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Initiation rites for RQG


Duff

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On 12/18/2023 at 5:53 PM, g33k said:

By my reading, these are mostly very Cult-specific.

The Boys in the Pits story isn't particularly cult specific.  I think you get a few to choose from.   That of course raises other problems however, namely,

(a) what about other lesser deities like Yinkin, Heler, Elmal etc. 

And

(b) do you do your adulthood initiation before your cult initiation.  I would say unequivocally you need to be an adult BEFORE you can initiate into a cult, UNLESS there is a major reason why you need to initiate early.

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38 minutes ago, Darius West said:

The Boys in the Pits story isn't particularly cult specific. 

That's because it is the Adulthood initiation rite, not a cult one.

39 minutes ago, Darius West said:

(b) do you do your adulthood initiation before your cult initiation.  I would say unequivocally you need to be an adult BEFORE you can initiate into a cult

Always. If you're not ready for adulthood, you're certainly not ready to enter the mysteries of a cult (nor will you have the knowledge and clan markings to protect you when the bad spirits or demons come into the ceremonies).

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1 hour ago, jajagappa said:

Always. If you're not ready for adulthood, you're certainly not ready to enter the mysteries of a cult (nor will you have the knowledge and clan markings to protect you when the bad spirits or demons come into the ceremonies).

There is always an exception to a rule.  I have an example of one.  A boy playing hide and seek stumbles into sacred Death Ground, and as a result unknowingly becomes a Deadeye, i.e. someone who can (unwillingly and uncontrollably) kill with a glance.  He basically has unlimited access to Sever Spirit that activates against any living thing he can see.  When I ran this childhood scenario, at first a trickster arrived tried to "steal death" from him to solve the problem and gain the Strike Rune Spell.  The trickster failed, and so he had to be initiated into Humakt while blindfolded in order to gain control over the power.

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1 hour ago, Darius West said:

There is always an exception to a rule.  I have an example of one. 

Good example! Of course, the initiation into Humakt severs one from their kin, so that works well. And I'm sure a Trickster doesn't care, and might be delighted to "initiate" one into their ranks as a child with whatever consequences to the clan.

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5 hours ago, jajagappa said:

Always. If you're not ready for adulthood, you're certainly not ready to enter the mysteries of a cult (nor will you have the knowledge and clan markings to protect you when the bad spirits or demons come into the ceremonies).

I think this is why the RQ;G rules specify that initiation is automatic and test-free for anyone who had a parent who was an initiate (p275). Anyone in that position will have already gone through a compatible adulthood ordeal or cult apprenticeship before play starts (assuming default starting PC age, of course).

However, if you are a refugee or exile, you come from no clan, or one that holds no land and so no temple. So it is likely you missed out on a proper adulthood initiation, and there is noone to sponsor a cult apprenticeship. Many Orlanthi in Pavis in 1615 were in this position, as are many Lunars in 1625. Or maybe you just were one of the minority who failed the ordeal, or rejected the role it assigned you. So you have to take a true 'cult ordeal' initiation test, as your first experience of the God Plane. Which RAW is certainly not guaranteed to pass (succeed on 3 out of 5 skill rolls).

There are no consequences stated for failure, but presumably they exist, or there would be no point in rolling..

 

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5 hours ago, jajagappa said:

...

Always. If you're not ready for adulthood, you're certainly not ready to enter the mysteries of a cult (nor will you have the knowledge and clan markings to protect you when the bad spirits or demons come into the ceremonies).

Of course, the Adulthood rite is always a safe "this-world" heroquest.

Always.

That is to say, for the Orlanthi version of "all" ...

But even when something more-mythic impinges  (and it's no longer strictly this-world) the ritual still always follows the basic "Adulthood rite" script.

Oh, damn.
Did I use that word "always" again??!?
 

If you take the "six of every seven" -- and treat the collection of all those seventh's as their own collective case, then across the hundreds of them from a whole clan it's reasonable to suggest that another 6/7'th filter applies, 1/7 of 1/7, who are unusual even by the unusual standards; and so on, thousands of Sartarite exceptions providing hundreds of exceptional-exceptions, etc.  1/7 - 1/49 - 1/343 - 1/2401 - 1/16807 and so on.

I can very easily imagine someone whose "adulthood" rite strayed unintentionally into a Cultic initiation.  It wouldn't be a common thing, by any means!  But "always" means something very different in Glorantha, than we moderns think of.

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6 hours ago, g33k said:

Of course, the Adulthood rite is always a safe "this-world" heroquest.

Safe??? 🤣

6 hours ago, g33k said:

But "always" means something very different in Glorantha, than we moderns think of.

Indeed. The questions then are 1) whether they even survived the ordeal (and I do think it should be thought of in that manner), and 2) if they did, did their mind/spirit/body come out intact? The Mad God is one of those paths. The Trickster (in whatever form - mad, bad, clown, poor idiot,...) is another. And IMO the future shaman is yet another, already starting on the road to the Spirit Plane.

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8 hours ago, g33k said:


I can very easily imagine someone whose "adulthood" rite strayed unintentionally into a Cultic initiation.  It wouldn't be a common thing, by any means!  But "always" means something very different in Glorantha, than we moderns think of.

That's part of the premise of an ongoing fanfic series of mine.

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On 12/20/2023 at 1:09 PM, Darius West said:

The Boys in the Pits story isn't particularly cult specific.  I think you get a few to choose from.   That of course raises other problems however, namely,

(a) what about other lesser deities like Yinkin, Heler, Elmal etc. 

And

(b) do you do your adulthood initiation before your cult initiation.  I would say unequivocally you need to be an adult BEFORE you can initiate into a cult, UNLESS there is a major reason why you need to initiate early.

This is what I wrote in another thread :
 

Quote

 

In my opinion, adulthood initiation,  and therefore full membership of the clan, comes between the ages of 14 and 16: it includes the day of initiation itself, with its trials, as described by SiS for example, plus the two-year period in the hills (for boys) or in the service of Ernalda's temple (for girls). During this period, they can be considered lay members of Orlanth Adventurous or Ernalda. They have no spiritual or runic magic.


It's at the end of these two years that young people are fully and completely accepted as adults of the clan. It is also at this point that they choose to become an initiate of a particular cult, according to the revelations they have known on the day of their adulthood initiation and the experiences they have had over the two years since.

 

I follow much of what Jeff describes here. I'm also inspired by what Greg said on the topic

Among the clans of the Culbrea tribe, in my Glorantha, these two years are divided like this : the first one is for the clan, the second one for the tribe.

The first year, for the young men, is devoted to "life in the hills". They're expected to know how to fend for themselves, and are taught only the basics if they don't already know them, so there's little adult supervision. From afar, clansmen look after their safety if they think it's in danger. Sometimes, young men are entrusted with missions that are more honorary than useful. Perhaps they are invited to the clan's great worship in honor of Orlanth, or they are sent an Initiate who performs the cult, teaching the gestures, words and songs that please the god.
Within this band of ten or fifteen boys, roles and hierarchies are naturally created, friendships are forged and grudges are born. There are always one or two who declare themselves leaders; one is particularly adept at hunting; another quickly recognizes which plants are edible, which stones are useful for making fire or tools; yet another knows how to put an end to conflicts when tension rises in the group; most simply enjoy fighting, adventure, cattle raiding, singing and getting drunk around the fire camp. This is no accident, but follows the Revelation of his True Self that each boy experiences at the end of the adulthood initiation rite.

In the second year, the various groups of young men from the different clans of the Culbrea tribe are assembled before the Tribal King and his council. This new large group of young men must visit each clan land, introduce themselves to each clan chief, and take up the challenges proposed to them. In exchange, they receive military and "religious" training. Individuals and groups must show solidarity with one another ("We are the Culbrea!") and outdo one another in the inevitable moments of competition ("We are the proud men of the Elk Clan!"). It's a very demanding year, a year of training (formation / Bildung).
At the end of this year, the Tribal King pronounces the dissolution of the group. The young men return to their clan, where a great feast awaits them; they see their parents again, whom they haven't seen for two years. The young women have also completed their initiation period. People are eating and drinking, and couples are forming. Children will be born.

And so begins their full adult life. It's time to step out of the fringe and take their place in the life of the community through their work and their devotion to a god.

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11 minutes ago, Cassius said:

And so begins their full adult life. It's time to step out of the fringe and take their place in the life of the community through their work and their devotion to a god.

This is a very involved and time consuming process.  Consider the lost labor of sending the boys away for an extended period.  I can see 2 years of intense survival training being desirable for some clans, such as War Clans, but sending the boys off to live like Gagarthi may have very negative consequences too.  I am not calling it implausible, I just wonder how many clans could afford to do this, or would want to?  I could see them being sent off for a season, but not 2 years.  This is also not in keeping with the Boys in the Pit story of Orlanthi initiation.  Personally I imagined initiation to be more ritualized.  I know this style of initiation is something done by cultures in our world, so I am not disparaging it, but it seems a bit too long, and a bit too random.

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1 hour ago, Darius West said:

but it seems a bit too long, and a bit too random.

Even today we channel it through 3-4 years of high school sport teams, or 4 years of college, so 2 years hardly seems exceptional.

What it gives the clan/tribe is a source of scouts/fighters who can patrol the margins and boundaries of their lands - directing them outwards rather than challenging the leadership of the community until they've matured further. 

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And perhaps this is what 20-year-old Theogharl, son of Senseros, initiate of Lhankor Mhy and apprentice scribe at the Jonstown Library, is thinking about when he recalls his years of initiation.


When he was 14, his father declared him ready for adulthood, as his voice had begun to change and hair was growing on his chin. One night, strange, masked forms abducted him and took him to an unknown place where other frightened boys were. There was a fire, lots of sweet-smelling smoke and regular drumming. He was thrown into a pit, where he met some Ancient Spirits who rebuked him bitterly. But he knew everyone's name, and they had to set him free. Later, he was defeated by an enemy who was also the enemy of mankind. But he wasn't dead, and Orlanth welcomed him to his stead. The god invited him to eat and rest.

As he ate, what looked like a very old man, in a simple grey woollen robe, his face almost shrouded in the shadow of a deep hood, came and sat down beside him. With a thin finger, the man pointed to a bee buzzing in the room, then to a honeypot on the table, then to a candle burning.
"What do you see?" he asked.
Theogharl replied, "The same thing".
"What word pierces the veil of change?"
"The truth," he said.
"I know who you are, and I'll call you."
Then the old man rose and the boy fell into a deep sleep.

The following year, he was with other boys from the clan, living in the hills. That first night, shivering with cold and unable to fall asleep, he wept silently, thinking of his mother. Among the boys, he was one of the youngest, one of the puniest. Some of them were rude, brutal even, but luckily there was also a cousin among them who protected him from their ill-treatment. At first, he didn't like anything that others liked: he didn't like running, he didn't like bragging, he didn't like fighting, he didn't want to steal cattle, get drunk, swim in cold water, shoot animals with a bow. "You're no good at anything," his cousin snapped.

Then, one day, the one who had established himself as the leader of their group announced to them by the fire that they had to give themselves ten rules of life and promise to follow them scrupulously. Then Theogharl stood up and declared: "I can say the laws, remember them and call them to mind". And he listed the first, the second, the third and then all of them as if he'd been preparing them for days. Everyone agreed they were good laws. People came to see him more often to consult him. What was this stone and why did it have red veins? Was it true that the stars were holes in the sky through which gods watched over people? Why was the serpent cold-blooded? And what was the meaning of those writings found on a moss-covered stone? When he didn't know, he put his forefinger on his chin and declared in as low a voice as he could that there were mysteries he couldn't reveal. People believed him or pretended to, sometimes laughed at him, but at last he was respected.

 

(To be continued)

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On 12/18/2023 at 6:16 PM, radmonger said:

The adulthood initiation ordeal system forms the connection first. it dumps you on the god plane, where you meet and form a connection to a particular deity. Then you come back to the mundane world, a bunch of experts peer over the details of what you saw, and so assign you to a cult to be educated, under the sponsorship of your clan. Some people essentially fail this step, and so end up with no magic, which limits their prospects.

In the 6SiS campaign I'm running at the moment, I had a player who was running an NPC for the boy's initiation (their PC is female). They played the character as such an appalling twat that later, when the now young men initiated into Orlanth, the NPC failed the rites due to his conduct in Orlanth's hall at the end of the adult initiation. This is having ongoing ramifications in the campaign.

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On 12/27/2023 at 7:42 PM, Cassius said:

(To be continued)

At the end of that year, the band of young men was accompanied by the clan chief and two of his warriors to the place of tribal power. The chief and his men were mounted on horses, while the boys walked on foot, carrying a heavy pack; mules, equally laden, completed the crew. At the same time, other groups of young men were on the march from the lands of other clans. They all found themselves at the foot of a small hill, a few miles from Fox Hollow. At the top, a large tent had been erected, and a sort of dais with heavy carved wooden armchairs and animal skins. The tribal king sat with his council. To ascend, the young men took a path up the hill and passed between armed warriors standing on either side. When they reached them, the warriors pronounced harsh judgments on their bearing and equipment. "This one holds his spear as if it were a bundle. "This one is so frail that with the slightest breath, Orlanth will lift him up and make him disappear into the clouds". "They look as if they left their mother's skirts yesterday, how will they be able to defend the tribe?"

At last, the young men appeared before the king and his council, looking humble and slightly fearful. The clan chief and the tribal king greeted each other at length, each recalling the other's ancestry and deeds, and then the former delivered the boys to the latter to serve him for a year. Then each young man stepped forward, said his name and presented his weapons to the king, who inspected them before concluding: "These are good weapons that will serve the Culbrea". Finally, each man presented his right arm, and the king, after dipping two fingers in a bowl filled with a sort of liquid blue paste, drew two long lines from the shoulder to the wrist. "Between these two lines will be written the story of your deeds in honor of the tribe. Make it rich, Theogharl, son of Senseros, of the Elk clan."

A hundred young men finally gathered before the king and his council. The warriors and clan chiefs now formed a silent circle around them. Then the tribal king turned his back on them and raised his head and hands to the sky to address Orlanth. He commended the young men to the god, asking him to subject them to trials and thus teach them courage and justice. At the same time as these words, pronounced in a strong voice, shook the souls of everyone, the sky was rapidly covered with dark clouds and a powerful wind rose. Then a heavy rain suddenly fell on the assembly and thunder began to be heard. All the warriors, clan chiefs and the king himself drew their swords and raised them to the sky, crying out in a powerful, unanimous voice: "Orlanth! Orlanth! King of the gods!" The lightning then struck the hill several times, sparing all the men as it was attracted by standing stones adorned with runes. The Culbrea community of young men was formed.

Tents were set up at the foot of the hill, one for each clan. This is where the young men would stay for a season. The first days were devoted to the election of the community leader under the supervision of a Lhankor Mhy priestess, who also taught them the rules and customs. Candidates had to demonstrate their fighting, dancing and speaking skills. It was a joyous moment full of shouts, boasts and challenges. The rest of the season was devoted to military training under the guidance of the king's finest weaponthanes. For Theogharl, this period was extremely arduous. Each day exhausted him, his hands covered in blisters and splinters, his aching arms bruised. "Hold your shield higher! Don't lower the tip of your spear! Move faster, it looks like Ernalda is holding your feet to the ground!" his instructor told him curtly. At the end of the season, the best of them were given a sword. He didn't receive one. But he had definitely made progress in his weapon handling.

One day, they had to leave. The community of young men had to travel all over the tribal lands, greeting each clan chief, responding to their challenges, protecting the borders, detecting enemies and destroying chaos. That was their promise.

It was a long year for Theogharl. During each season, a week or two was devoted to weapons training. Each clan taught a particular technique. With the Elks, they learned to hunt dangerous beasts in the foothills of the Quivin Mountains with their bows; with the Owls, they learned to conceal themselves in the environment and attack by surprise; the Barlamani were specialists in skirmisher attacks; the Lorthing taught how to hold a line of shields and encourage each other with war cries. The rest of the time, they patrolled in small groups at the edges of clan territory, where only a few isolated houses could be found, sometimes just a hut inhabited by a hunter or a Kolati shaman, and other times nothing but streams, animals and trees. They defied a band of Cinsina bandits who had come to raid their cattle. They seized, without violence but not without mockery, the shipment of an Etyries merchant who had been unwise enough to take the side roads to gain time. They even fought off a band of wandering broos and killed three of them. But when they came across a group of dragonewts, they were cautious, and fled altogether when two of them appeared to grasp their strange weapons with a very slow movement.

Theogharl made a friend among the boys of the Red Vireo clan. Like him, Darestos preferred the jousting of the mind to the clash of weapons. He knew the rudiments of writing and taught them to Theogharl, who in return taught him what he knew about birds and plants. But something broke between them when they had to compete in a riddle contest that Chief Rastulf of the Barlamani clan had issued as a challenge to the community of young men who had come to visit him. Theogharl solved the last one and was carried off in triumph by the boys of his clan. Between the two blue lines drawn by the king, this was the finest achievement to be inscribed on his skin by a tattoo. His heart swelled with pride, but Darestos' now closed gaze put an end to his joy.

Finally, this long year came to an end. The tribal king, in the same place where their community had been formed, pronounced its dissolution. And Theogharl and his companions returned, accompanied by the clan chief and his warriors. This time, however, they were no longer young men being taken to wherever duty called them, but as equals, as full-fledged adults, as men. And the warriors and the chief eagerly questioned them about their experiences, laughed at the stories they told and gently mocked their overstatements. At the end of this road home, there would be their parents, whom they had left two years earlier. There would be a feast in their honor, with grilled meats, pâtés, vegetable stews and beer. And, as the warriors liked to remind them, there would be the women, who had also completed their initiation, waiting for them with fruits, lowers and words of challenge. They would form a circle around them, praising their courage, inviting them to dance and sing.

 

(To be continued : when Theogharl was initiated to the Lhankor Mhy's cult)

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On 12/5/2023 at 6:34 PM, Duff said:

Vingan initiation.

 

Make sure the player has read the Vinga Makes Her Place myth before running this.

 

Hum, as it really does not ring a bell on my side, any indication where this Vinga Makes Her Place myth can be found please?

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2 hours ago, 7Tigers said:

Hum, as it really does not ring a bell on my side, any indication where this Vinga Makes Her Place myth can be found please?

It's in the Book of Heortling Mythology.

Vinga battles Valind.jpg

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  • 2 weeks later...

It is fun to sit down and write down an Ernalda initiation rite from the Sun County perspective. It made me realize how many faces the gods and goddesses have depending on which culture you are coming from.

Now to try to figure out how the hell I would do a Zola Fel one...

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((might as well post the first draft here. will be tightened up and edited, but it's fun to share some things))

 

This is what you remember from your initiation rites.

You knew something was wrong when the blood started coming. And the pain. It felt like everyone had known it would happen except you. On the morning of the splattered bedsheets, you were spirited away by the women of your family, all masked and dressed up. You were carried in a litter, not allowed to touch the ground. You were carried through the doors of the Ernalda temple. You knew it well; you had seen it a dozen times, as a girl, with your mothers and your aunts.

But this time, they put down the litter in the temple courtyard and left you there. Alone.

You were hurting. You hadn’t eaten. Nobody answered your questions. So eventually, you crawled out of the litter and found yourself in a garden. Was it really the temple garden? The trees were so high, and the undergrowth so thick. You saw no walls, and the path behind you faded before your eyes. You were lost.

And yet, there were fruits in the garden. You ate them and were no longer hungry. There was a distant sound of running water, and you followed it to quench your thirst. This was a world of peace and beauty, where all you had to do was to reach out, and whatever you desired waited there. There were faces in the water, beautiful, blue men and women beckoning you to join them in their dance, artfully decorated trees in the shape of people offering you food and friendship. And yet, you felt lonely. This was not your family. Not your people. What you needed to find was not here.

GM notes: A future follower of the more sensual sides of Ernalda or Uleria might choose to join the dance and have their first, slightly confused, sexual encounter. Someone initiating into Zola Fel later might find it hard to leave the river, but eventually, they all do.

In the distance, you smelled smoke. The fire frightened the others but not you. You knew the blessings of the cooking fire and found a hunger for things other than fruit. Soon, your feet found a path, leaving the forest for golden fields of barley, a white palace gleaming in the distance. You followed the path as it turned into a road, smiling as you saw other people like you in the humble village ahead. At first, they looked away in shame, and you realized, to your horror, that you were naked, your face marked by sticky sap and your body with the green of leaves. The mother offered you water for your skin, the daughter clothes to hide your shame, and the son food to fill your belly. You might have stayed there as one of their own, but the palace beckoned, so you walked on.

Under your feet, the road grew wider, now paved and lined by flowers. Around you, people farmed the fields, dug the canals, and harvested the bounties of the earth. The houses were open and airy, and the people were happy and well-fed. You found yourself in a magnificent weaving hut, more a house or a mansion than a shed. Beautiful women worked there, skilled hands and wide smiles gossiping about their husband, the All-Seeing Sun. There was a loom there, ready for you to sit down and get to work. This was new; you had not yet been allowed to touch the loom back home, only the spindle. Reverently, you started working, your fingers knowing what to do. And yet, you felt lonely. 

GM notes: A character choosing a more martial path might struggle with the loom, her fingers unused to weaving. A future follower of Babeester Gor might leave the weaving hut and follow a distant scream, going to the aid of a woman in peril. She would not return to the path, but others might.

There came a day of great festivities. Of a challenge between upstart Storm and All-Seeing Sun. All the women were there, and you had flowers in your hair, hoping to perhaps attract the attention of the Sun they all spoke so highly of. But your body felt heavy and coarse compared to the women of light and ethereal beauty surrounding you, and the Sun did not look your way. Instead, the Storm did, a youth like you, with a wicked smile and wild, red hair that moved in the wind. He lost the first two competitions but won your heart, so when he won the last and the Sun lay black and bleeding on the floor, you followed him as he ran. This was not the place for you.

He took you to his house, high up in the mountains, where the winds blew cold. You were shivering, but he warmed your bed in more ways than one. His family was loud and brash but treated you as a queen, and so you stayed. And yet, as darkness fell over the world, you grew lonely. The Storm raged far and wide, and you heard whispers of the others he spent time with, men and women both. With the sun gone, the stars soon followed, and one evening you found yourself staring out the window at the single remaining star. It looked as lonely as you felt, alone against the dark, and so you made a doll of dead grass to hide in your bed so nobody would know that you were gone and not just sleeping.

 

The trek toward the star was long, there were monsters on the roads, but you were no longer a helpless maiden. You fought when you needed to, hid when you could not, and found your way to the star. It was the Last Light; a planet descended to the earth to protect what was left. Its surface was cold and cracked, but it still held firm, its light holding the darkness and monsters at bay. You took it in your hands and warmed it with your touch. As dawn finally came once more, the star turned into a man, holding his hands in yours. You knew his face then; you had met him as you passed through his village on the way to his father’s palace.

 

In the gray light of dawn, he made you a promise. He would be yours and yours alone. You would no longer need to feel lonely, together you could create family and future both. You answered that you would not give up anything you had gained in the past. You would not be trapped in a weaver’s hut or forget that you once danced with the storm, bathed in the wild river, or lay down to sleep among the flowers. He replied that his promise was true, but what you promised in return would have to come from your own heart. All he offered was companionship and family. You answered that you already had family, a large and sprawling one you could hear awakening with the return of the sun. But you would accept companionship, and perhaps he was the one who needed family. Who felt lonely and bereft of kinship, with a distant and broken father and relatives looking down on him. He acknowledged that might be true, and you kept hold of his hands as your family approached. Together you were stronger than apart.

 

As the women in your family embraced you in the real world, you remember feeling confused and overwhelmed, filled with emotions that were only partly yours. Over the years, you came to realize the wisdom of following Ernalda’s footsteps, embracing all the facets of the world before deciding which one suited you best. As your aunts would say, men are simple and make many promises; you need to find the one who sees wisdom in your words. 

 

Perhaps one day you will.

 

GM notes: The ending and denouement should be shaped by the character. This is written from a classic  Ernalda initiate’s point of view. If she has chosen to follow Chalana Arroy, perhaps the focus should be on healing the Last Light. A follower of Donandar or Uleria might see the lost palace of light as something she can take inspiration from and recreate in her own words and actions. A woman choosing to initiate into Yelmalio later might see the Last Light as her mirror, her other self, and meld with it as one being, greeting the rising sun herself. A Vingan might leave the house of Orlanth, taking a spear with her, fighting her way across the darkness, and finding a comrade in arms in the Last Light rather than a husband.

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  • 2 months later...

@ everyone We're starting to get enough of these to post an updateable free release on the JC. If you are happy to have your initiation in it, please reply here. I'm happy to format the book if no-one else wants to do it.

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3 hours ago, Duff said:

@ everyone We're starting to get enough of these to post an updateable free release on the JC. If you are happy to have your initiation in it, please reply here. I'm happy to format the book if no-one else wants to do it.

Sadly mine are going to be published in my Sun County book which is undergoing proofreading as we speak.

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On 12/28/2023 at 4:10 AM, jajagappa said:

Even today we channel it through 3-4 years of high school sport teams, or 4 years of college, so 2 years hardly seems exceptional.

I must strenuously disagree.  At no stage during high school are youngsters utterly separated from their parents unless they are being sent to a boarding school or military academy.

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7 hours ago, Wheel Shield said:

keeping my eyes peeled in case someone has a Yinkin initiation rite they'd care to share...?

Well I don’t have an initiation rite. However the rite is basically the year of solo survival in the wilderness. But the gm should look for opportunities to have a key event per season that is Yinkin oriented, based on his myth. It’ s a pain but could be run in a single session covering the whole year. 

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On 3/23/2024 at 10:28 PM, Geoff R Evil said:

Well I don’t have an initiation rite. However the rite is basically the year of solo survival in the wilderness. But the gm should look for opportunities to have a key event per season that is Yinkin oriented, based on his myth. It’ s a pain but could be run in a single session covering the whole year. 

Or the initiate has to develop one or more lovers who lavish love and care on them, while they only occassionally show affection but at least as often show disdain. They must also occassionally disappear for days, then return and drop an animal they have hunted at their lovers feet while looking very pleased with themselves.

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