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...
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
WWW material at http://hops.wharton.upenn.edu/~loren/rolegame.html
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