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Date: 97-03-18 21:11:02 EST From: ilium@juno.com (Stephen P Martin) To: Ethesis@aol.com HEROQUEST NOTES >From The Wild Hunt 41 Within the realms of the gods (in/upon/on the mystical plane of faerie/legend/myth/etc.) there are various levels of reality. These levels are differences in power and also, to an extent, differences in location. The following is a brief excursion through them... The World. The Mystical Level. The net upon which the world is woven. Known of by 2-3 gods if any (see The Netweaver's Quest) The God Palaces. Where the gods reside and where they hide their secrets. Audience Regions. The near areas such as Valhalla, Ullr's yew dales, the throne of God (the mythical level). Heros and einherjar are here. Spectator Regions. This is where the ones who almost made it bask in the glory of power. The runelords and runepriests and such are here in attendance. Surrounding Areas. Lesser spirits are encountered here and minor centers of power dot this area (the magical hearths of lesser gods in the pantheon). Land of the Dead, This is a buffer zone surrounding the above like a haze. It in here that the initiates and lay members go to work off their memories. Wild Lands. The area where the unchecked powers and beast aspects of gods run wild. It is the savage buffer between the gods and the Godtime, and only great ones and psychopomps can travel it safely. The Grey Zone. The buffer between time and legend. The World. Greg Stafford's example of this in action: `-The Yelmalio party is heroquesting in the lands of the air gods. They are in the legendary region and they are scented by the train of the Wild Hunter who dwells there. He has full powers here including his einherjar (or hirthgar -- an archaic term for for companions or bodyguards), wind walk, and power centers, The questors tear free of the outriders of the Hunt, but are not prepared to battle the Hunter himself, and so escape. Instead of retreating into the Land of the Dead in an attempt to hide in the mundane world, they wisely flee into the crowds of storm citizens in the Castle of the Storm (the Wild Hunter would have slain them all in the Grey Zone). Here the bullying Wild Hunter is constrained from mayhem and murder, and his other duties draw him off. The Yelmalions are In perilous straits as they have not been able to do any preparatory magies and soon find themselves fleeing a brawl with a storm bull who died on the Hillquest (Stormwalk? Hill of Gold? Other?). They suceed in hiding amoung the faceless masses, but this costs them most of their gold (which was giving them away). Their goal is the Tower of Tempests in which Orlanth dwells and stores magic. Here some of them hope to beg while others bargain and steal in an attempt to got a Telekinesis spell from that god...-' The use for this approach is to cover the results when a party leaves the pathway of a quest. As in the quest given earlier in this zine (see Assassin HeroQuest) -- what happens if the party does not go straight as they zip through hell. ----------------------- Headers -------------------------------- From ilium@juno.com Tue Mar 18 21:10:46 1997 Return-Path: ilium@juno.com Received: from x10.boston.juno.com (x10.boston.juno.com [205.231.101.25]) by emin11.mail.aol.com (8.6.12/8.6.12) with ESMTP id VAA06930 for <Ethesis@aol.com>; Tue, 18 Mar 1997 21:10:44 -0500 Received: (from ilium@juno.com) by x10.boston.juno.com (queuemail) id VJC01568; Tue, 18 Mar 1997 21:07:57 EST To: Ethesis@aol.com Subject: HQ Notes by Steve Marsh and Greg Stafford Message-ID: <19970318.180836.2087.11.ilium@juno.com> X-Mailer: Juno 1.15 X-Juno-Line-Breaks: 0-2,6-9,11-14,16-17,20-21,24-25,28-29,32-39,48-49, 56-57,60-61,65 From: ilium@juno.com (Stephen P Martin) Date: Tue, 18 Mar 1997 21:07:57 EST
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