HeroQuests

From: Nikk Effingham <wal_at_eff.u-net.com>
Date: Sun, 13 Apr 1997 09:44:06 +0100


Joseph Troxell:

>Has anyone worked up any notions of what the Hero (and/or God) Plane(s)
>physically look like? For example (and I don't like this, but it's
>something to throw out), would the Gods Plane look like the mundane plane,
>only the gods would have big fortresses and mansions dotting the landscape?
>The Storm Gods live over here, in Stormville, and the Darkness Gods are over
>there in the cave, etc. Or, would it appear more as a profile? Darkness
>Gods under the Earth gods under the Storm Gods under the Sky Gods?

 It depends what Quest you're going on. Most HeroQuests take place in a carbon copy of the Glorathan lozenge, such as the Hill of Gold Quest, the start of the Lightbringer's Quest, Storm Bull's defeat of Wakboth etc... but this is the Glorantha of Godtime, so while you might see landmarks you remember, such as a set of mountains here, or an ancient fortress there, many things will be different. Frex, if you go on a Quest to the Sea, you will notice a huge bloody block of truestone wedged firmly between the Sky and the Underworld called the Spike. If you go one a ZZ Quest to slay Flamal then the Hrelar Amali you go to will not be ruins, but instead will be glorious and wonderful. The only actual "maps" of Godtime are available in Trollpak, unless you count the DH maps of GRoY and the Pelandan maps in the Entekosiad.

 This might make HQing sound like Time Travel, but in a way it is. In the Entekosiad, Valare Addi spends her time going through the pre-history of Pelanda, almost like a tourist would.

 Of course some Quests aren't like this at all, such as Humakt's Six Stones Rite which takes you to the Underworld.

>Partly, because I've wondered what goes into founding a subcult that offers
>a new spell to a god.

 You, as the cult Hero, have to gain the ability first of all. So, you go down to the water, defeat the evil Water spirits, convince them not to drown you, then head back home. However, for a sub-cult to be made you then have to teach this new skill to your God. So you go on another HQ to Humakt's Lodge, and teach Humakt this skill. Gods cannot, without the aid of mortals, learn new things as they have a lack of free will. Humakt will then grant the spell through your sub-cult. So, you have to return home and start intiating people into your sub-cult.

Nikk E.

Nikk the Broo Shaman of Thed
http://www.personal.u-net.com/~eff

    "If absolute power corrupts absolutely,

     where does that leave God?"
                -- George Daacon


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