Orlanthi heroquests Special
Transcription
Orlanthi heroquests Special
Orlanthi heroquests Special Table of Contents Editorial Alison Place: The Freeing of the Vilinar River 2 4 Eetu Mäkelä: Destor Forms the First Hero Band 18 Topi Pitkänen: The Hospitality Story 32 Matti Järvinen: Rescuing Heler Introduction Orlanth Rescues Heler Ernalda Fights the Drought 38 39 44 ter for drinking, and the continuing harvests of reeds for many uses, and of fish and other foods from her waters.” “This year, the floodwaters of the Zola Fel are rising early and high. This has prompted an urgent mission that I had actually planned for some time in the future. I intend to court and marry the naiad of the Vilinar. She has not been sighted since before the rise of the Red Goddess, and none know why. Your mission is to find her, free her or awaken her, and make clear my honourable intentions.” “You will ride a River Horse, in the company of a shaman of this cult. You will go from the headwaters of the Five Eyes spring, to the hidden headwaters of the Vilinar.” “I shall leave you with a final caution. It is possible, even probable, that some in the Zola Fel cult may resent or resist our attempts to restore the nymph to her rightful place. Relations with some members of the cult have not been amicable. Bandits in the Five Eyes Temple needed to be taught a lesson soon after our arrival. However, you must treat any opposing cult members with as much restraint as possible.” In the Borderland timeline, Daine, Raus' Captain of the Guard, is dead. If Daine is still alive in your campaign, he could be sent, but use caution. As the Captain, his authority and abilities are likely to overshadow many parties, especially if the party members are from the Guard. “I command this for two reasons. Firstly, Pyrrope herself may become ill-disposed if representatives of her father are treated rudely or roughly. Much depends on our first impression being the best possible. Secondly, whether or not our quest is successful, no-one who lives by the Zola Fel can disregard the power of the river to harm or help.” “Daryli shall now continue this briefing. Good day, and good luck to you all.” 8 Part Three: The Heroquest Barntar's Voyage 'Barntar' will find himself being drawn downstream in the company of a very comely woman, in a small globe of soft light. There will be no trouble breathing or speaking. She introduces herself as Pyrrope, the naiad of the Vilinar River. She obviously remembers the Black Eel story very well. She will question 'noble Barntar' exhaustively about what has happened since her imprisonment. She is particularly interested in the character of the Duke. She wants to know what sort of man is proposing to her. Barntar should extol the duke's virtues to the skies. It will take approximately one hour for Pyrrope and Barntar to reach the Weis Caves. Pyrrope could easily take them faster, but she wished to have the time to talk with her rescuer in private, first. When they surface, they will be carried into the daylight, where Barntar should hail his worried kinfolk, and introduce them as the legend indicates. If he does not, Pyrrope will name them herself. Pyrrope will offer to accompany the party downstream, taking Barntar by one of the reed boats, so that she can continue to talk with him. Ronegarth is 30km away, about four hours travel downstream. Meanwhile, Pyrrope is delighted to be free. You may either let her tell this story to 'Barntar', or let it come out afterwards at the celebratory feast in Ronegarth. Confrontation with the Zola Fel Cult Halfway down to Ronegarth, they will sight a reed boat. This is being paddled by two newtlings. The human passenger will hail Pyrrope respectfully, and claim that he is Hadrath Ingilli, a priest of Zola Fel, come to escort her to her father. (The Zola Fel hierarchy has got water of Raus' expedition, and would like to short-circuit it.) Hadrath will enquire what Pyrrope is doing with these people. The shaman Pipiens will be as invisible as possible. Pipiens has no wish to draw the ire of a priest of his other cult. Pyrrope will ask if her father holds enmity against her rescuers, sent by their duke, who wishes to propose honourable marriage to her. Hadrath's reply is that the Duke is an unfit husband for her, and in any case, she must ask permission of Zola Fel first. Pyrrope will reply that if the duke's fitness is being challenged, the party 16 Destor Forms the First Hero Band A hero band wyter formation heroquest for the Orlanthi, by Eetu Mäkelä In Orlanth's Hall It was the height of the Storm Age, and young Orlanth had just toiled hard weeding the fields for a full week. Thus, it was natural that he now felt the need to travel again, to explore and conquer the unknown. He entered his hall and reached for his traveling cloak, but it was nowhere to be found. "Wife! Where is my traveling cloak?" , bellowed Orlanth from the vestibule. From inside, the sweet voice of Ernalda calmly replied: "It now warms our marriage bed, and I will not give it to you, for that would also mean losing the heat of your body pressing into mine." Orlanth accepted her claim. His faithfulness to his new wife did not allow him to leave, no matter how much the world beyond beckoned to him. 1 Requirements for the ritual to embark on this heroquest: • • • • Total support from the members of the hero band to be formed A well-worn traveling cloak called Warmth: +4 A week of hard monotonous labor in the fields: +6 A strong black ox to sacrifice to the gods: +2 19 The only persona actually required for the heroquest is that of Destor, but any worshipper of Orlanth Adventurous can fill the role. Destor should also surround himself with as many friends as possible. Any worshipper of the Storm Tribe is eligible to join. Orlanth sat in his great chair, at the head of his great table in his great hall, deliberating his quandary intensely. He sat there the whole evening, growing ever more angry and frustrated. No-one dared approach him, dreading the lightning and rain from the brooding clouds above him. It came to pass that Lhankor Mhy, All-Wise, happened to be wandering the lands of the Storm, and he got word of this peculiar weather phenomenon. He proceeded to enter the hall of Karulinoran, and sat beside the door, observing. Finding the happenings of Karulinoran most intriguing, he began to furiously scratch findings, parameters and conjectures on the pieces of bark he had with him for just such occasions. However, Orlanth's lodge was large and lively even then, and so much was happening there that Lhankor Mhy finally ran out of bark. Yet Lhankor Mhy did not despair. He used his Light of Knowledge, took a part of himself, named it Chernan the Seeker, and commanded it C O N TE S T : Defeat Vaneekara the Hurler in a throwing contest Applicable skills: The magic of Hedkoranth, Sling throwing (‒10) Typical modifiers: Augmenting with Wind and Storm magic Resistance: 20W3 Any Victory: Destor wins the price he has named from the Dark Woman. While this need not be her tooth, it has the following abilities: Eat Anything 5 W, Darksense 5 W, Command Shade 5 W, Aggravate trolls 5 W3 23 23 23 A major or complete victory: Great Weighty flies far through the lands, scooping up little pieces from each of them as it goes along. From this, Hedkoranth receives the ability "Know places where I haven't been" at 12 . A tie: The stones fly equally far. The contest ends in a tie, and both sides must leave unsatisfied. Any defeat: The party must surrender to be eaten. Any attempt to escape violates the Ancient Laws, and brings on a powerful (15 W3) curse. The result of being eaten can be death, failure of the heroquest, or the loss of some ability or affinity. Defending the Walls In the lands to the West, Destor encountered a fierce warrior in the midst of building a series of great fortifications. Destor deemed his artisanry worthy, and beckoned him to join his band. "I cannot leave, for I must guard the defense against the Westmen" , came the reply. Destor struck a deal with the man. He and his companions would defend the walls against the coming attack. 11 C O N TE S T : Beat the army of Westmen storming the walls Mass combat of the defending army: 15 W3 Typical modifiers: Augmentation with Desemborth, Ohorlanth and other suitable magic, as well as leadership abilities Resistance: 5 W4 Any victory: The western army is routed A tie: The fighting ends in a stalemate. The fortifications hold, but neither does the attacking army yield. The siege continues. Any defeat: The horde of Westmen bursts over the walls. The heroes must battle the champion of the Westmen in order to escape. C O N TE S T : Defeat the champion of the Westmen Applicable skills: Any combat ability Typical modifiers: The results of the previous contest Resistance: 20W3 Any victory: The champion of the West lies defeated. The concept of ransom is unknown to the Westmen, so he must either be killed or released. Healing may also be given. Releasing the Westman may win the hero unexpected friends in the mundane world. The full plate armor of the Westman is durable, but not particularly magic (+6) A tie: Neither combatant is victorious. The duel rages on until the scales are tipped decisively by the armies fighting around the combatants. Complete defeat: The champion of the heroes is killed by the Westman Any other defeat: The champion of the heroes is defeated by the Westman, and the party must flee wounded. Fearsome was the Western army, full of metal plate and clanking. Yet, fearsome also were the walls erected to block their way, and a pleasure it was to hurl down destruction from them upon the attacking horde. Destor and his companions were instrumental in gaining a triumph for the defenders. When the enemy sent their cavalry against the walls, it was Ohorlanth who transformed the ground before them into mud that sank their horses. When they attacked with great siege engines, it was Desemborth who snuck into the machinery to saw the axles and cut the ropes so that the towering behemoths crashed into each other and fell. When the champion of the westerners, clad all in steel from head to toe, climbed the wall, it was Destor who fought the duel. 12 At first he was losing, and he suffered terrible injuries while his blows merely glanced off the armor of the Westman. Finally, his speed and skill guided his weapon to a weak point in this opponent's armor. Their champion down, the Westerners fled, and the builder of the great walls of the West joined Destor. 24 24 24 Destor Forms the First Hero Band a mythalysis by Torbord Agraviann the Eloquent, of the Clear Conscience School of God-Learnerism As we know, the myths of the pagans serve three distinct purposes to them. First, most myths include lots of culture-informing material. They explain why the world and culture is what it is, and also provide guidelines as to what the proper action in each situation inside the culture is. To us, this is of little direct use, except when it allows us to more deeply understand and thus deal with the culture we are studying. Second, myths usually hint at the deep, hidden truths of the cosmos. While lost on the pagans, or at best subconsciously integrated, for us these provide a goldmine. When abstracted and collated across enough myths, they will reveal to us the laws and relationships governing the interactions of the first order Erasanchula, or Primal Runes, that make up the cosmos. Finally, and most familiarly to us, the myths also have a functional component to them, in that they 29 provide actual functional power in the center world, be it through re-enacting the feats of a god in the mundane world, or following their footsteps in heroquesting. Now, the myth at hand is mostly a functional one, with little primary culture-informing material. Yet, like all myths of the barbarians, this one is also chock full of reaffirmation for the general personalities and characteristics of their gods. Ernalda is gentle yet unyielding, Orlanth powerful yet just, Urox a brute, yet still family and so on. Besides making the stories more recognizable, these themes also carry cultural significance. Through learning of how the gods acted in various situations, the Orlanthi learn the possible choices for their own behavior, and what consequences each will probably entail. As regards deeper truths, this myth also contains quite a number of connections and connotations to other myths and underlying cosmic principles. Topi Pitkänen The gift of warning Kolat made the very first hospitality. Umath's Camp was a special place – and it was above all – a place that was only allowed for Umath, the lord of the Mountain, Champion of the gods, Slayer of the Howling Void and Liberator of Justice and Umath's Ring of Eternal Storms. It was a secret place no one could enter uninvited. Ratslaff's whiffs however unclothed it. Thereafter, even though they killed the fartbloated fool, odd strangers were seen there around the camp perimeter. It was nothing the Primal Storm wanted. Umath enjoined Kolat, his secret breath, to organize his Six Stormsons to guard the Six Directions. The old Umbrol set up a watch station in each direction and Spike to the centre. Thus was Umath's Camp defended. Kolat told the Stormsons that approaching strangers were to be halted. If they did not depart willingly, they were to be driven away or killed. If one of the guardians should fail, the other brothers were to come to his rescue. So they did. Strangers were hailed with terrible thunder. If they did not leave, the primal winds gathered – fully armed and whooping – and met the intruders with Unbounded Violence. Uncle Kolat, who remembered how once Great Umath had said to the Evil Emperor: “ Generosity is a virtue, not greed,” encouraged the Stormsons of Umath in the name of Freedom to offer some fair intimation of the unsurpassable bloodshed the brothers would resort to. So they did. This was the first hospitality, and so it still remains. To issue a threat before attacking is an act of generosity, even more so if we warn strangers. 33 33 Orlanth Rescues Heler Once, the Storm Tribe suffered from severe drought. Heler had disappeared, and rains did not come. The Tribe gathered to discuss together where Heler could be. No-one had seen him or heard of him, but with his magical skills, Lhankor Mhy found out that the cursed Daga had captured Heler, and taken him to his desert far away. Orlanth swore he would find his relative and punish Daga. But Ernalda said there was another way: that they could negotiate with Daga. Maybe Daga would agree to free Heler if they offered him something in return. Barntar, the loyal thane and ploughman, supported Ernalda’s suggestion and promised to tend the dry fields himself while waiting for the results of the negotiations. reward, which he had formerly wrested from the body of an enemy. Orlanth asked Urox to accompany him on his quest. However, Urox did not bother listening to Orlanth. Instead, he rushed, bellowing, towards the Desert of the Outlaws, in the direction he had seen his tormentor disappear. Orlanth wandered through the stony terrain of the Urox Hills. As he walked, he heard grating wails from the top of a high cliff. There was a great king condor mother, who mourned for her nestling, who had fallen from the nest into a gorge. When Orlanth saw this, his sense of mercy awoke. So Orlanth climbed down into the gorge, and brought the nestling, unhurt, back to its mother. She thanked Orlanth and promised him anything she had in thanks. Orlanth merely asked the majestic condor for her favour. However, Orlanth held to his decision, and he was supported by the warlike men of the Tribe and by his spear-wielding daughter Vinga. While the others were distracted by their argument about the appropriate course of action, Orlanth left alone to search for Daga and Heler. He walked through the Storm Village and past the steads, but stopped at the Shining Hall of Elmal. There, Orlanth tasked Elmal with guarding Storm Village while he was absent. Orlanth also loaned his Storm Spear to Elmal, which scatters enemies like leaves in a gale. Trusting to his own might, he took only an ordinary spear with him. Then Orlanth set out for Daga’s Desert. Soon he saw the Urox Hills ahead, which Urox the Chaos Killer had chosen for his dwelling place. At the foot of a mountain, Orlanth found Urox tied to a tall stone by a leash. Urox was running around the stone like a madman, trying to reach his tail, from which a nasty little creature was hanging by its teeth. A powerful stranger had lassoed Urox, and then left Urox tethered. Orlanth slew the pest with his spear, climbed up the stone and released Urox from the leash. Urox was so berserk with that he almost attacked Orlanth, who had to soothe him promptly. After Urox had calmed down, he recognised his debt to Orlanth, and gave Orlanth his Brass Horn as a Orlanth strode on, leaving the Urox Hills behind, and finally arrived at Daga’s Desert. The desert was scorching and hot dust coated Orlanth’s feet. Even the slightest breath of wind was lacking, because the desert also was the home of evil and windless Molanni. 40 Ernalda Fights the Drought Once, the Storm Tribe suffered from severe drought. Heler had disappeared, and the rains would not come. The Tribe gathered to discuss together where Heler could be. No-one had seen him or heard from him. Eventually, Lhankor Mhy’s magical searching discovered that evil Daga had captured Heler and taken him to Daga's desert far away. Orlanth swore he would find his relative and punish Daga. But Ernalda insisted that there was another way: they could negotiate with Daga. Perhaps Daga would agree to free Heler if they offered Daga something in return? Barntar the Ploughman supported Ernalda’s suggestion. He promised to get ready for ploughing while waiting for the results of the negotiations. Too impetuous by nature, Orlanth could not wait until discussion was over, but left by himself on the journey to Daga’s Desert. Meanwhile, Ernalda and Barntar convinced most in the tribe that it would be more reasonable to negotiate than to fight. Ernalda promised to ask her mother, Asrelia, for something valuable to buy off Daga. With support from the tribe, and friends to accompany her in the journey – even Eurmal joined the group – she left for her mother’s house. PART ONE: The Bottle of Refreshing Water When Ernalda came to her mother’s house, she did not find Asrelia there. Asrelia’s servants said that their mistress had gone to see her sister, Ty Kora Tek. They were in the Caverns of Silence, which could be reached only by a lengthy underground journey. Ernalda sat down to ponder the situation. Eurmal then sneaked in, grinning cunningly. He twitched Ernalda’s hem and pointed to a trunk in the corner of Asrelia's house. Ernalda 45 knew her mother’s treasures were kept in there. Eurmal said that the trunk could certainly be opened by Ernalda, and that she could take whatever she liked to free Heler from Daga’s droughty grip. Asrelia would surely accept that. But Ernalda did not listen to Eurmal’s slick words. She reminded Eurmal that a guest should not take from her host anything without the host agreeing, even if the host was her mother. She had to meet Asrelia in person to ask for her favour. Ernalda moved her mother’s throne, knowing that it hid a secret hole leading into the Underworld. The servants warned Ernalda that the way would be dangerous for her because she was not familiar with it. Ernalda said she greatly needed to speak with her mother, but promised to be careful. So, the servants reluctantly gave Ernalda a holy basket, which could help her on the journey to the Underworld. If she showed the basket to the Gatekeeper, she could pass by. Ernalda descended deep underground with her retinue and arrived at the Gates of the Underworld. There stood the frightening Gatekeeper, standing guard with his huge axe. Ernalda showed the Gatekeeper her basket and