Mythology of Orlanth
Originally published in Cults of Prax and River of Cradles
This document is Copyright © 1998 Issaries, Inc. It may be freely linked to, and one copy may
be printed for personal use, but any other reproduction by photographic, electronic, or other methods
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Mythos and History
The peace and harmony of the Gods Age was broken with the birth of
Umath, the god of Strength and Storm who tore apart his
parents to make room in the universe for himself and his kin. He introduced a new power of violence
and change into the world which hastened its natural processes towards their ultimate end. After the
birth of Umath the cosmos slowly learned that its perfection of creation would be followed by a
perfection of destruction and a return to chaos. These catastrophic realizations and events are called
the Gods War, but their neatness and compact unity is a result of our backward looks. Even within the
timeless form of mythology the events occurred as a series of actions and reactions, often instinctual,
with no knowledge of their results.
Orlanth was one of the many sons of Umath. His mother was
a mountain goddess named Kero Fin, and he has always been associated with mountains since then.
When he was only five hours old, say the tales, he set off on his first adventure, armed only with a
comb and a rattle. With those he challenged the young god, Yelm,
to a dancing contest. Orlanth did a war dance while Yelm did a ballet. The gods who judged the event
were shocked at Orlanth's behavior and so awarded the prize to Yelm. Orlanth went away angry and
disappointed, and so began the most famous struggle of Godtime.
The Orlanth and Yelm rivalry is known in mythologies which do not even worship these two gods. In their
own myths the contest is central to worship. There are many tales tell of one or the other god's victory.
One such contest is when the gods made weapons.
Yelm made the silent and far-shooting arrow, inspired by the piercing effect of his rays. Orlanth got
the sword which was inspired by the slicing of the wind through the world. Later the duel grew more
serious and Orlanth used the new Power, Death, to kill Yelm. This brought the Lesser Darkness upon
the world.
During the Lesser Darkness Orlanth continued to fight. He led a strong army of immortals with many
allies. The gods of light continued to fight back, led especially by
Yelmalio in Peloria. Orlanth fought Yelmalio and defeated
him, and then, when the air god withdrew, Zorak Zoran
ambushed the son of the sun and wounded him even more. In this way the fires of the world grew dim.
Then it was that chaos crept into the world upon the trail made by Darkness. Monsters and demons scouted
through the cosmos, preparing the way for the Devil. Gods
whose names are lost to us now died. Realms of beauty were lost, and there was fear among the gods when
Flesh Man gibbered his visions of the future to them. Order slipped, Orlanth found his mother dead, saw
his father suffering and chained between the earth and sky, and took upon himself the task to set right
the wrongs which had brought such disaster about. He took what tools and weapons he could, called some
friends and met others along the way, and thereby joined
the Lightbringers who searched unknowable paths to
rescue the world.
For his leadership of the Lightbringers and his acknowledged superiority over Yelm, Orlanth was confirmed
as chief of the Air Gods. He also achieved the title of King of the Gods. That title is recognized by
Lightbringers and some others, but not by all of the deities of the world.
The worship of Orlanth was known throughout most of the world in the Dawn Ages, and his worshippers
brought the secrets of the Lightbringers down from the mountains to civilize the lowlands where the
broken remnants of sun-worshippers struggled against the dark. But even inside of Time the ancient
rivalry between the two deities rose again, and soon the worshippers of Orlanth in the hills and
mountains were struggling with the worshippers of Yelm in the low-lands.
In the Second Age the Empire of the Wyrms Friends was a center of power for Orlanth worshippers, but
the peoples turned to Dragon Magics and away from their old gods. Orlanth's people both rebelled and
aided in the Wyrmish projects. In the end the Dragons had no mercy for any humans who fought them and
destroyed thousands of people in the Dragonkill War of 1200. After that both Yelm and Orlanth were weak.
In the Third Age was born a new rival, the Red Moon.
This goddess had skills and magics like those of both Yelm and Orlanth, and others more arcane. Through
the passage of time the worship of the Red Moon grew in Peloria, and spread southward into the highlands
towards Dragon Pass. The northern gods of light fell before her march, and then she set herself against
Orlanth as well, to struggle for the Middle Air. Through
the years her worshippers have converted and conquered those of the storm god, and the gods themselves
have been seen brooding anxiously over their children during wars between men.
The breadth of the Orlanth cult's spread is extensive, and it is understandable that such diversity
would spawn some differences of worship depending upon the local customs. In general, three forms of
the god are recognized. Orlanth Adventurous is the most widespread, for his god-form appeals to those
who wander and adventure. Orlanth Thunderous is the weather god aspect and is worshipped where people
commune with the violent storms of nature. Orlanth Rex is the King of the Gods, and is worshipped by
chieftains and nobles and poets.
Orlanth Adventurous is the god favored in Prax, and is the object of this write-up. Orlanth Thunderous
is unknown here, for the storms of Prax come from
the Storm Bull and are more evident than Orlanth's.
Orlanth Rex has no place here either, where Waha rules over
the tribes and imposes his social system.
Funeral rites for the Adventurous cultists requires burning the body while chanting a chant like
Daka Fal's (see the Mythology of Daka Fal). There is then a song to
command the soul to the winds. A smoky fire is made and grave goods are included to assist the person
in the land of the dead. Among his dead, some souls will know freedom for a while, but others may join
minor winds or be chosen by Orlanth to serve in his band of heroes.
Orlanth Adventurous guarantees to his loyal Initiates that he will go and get their soul if the body is
not treated with proper burial rites, using one method or another. This way the Adventurers need not
fear dying in a strange land among foreigners.
In the hilly regions Orlanth High Priests like to have their shrouded bodies tied into trees or sometimes
held aloft by specially built racks. Other places simply ask for a burning, preferring to use smoky fires.
Prayers send the soul to the wind, storm, and quiet air.
The primary runes of Orlanth Adventurous are Air/Storm, Motion, and Mastery. As is normal with major
cults there are numerous other affiliations.
See also:
The Travels of Biturian Varosh: The Spirit of the Wind
Comes Forth
Gods in Prax: Lightbringers
Staves from the Storm Priest
A Personal View of Orlanthi Culture
What is Chaos?
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