no doubt clan-specific elements.

Does this mean that say the 20,000 tribesfolk of the Jonstown confederation assemble in a suitable sacred place near Jonstown to participate in the rites, or do Malani, Culbrea and Cinsina have their own rites (and if so, where and how does the urban population celebrate)? Or does each clan send a delegation of holy folk to the tribal rites, while others take care of local deities and of the ancestors back at home? Do the spirit masters have a routine of visiting the holy places of local entities, or are these called into the sacred circle even dozens of miles away from their seat of power (e.g. Tarndisi's Grove)?

The Colymar for instance have two urban and holy centers in their tribe, the Ernalda temple at Clearwine and the Elmal temple at Runegate, which happens to be the seat of the home clan of the recent Colymar kings. Where do the e.g. Enjossi hold their rites, and (importantly to them) their rites to the Stream? How do the Varmandi transfer magic between the tribal ceremony and their immobile wyter in the Thunder Oak?

It is easy to over-define such things, but examples would be useful.

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8 hours ago, DrDave said:

The title says it all.  A character has been off helping another clan (in another tribe to boot) at the behest of their clan.  Sacred Time comes up.  How important is it for that character to get back to their tribe for sacred time?

Just to piggyback on everything else. When life gets complicated, adventurers and other complicated people have to make complicated choices. Maybe one community needs you more, so if your home clan told you to help out these other people, it's OK to stay with them and help them recreate the world. Unless you have a strong suspicion that the wyter wants you to come home, that's your community this year. Go ahead and do their rites.

There's often a job for someone like you. In Orlanth land, getting lines on Day 5 and Day 6 is a great honor but they might find something else for you to do depending on your skill set and their needs. After this, you'll have a special relationship with these people. They might not be your clan but there's still a bond.

When the wyter and your soul want you to come home, they'll let you know. Maybe you'll have adventures along the way and barely make it back when your presence becomes essential. Or maybe you were needed more elsewhere all along, so that's OK too.

And in a world of orphans and disrupted lives, sometimes new wyters are born. 

 

baby.jpg

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On 12/15/2019 at 12:55 AM, Jeff said:

Here's a snippet from the forthcoming Cults book which gives a good idea about what happens in Sacred Time. What matters is that you stop your normal activity and participate in the Sacred Time rites, in whatever way is possible.

You might mention, just for clarity, that everything after the first four paragraphs is an example of a Theyalan sacred time.  Right?  (Since I don't think the Yelmi activities are based on the idea that the light bringers are the saviors of the world.  IIRC, they Yelmi view is that Yelm resurrected himself and only summoned Orlanth to the Hell to give obeisance as a part of it.

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39 minutes ago, DrDave said:

You might mention, just for clarity, that everything after the first four paragraphs is an example of a Theyalan sacred time.  Right?  (Since I don't think the Yelmi activities are based on the idea that the light bringers are the saviors of the world.  IIRC, they Yelmi view is that Yelm resurrected himself and only summoned Orlanth to the Hell to give obeisance as a part of it.

There's the story of Shargash killing everything so that Yelm could be ressurected, but I'm not sure if this is a part of mainstream Dara Happan Sacred Time rituals.

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6 hours ago, DrDave said:

You might mention, just for clarity, that everything after the first four paragraphs is an example of a Theyalan sacred time.  Right? 

The source is Orlanthi Sacred Time rites. But I'd have thought it's only the fourth, fifth and eleventh days that you'd need to change for sky cultists. And swap in some solar deities in some other places.

Even then, I guess it's more a change of perspective and emphasis than anything else. Yelm worshippers will still commemorate the death of the sun and its rebirth, just spun a different way.

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46 minutes ago, Sumath said:

The source is Orlanthi Sacred Time rites. But I'd have thought it's only the fourth, fifth and eleventh days that you'd need to change for sky cultists. And swap in some solar deities in some other places.

Even then, I guess it's more a change of perspective and emphasis than anything else. Yelm worshippers will still commemorate the death of the sun and its rebirth, just spun a different way.

The Lunar New Year appears in the Glorantha Sourcebook and will also appear in the Cults Book. Given that in the Lunar Empire, the cult of Yelm is associated with the Red Goddess (and the head of the Yelm cult is the Red Emperor), the Lunar New Year ceremonies drive the Sacred Time ceremonies within the Lunar Heartlands.

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