Orlanthi society is a kin based society and Draconised Orlanthi society is no different. All honour is to do with your extended family, your clan - their dishonour is your dishonour and vice versa. This is not to say that Orlanthi society is insular and nuclear, they federate into tribes and even Kingdoms, just that they most often rely upon only the support of their clan.
However, social and economic factors interfere with the "perfection" of such a society. For example a stead or village in a clan may have a cottage industry that grows as demand from outside grows. It may, for example, have beautiful clay in the area that makes beautiful pottery. Demand from far abroad will make it in the Clan's interest to expand production and to create a marketplace. The wealth created will bring farmers away from the land to make pottery (there is more profit to make pottery and buy in food than to grow it). If the demand is high enough outsiders will be needed to expand production further. This will start with relatives outside the clan and then complete strangers, people outside the tribe and even non-orlanthi.
If a clan has this sort of resource that can be exploited to this sort of level a town will develop. The Orlanthi are naturally conservative when it comes to their clans so it may seem unlikely the Orlanthi will allow strangers to settle in their area. Indeed, there will be unrest, mostly because a stranger has no legal rights and the clan leadership will be reluctant to grant guest status to a mass of strangers who may be only working there seasonally.
Those clans that fear strangers more than love wealth will create camps on wasteland, rule the strangers with an iron rod and escort them to-and-fro when work is needed. Those strangers still have no rights and do not live amongst the clan. They can be killed or driven off by anybody in the clan without punishment either from the gods or the clan leadership.
Those clans that love wealth more than fear strangers will find ways to incorporate these strangers into the life of the clan. The clan leaders may just create a new (sorry, reconsecrate a "lost") bloodline and add these strangers to it. They may appoint puppet elders to the bloodline they can trust to be compliant. Now these strangers are kin and have legal and spiritual rights. In this sort of case the clan just becomes a very big clan and the town that houses the production just becomes a very, very large stead.
Those towns that put the most emphasis on their crafts will eventually develop a kind of Hero Band for craftsmen. To these craftsmen, by tradition classed as Cottars, they are called Cottar Bands*. The bigger towns and cities will have one for each craft, but the smaller ones will have only one or two. The purpose of the Cottar Band is to protect its members from injury and to regulate the terms and quality of its crafts. A stranger must join the Cottar Band to work in this sort of town. By joining he will be granted some protection under the clan's laws.
The clan law develops to recognise the Cottar Band as a "bloodline" of the clan. It is not a full one, however, clan justice requires the member to be of "good standing". Unlike other bloodlines the Cottar Band has semi-autonomous control over its craft. It sets the price and quality of goods and often has the right to judge its own members when disputes arise.
A crafter of "good standing" has the right to justice, the right to attend the moot, the right to join the fyrd, is seen as kin by the wyter and ancestors** and controls his work.
A Cottar Band, like every association in Glorantha, provides magic. Like a Hero Band it can either cast magic for you when its "spirit" thinks you need it (like a village Wyter) or provides spells for you to use when you think you need it.
These are some of the ways towns develop and show you ways that they maintain order and not descend into chaos. Below I have written up a sample Cottar Band from my game
*In the heavily civilised cities they are called Guilds but are mainly the same.
**In those clans that still have a wyter or honour the ancestors, new laws from the Empire forbid it.
Common Names: The Tee and Gee.
Form: Honest crafters, spread out over more than one town and city in the region. Establishes the same price for the same goods across the region, much to the sincere annoyance of free traders.
Typical Homeland: Empire of the Wyrms' Friends.
Cultural Context: Controlling crafts in not just woodwork and gilding but generally. Any craftsman/woman crafter may join from any craft.
Ideology: Steady income, greater status, consistent quality.
Look and Feel: Middle-of-the-road. Not excessively draconic, nor old fashioned. General rather than specialised. A "steady now" attitude rather than innovation.
Membership Requirements: Must be a skilled or semi-skilled crafter; or cottar seeking apprenticeship. Must pay subs and support the Band's Ring.
Skills Taught: Will find apprenticeships for newly joined members in whatever crafts are available in the area. Will teach new techniques to those already skilled.
Guardian "Spirit": Helvar The Chip
Helvar is a craftsman hero who was proud to build the tabernacle in every temple in the region, in his time. He is reknowned for finishing any work left behind in a workshop overnight. The tap-tap-tap of his mallet when everyone else has finished work lets everyone know he is present. He is invisible and only makes his presence known via the tap of his mallet. He communicates to the leaders of the Band by tapping.
Magic Provided: Enhance Status, Enhance Craftsmanship, Negotiate
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