In any
Glorantha game eventually you are going to eventually get into the
strange world of heroquests. These are one of the coolest ideas in Greg
Stafford's creation – by entering the world of myth and legend and
mucking about with the contents thereof you can gain great power and
magic items or even change the 'real' game world.
An example
is the Yelmalio Hill of Gold quest. Yelmalio is a sun god who can't
use fire powers as during the mythic godtime he was defeated by first
Orlanth and then Zorak Zoran. A Yelmalio cultist can do the quest and
if he beats Zorak Zoran he regains the fire magic his god lost and
which he is otherwise barred from using.
Trouble is
heroquests are a but dull in actual play. Players start out knowing
the story and they trog from one encounter to the next doing whatever
it was their deity did in a pretty linear fashion, with limited
options for player agency.
But the
otherworld is supposed to be a vast landscape of clashing
possibilities, and you can go 'off-piste' and
ignore the established traditions and make your own myth for fun and profit. The
historical conflict of the Gbaji Wars, the clash of the EWF and
Godlearner Empires and the unfolding Hero Wars are fought out on the
otherworld as much as on 'mundane' Glorantha, guerilla heroquesters
mangling myths to gain allies and weaken enemies.
You
could set them up as dungeons or wildernesses, but that misses the
point, these kinds of adventures are supposed to be different,
wandering through linked events as much as locations. So I am going
to be using Chris Kutalik's pointcrawl idea, detailed on his Hill Cantons blog, mapping
the otherworld not in terms of actual terrain, but key locations and
the ways you get between them, more like an abstract railway or metro
map, and of course taking whatever liberties with time and space and simultaneity you like along the way.
Here is a
heroquest I wrote for my ongoing Griffin Mountain Runequest game,
though when we played it the PCs wimped out at stage 1. I'm keeping the terminology of
MRQII's section on heroquests from the Cults of Glorantha book, but
only as guidelines and certainly trying to make it more fun than a
series of skill rolls.
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