misc myths, etc

From: Harald Smith 617 726-2172 (SMITHH@A1.MGH.HARVARD.EDU)
Date: Wed 01 Jun 1994 - 06:17:00 EEST


            Well after two full weeks off in the wastelands of the U.S., 
            I find that I'm way behind in my RQ dailies, but will try to 
            catch up as quickly as possible.  Incidentally, I find that 
            much of Arizona, in particular, makes great staging for Prax 
            and the Zola Fel valley.  Too bad I'm not running a campaign 
            there.  After hiking up enough canyon sides and mountain 
            ridges in temperatures from the 80s to over 100 degrees, I 
            can't picture anyone wanting to wear anything resembling 
            metal armor.  And I think anyone would think twice about the 
            source of their water supplies as well.
            
            So I pick up two weeks back.  Apologies if some of these 
            threads have already been laid to rest.
            

- Matt Thale (x-rq-id 4004) asks about the relation of
Mastakos and Lokarnos. Though both possess the movement rune, I do see them as distinct. In Theyalan culture I think they represent the attempt to describe two particular planets following the Sun Path. Mastakos (as described in ES) takes eight hours to cross the sky and then starts again without going to hell. The Orlanthi claim this as their god of movement who can teleport where he wants to go (takes Orlanth to hell and then goes to pick him up at the other end). The other, Wagon or Lokarnos takes 98 days to cross the sky and then 98 more to journey through hell. (ES claims the sky gods say this is Lokarnos and he appears in GRoY as the Week God because it takes 7 pre-SunStop days to cross the sky.) Surely, the Orlanth community also sees this as the lumbering wagon of those solar traders who deign to descend to Dragon Pass. I don't think these figures are universally recognized, though. In my Imtherian mythos, these are two followers of Lightfore (called Lagavar in Imther) who partially failed in their quests to follow their leader. "Mastakos" was either rejected at the gates of dusk, which Lagavar successfully passed OR is actually 2 planets which travel perfectly opposite each other at all times (when one rises the other sets). "Lokarnos" was crippled in hell and must lumber along, aided by either a staff or carried on a wagon.
- Martin Crim (x-rq-id 4013) asked me to mention Khelmal,
the Imtherian version of Yelmalio. Basically, Khelmal is the societal founder of the Imtherian lands with strong similarities to Yelmalio, but not Yelmalio (just as Elmal is not Yelmalio). Yelmalions travelling to Imther would be accepted at Khelmal's temples, but would find some of the mythos and the roles of the god significantly different. They would have to undergo some form of initiation to realign themselves fully with Khelmal. In rough outline, Khelmal is the son of Yelem, the sun god. His father gives him rule over the Imtherian lands, as he gives other sons rule over other parts of the world. Genert (or Gerendetho) offers his daughter, Nealda, to Khelmal to once again unite light and earth. But the evil trickster, Orlantio, spies Nealda and wants her for himself. Orlantio manages to get Khelmal's squire, Yurmalio, to open up a doorway and promptly steals Nealda away. Khelmal is outraged at the kidnapping of his betrothed and demands her return. Orlantio of course refuses. Khelmal makes three more demands and is refused each time. So Khelmal calls upon his kin for aid and they march off to fight Orlantio and his kin. The forces converge at the Hill of Gold. (The story of this fight was presented at RQ Con and, hopefully, is in whatever collection David Cheng is pulling together so I won't repeat it all here.) Basically, Khelmal had better strategy and drove off several of Orlantio's allies. Orlantio, though, used treachery again and got Yurmalio to betray his lord. Orlantio nearly wins, but finally Khelmal confronts him directly. And though Khelmal has lost his favorite weapons, he uses his spear of hope to daunt Orlantio, so much so that Orlantio stops his fight and leaves. (Not that it matters to Orlantio since he has already traded Nealda away to his dreadful brother, Orak the Hell Wind.) Now Khelmal is confronted by Orak and Valind descending from the north. Khelmal's weakened force has little chance to win this battle, so Khelmal sacrifices his own fire powers, releasing it upon his foes. Orak is scorched and burned and driven underground. Valind is delayed, but keeps up his advance. The sacrifice is enough to allow Khelmal and some of his allies to flee into the Imtherian hills. There Khelmal undertakes five tasks to rally mankind against the darkness and chaos by binding them into new ways of life. Khelmal worshippers do not know Monrogh, Togtuvei, or Kuschile at all. They do know Asron Cloudcutter (a hero who gained the spell Cloud Clear for the cult by heroquesting to the Hill of Gold and obtaining the Horn of Retreat from the chariot of Orlantio) and Heliacal the Light Protector (who provides Shield of Light instead of the Shield spell, not known to Khelmal worshippers). The cult has Light Servants and Priests, but no Light Sons. There are different gifts and geases which reflect the different choices made by Khelmal from those made by Yelmalio. That's a rough outline of aspects of the cult of Khelmal. He is the key deity of Imther and represents the struggle to hold the world together. While others went off on journeys to rescue the sun (NOT led by Orlantio the Trickster), it was Khelmal who kept the pieces together and allowed men to live and survive.
- Assorted discussions on the Trinity
My feeling is that a son, father, spirit representation of the Invisible God is not correct. The number 3 is important to the followers of Malkion, but not in that way. I think one thing to keep in mind is that to some extent the development of the 3-in-1 Christianity was a mythical inversion of the earlier pagan 3-in-1 goddess, used particularly by early Christians to convert the pagans. I can certainly see the Malkionis attempting to find ways to convert the followers of the Serpent Kings or Orlanth (creating saints, aiding Seshna, etc.), but a trinity of aspects does not seem important mythologically. Now if the Malkionis try to convert the Bloody Tusk ... ;-)
- Alex (x-rq-id 4018) asking about the realities of the
heroplane. My view is that it does contain different realities and that contradictory myths can and do exist. Sometimes the myths and realities are brought together, perhaps after a particular magico-mythical conquest (Lightbringers come to Peloria, Praxians invade Storm Hills, Malkionis come to Heortland, etc.). Then new cults, new subcults, new tellings of the mythical stories are crafted, often subtly. At other times, the myths split apart, again yielding variations in theme. In Imther, the Dara Happan expansion under Shargash/Antirius founded a "Sun Dome" temple. A new warrior class developed under the umbrella of the Khelmal cult. This class existed for much of six centuries until destroyed in the Dragonkill War. Then, older versions of the Khelmal cult were reasserted and the warrior as champion of the sun was abandoned in favor of an older savior of mankind. Many variations can and do exist. Orlanth could be slain (in Imther, the trickster Orlantio is hung, but later saved). Yelm might not die, but go instead on the "Lightbringer" quest to save the world (perhaps this is a view from Teshnos where fire powers do rule?).
- Alex (x-rq-id 4021) on lo-metal.
Lo-metal in one form (as sa-metal) is green, not red, and would be appropriate for a metal of Lorion or that worn by Gnydron. --Harald ---------------------

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