CARDS 3: RUNE AND HERO CARDS

From: John Hughes <nysalor_at_spirit.com.au>
Date: Sun, 24 Dec 1995 14:25:20 +1000


CONTINUED FROM PART TWO RUNE CARDS Rune cards are major influences, unable to be dispelled or balanced except by another Rune. They are usually represent the agency of one or more of the gods who possess the rune.

The GM plays a single Rune Card to indicate the central import of the game. This should be done carefully. If the Death Rune is played, for instance, it means that the usual game law that "player characters don't die" has been suspended. A Chaos Rune means more than hordes of broo: it also means that characters souls are in deadly peril.

[I've just realised my present deck doesn't have the Luck Rune. It should.]

The Rune Cards are...

  1. Air / Orlanth / Air, Storm, Violence
  2. Beast / Hykim / Animal Life
  3. Chaos / Primal Chaos / Entropy, Evil, Corruption, Mutation
  4. Darkness / Subere / Darkness, Cold
  5. Death / Humakt / Separation, Conflict, Death
  6. Disorder / Eurmal / Disunity, Trouble, Trickery
  7. Dragonewt / Dragonewt / Inhuman King, Ineffability, Progression
  8. Earth / Ernalda / Earth, Crops, Solids, Possessions, Material Goods
  9. Fertility / Uleria / Love, Life, Growth, Fertility, Connection
  10. Fire / Yelm / Fire, Heat, Sky
  11. Harmony / Chalana Arroy / Unity, Co-operation, Healing
  12. Illusion / Eurmal / Tricks, Falsehood, Concealment
  13. Infinity / Arachne Solara / Unendingness
  14. Law / Invisible God / Unchanging, Reliability, Order
  15. Magic / Arachne Solara / Communication between the Worlds
  16. Man / Daka Fal / Humanoid Life
  17. Mastery / Arachne Solara / Self-Knowledge, Internal Unity
  18. Moon / Red Goddess / Illusion, Time, Balance
  19. Movement / Mastakos / Change, Instability
  20. Plant / Flamal / Vegetable Life
  21. Spirit / Horned Man / Discorporate Life
  22. Stasis / Mostal / Stability
  23. Water / Magasta / Seas, Rivers, Rain, Liquids

HERO CARDS Hero Cards represent the major environmental and mythological influences on a character - hero ancestors, mythological concepts and wilderness spirits. They are in essence, the equivalent of the Major Arcarna in traditional decks. The TarosKarla myth in Questlines describes some of the cards.

There is a lot of scope in this deck for adding and modifying cards to reflect your own campaign themes. And if the name means nothing, the meaning is universal, so change it to reflect figures from your own campaign.

24. The Animal Twins

Questing the Unknown, Healing the Land and the Tribe. Child-like trust, youthful energy.
The Divine Fools who set forth without a thought for the consequences. The folly to be wise.

25. The Twelve Shields

The Hidden Treasures of the land. Heralds of Dream. Mastery, herodom. The Impulse of creation. Mastery through discipline. Perception of all aspects.

26. The Lady of the Wild

Primal initiation into Mystery. Foster-Mother, Keeper of Secrets, Mistress of Wisdom.
Knowledge, Inspiration, Wisdom, Counsel and Teaching, psychic healing. The Eternal Gors.

27. The Harvest Bride

The Fertile Land. The tribes united. The flocks and harvests bountiful. Energy in creative growth. Material and Spiritual Wealth. Fulfilment, Abundance, Fertility, Motherhood, Harmony.

28. Taros Ridgeleaper

Lordship of the Land. The Mountain Sword. Strength, Will-Power, Risk-Taking. Sacrifice, Obsession. Reckless Self-Confidence. Courage and Determination. Kingship through Force.

29. The Song of the Skald

The Ceremony Circle. The Sweat Lodge. Power of Tradition, Wisdom of Ancestors. Tradition, instruction, interpretation. Revelation and Insight. Advice or counsel. Transformation of the everyday into the Eternal.

30. Heralds of the Covenant

Holy Beasts, Messengers of the Eternal, bringers of Unity and Sacrificial Love. The Great Hunt. Search for the Transcendent. Love both sexual and spiritual, a vision of inner beauty, trust, fulfilment of the Quest.

31. The Cave of Knowing

The Spirit-Canoe, The Door to the East, The Great Below. Heroquest. Great Testing. A balance of great effort and contemplative insight. Victory. Determination. Right Preparation.

32. The Stead Guardian

The Elmali, the Sun-Horse.
Balanced Strength. Prudence. Fore-Planning. Self-Discipline. Balance in mind, body and spirit. Clear Direction. Fortitude. Health, Sexuality.

33. The Bear Shaman

The Immortal Beast. Guardian of the Twelve Shields, Protector of the Animal Tribes.
The Danger of the Forbidden and Hidden. The Realm of the Wild Immortals. Totem Powers. Guidance.

34. Sacred Time

The Barley Seed. The Dance of the Year. The Great Rejoicing. Cyclicity. Stability of Natural Law. Cosmic Patterns. Evolution, Cyclic Change. Recognising and Preserving what is Essential and True.

35. The Stead Maiden

The Earth Temple. The Ernaldan. Wisdom of Women. The Weapon-Take. Proper relations, harmony. Prosperous blood-line and clan. Rightful Rule. Proper Authority. Fair Exchange. Honesty.

36. The Warrior at the Ford

The Humakti. Dedication Beyond Death. Redemptive Sacrifice. Honourable Action. Wisdom gained through suffering. Purification. Eternal Principles. Losing what is not essential.

37. The Sword Mistress

The Vingan. Unity of Earth and Air. Practicality. Vengeance for the sake of Life. The Making of Warriors. A New Path. Recognising The Nature of the Twins. Adapting to New Situations.

38. Foaming Water

The Ice-Coated Rock. The Bearded Raven.
Renewal. Destruction of Outworn Ideas, Stale Relationships and Static Customs. Carrion Fertility. Ruthless yet Compassionate Action.

39. The Eternal Gors

Gors and Gallt. The Gifting Journey. The Way of Power. Initiation. Second Birth. Regeneration and Transmutation. Losing the Inessential. Awakening the Dormant. New Perspectives.
Thinking Like A Mountain.

40. Densesros the Blade

The Challenger. The Enemy Who Makes Us Strong. Questions and Advice. Riddles and Puzzles.
The Humbling of the Proud. Destruction of the Ill-Prepared.

41. Karli Ever- Strong

Shelter in the Storm. Hearth Fire. She of Many Tongues. The Friend Who Gives You to the Wilderness. Help and Hindrance. The Raising of the Weary.

42. Hard Edge Mountain

Sanctuary. Spiritual Nourishment. Meeting of the Worlds. The Thunder Bolt. Reversal of energies. Third-Birth. Dismemberment. Transfiguration. Crossing Great Boundaries.

43. Star Piercing Cloud

The Star that Pierces Through Cloud. The Herald of Spring. The Return of the Sun.
Hope, Renewal, Portents of Change. A New Beginning. Faith Through Adversity. Loving the Good in Another.

44. The Horned Tree

The Wind In The Gors. Casting the Runes. The Salmon. Inner Destiny and Potential. The Call to Herodom. Visualisation. Growth, Fertility, Increase. Dreams and Visions. Necessary Preparation.

45. The Cattle Raid

Learning To Breathe. Initiation. Taking the Head of an Enemy. Outer Destiny and Promise.
Training and Dedication. Energy. Purity. Enthusiasm. Wholeness. Directness. Clarity.

46. The Call of the Hero

Arkat. The Ridgeleaper. The Animal Twins. Sartar. Long-Axe. The Promise of Renewal. The Testing of Humankind. Heroquest. Renewal. Resurrection. Prophetic Vision. Forgiveness. Beginnings.

47. The Great Bull

The Auroch. The Sky-Bull. The Earth-Blood Sacrifice. Pride. Wealth. Ritual Blessing. Great Attainment. A Dream Realised. Material Attainment and Wealth. Social Status.

48. The Deserted Stead

Bones in the Wilderness. Ghost Gors. The Ruined City. Frustration. Great Disappointment. The Reality of Suffering and Pain. The Illusion of Control.
Learning to Accept Life.

49. Black Thunder Bird

The Righteous Wind. The Wrath of Orlanth. Divine Justice or Revenge. The Frailty of Mortals.
Righteous Wrath. Religious Crusade. Elemental Power. Vengeance.

50. The Cuk-Bird

The Fighting Cuk. Male Pride and Vanity. Shallow Diversion. Good Fortune. Victory. Pride. Easy Company. Male Fellowship.

51. The Hearth

The Great Lodge. The Hunting Camp. Unity of Blood. Safety, Security. Female Solidarity. The Power of Women.
Concern with what is Valuable. Acceptance, Wisdom, Wise Counsel. Shelter and Forgiveness.

52. The Three Element Dance

Unity of the Land. Acceptance of the Unchangeable. Realism. Necessary Compromise. Co-existence.
Restoration of Purpose. Common Ideals. Fertility. Culmination. Triumph. Rapture.

END PART THREE


End of Glorantha Digest V2 #293


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