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The Stafford Library – Volume VII
ARCANE
LORE
Heroquests
& Heroquesting
A Collection of Speculative and
Exploratory Texts about Glorantha
By Greg Stafford
and Friends
The Stafford Library: Volume VII
Arcane Lore
– ARCANE LORE –
Heroquests & Heroquesting
A Collection of Speculative and
Exploratory Texts about Glorantha
By Greg Stafford, Sandy Petersen, Steve Marsh, Roderick
Robertson, Bill Keyes, and David Hall.
With the Assistance of:
William Dunn, Brian Isikoff, Graham Robinson,
and Many Others Long, Long Ago.
All maps and Diagrams by Greg Stafford.
"No Questing without Respect and Humility."
Portions of this book have appeared previously in different form:
"The HeroQuest Quiz," "Revisiting the Hill of Gold," and "The Berserkergang Path" appeared in
Tales of the Reaching Moon #7.
"The Chaos Wars" originally appeared in
Lords of Terror.
"Another Early Set of Definitions" originally appeared in
The Wild hunt #41.
Portions of "The Other Worlds" and "The Invisible Measure" appeared in
Narrator's Book.
Portions of "The Hill of Gold" appeared in different format in
Enclosure #2,
and originally appeared in
The Wild Hunt #53
and
#61.
"Elovare's Blue Moon Heroquest" originally appeared in
The Wild hunt
(issue unknown).
"The Quest of the Seven Sky Gates" originally appeared in
The Wild Hunt #38.
Alebard's Quest originally appeared in
Alarums & Excursions
(issue unknown) and later in
Tales of the Reaching Moon #5.
"Hellmouth" originally appeared in
The Wild Hunt #38.
"The Quest of Renallien, Breaker of Bricks" originally appeared in
The Wild Hunt #42.
"The Seven Sky Games" originally appeared in
The Wild Hunt #40.
Additional maps of the Heortling myths appear in
Thunder Rebels.
"Rainmaking and the Harvest" consists of several excerpts from the unfinished
Harmast's Saga,
by Greg Stafford.
Copyright © 2007 by Issaries Inc. All rights reserved. No permission is granted to copy or quote from this book in any form
whatsoever. Reproduction of material from this book for any purpose, personal or private, by photographic, electronic, or any
other means of storage or retrieval, is strictly prohibited.
Copyright © 2006 by Greg Stafford
Page 1
Arcane Lore
The Stafford Library: Volume VII
Introduction
Latest Revised Edition
Dear Reader,
You have in your hands the latest set of my notes
concerning Glorantha. This book, even more than the other
Unfinished Finished Works, is an extremely rough draft, a
collection of notes which I have compiled during my
speculations, playing
RuneQuest, Hero Wars,
and
HeroQuest,
and rough planning.
I would like to thank everyone who has contributed to
this book, directly or indirectly. Many of these heroquests
were originally developed by Steve Marsh, who began
exploring heroquesting almost as early as I did. More
material was developed by my great friend Sandy Petersen
during the time he worked at Chaosium. Sandy and William
Dunn both worked on some of these files, entering my old
typed and hand-written notes and formatting them for
whatever rules system we were using at the time. Bill Keyes
is just one of many people who helped me playtest the rules
and quests that make up much of the book.; thanks to him
and my other intrepid players who dared the Other Side
during those glorious moments of play. Roderick Robertson
was instrumental in helping to bring first Hero Wars and
then
HeroQuest
to fruition.
David Hall, my Light in the Darkness, questioned and
probed to evoke new insights from me. Brian Isikoff, like
Bill and Sandy before him, has worked hard to convert my
old notes and maps into electronic form. Graham Robinson
took multiple versions of many files and quests and sorted
through them, sorting the grain from the chaff and
outlining the main contents of this book. And finally,
Stephen Martin has taken all of this work, added to it, and
pulled the book into this, its final form as a Pre-Finished
Work. Thanks to you all.
Even more than with the other books in this series, I
am compelled to warn readers that the material herein is
Extremely Speculative
and subject to great changes before
the final version of a
Heroquesting Handbook
is done. With
those caveats in mind, I invite you into the Other Worlds,
and hope you enjoy the contents.
Greg Stafford, August 2004
The Stafford Library
Series
3001 – King of Sartar
3002 – The Glorious Reascent of Yelm
3003 – The Fortunate Succession
3004 – The Entekosiad
3005 – The Missing Lands
3006 – Revealed Mythologies
3007 – Arcane Lore
3008 – The Middle Sea Empire
3450 Wooddale Ct, Ann Arbor, MI 48104
A Moon Design Publication
www.glorantha.com
Page 2
copyright © 2006 by Greg Stafford
The Stafford Library: Volume VII
Arcane Lore
Table of Contents
Heroquesting ................................................................................ 4
The Hepherones Texts................................................................ 5
Heroquesting ................................................................................ 7
Heroquesting ................................................................................ 9
How Heroquesting Works........................................................11
What is HeroQuest? ..................................................................13
Metaphysical Mechanics............................................................13
Four Magic Systems, One Magic .............................................15
Characteristics of the Three Realms of Heroquesting ..........21
Release Keys ...............................................................................22
The HeroQuest Quiz.................................................................23
The Divine Rune Identification System..................................25
High Magic..................................................................................26
The Heroic Rune Identification System..................................27
Gods and Mortals ......................................................................32
Deity Statistics ............................................................................34
The Pantheons of Glorantha....................................................38
Fame ............................................................................................42
The Chaos Wars .........................................................................43
Arkat’s Tome ..............................................................................43
The Worlds .................................................................................44
Arachne Solara............................................................................46
Time.............................................................................................47
The Spiral Map ...........................................................................48
Short Worlds...............................................................................48
The Hero Planes.........................................................................49
Entering the Hero Plane ...........................................................51
The Other Worlds......................................................................53
The Invisible Measure ...............................................................56
Spirits and the Spirit Plane........................................................58
The Mythic Ages ........................................................................59
The God Learner Maps.............................................................60
Green Age (Late)........................................................................60
Map Seven...................................................................................61
The Golden Age.........................................................................63
The Golden Age.........................................................................64
The Storm Age ...........................................................................65
The Early Storm Age Map........................................................66
The Great Darkness...................................................................67
Crusades ......................................................................................68
Marginalia....................................................................................69
The Malkioni Otherworld.........................................................70
The Hill of Gold........................................................................ 73
Yelmalio’s Quest........................................................................ 76
The Lightbringer’s Quest ......................................................... 79
The Courts of Silence................................................................ 85
The Quest to Maintain Spirit ................................................... 85
Other Orlanthi Quests.............................................................. 86
Storm Over Sea - A Beginning ................................................ 89
The Heroquest(s) of Orlanth ................................................... 91
The Quest of Knowledge......................................................... 95
The Wyter Heroquest ............................................................... 96
Kargan Tor’s Court ................................................................... 99
Berserkergang Path.................................................................. 100
The Quest for Ten Strikes...................................................... 102
A Humakti Scenario ................................................................ 104
So, You Want to Raise the Dead? ......................................... 105
Elovare's Blue Moon Heroquest ........................................... 106
The Quest of the Seven Sky Gates........................................ 107
The Sun Dome Heroquest ..................................................... 108
The Path of Lightfore ............................................................. 109
Tale of the Twelve Brethren .................................................. 111
The Crossroads ........................................................................ 112
The Jackal’s Path...................................................................... 113
Hellmouth................................................................................. 117
The Quest of Renallien, Breaker of Bricks .......................... 118
Waha's Beast-Quest................................................................. 119
The Seven Sky Games ............................................................ 121
Index ......................................................................................... 122
The Spiral Map............................................................................47
Levels of the Hero Plane ...........................................................50
More Levels Diagram.................................................................57
The Golden Age .........................................................................64
Early Storm Age .........................................................................66
Late Storm Age ...........................................................................67
The Land of Dusk ......................................................................84
Late Storm Age ...........................................................................88
Humakt’s Hall ...........................................................................104
The Citadel of Drang ...............................................................116
Maps
Copyright © 2006 by Greg Stafford
Page 3
Arcane Lore
The Stafford Library: Volume VII
Heroquesting
Explorations into the World of Magic
As explained in "Hepherones' Statement of Magic," the
Realm of Magic is the interaction of Free-willed individual
with the predestined immortality of the cosmos. Through
such undertakings an individual grows in spiritual awareness
and ability, thereby becoming able to delve more and more
deeply into the Magic realm until he can, at last, contact the
very world of the gods and influence it.
The process by which an individual enters this system
and grows in it is slow and gradual. A normal person in the
world will have undergone at least one magical ritual in his
life and taken part in its workings. This single ritual would
be whatever initiation ceremony was required for
adulthood, or acceptance into a guild or cult, participating in
holiday festivals, and so on. As a member of a cult, he may
also be offered a chance to participate in some special magic
adventure, such as aiding a rune lord in his quest. Some
cults have their own layman magics, such as the Telmori
quest for their wolf brothers.
There are key points in the heroquester's pattern that
will alter the seriousness of the actions, and will also alter
the response of the cosmos to his magical acts. These are
levels of consciousness or planes of being, which the
quester activates with his presence. A brief and even
accidental glimpse of the `deeper realms' may activate some
immortal presence from there. However, if undisturbed the
deities remain in their set roles, as unconcerned about a
heroquester's passing as the constellations.
Thus, a beginning heroquester encounters only small
nature spirits and the like at first, as they develop their
perceptive skills. (Spirit Sense is one of the first magical
skills developed by a heroquester.)
The result of successfully completing a magical quest is
that the hero will acquire some benefit from it. This is a
magical ability, a spell, increased characteristics, weapons, or
many other things, depending upon the quest undertaken.
The quest will be known to the party who undertakes it
as a part of the myths of their religion. The quest will be an
attempt to duplicate, or improve, the primal acts of their
heroes and gods. By activating the proper portion of the
cosmic matrix with their preparations and ceremonies, they
alert the cosmos to their coming, and place themselves in
the proper setting and spiritual state to follow the path of
their quest. The alerted cosmos will bring forth whatever
foe or opponent is analogous to the situation and most
readily available as a natural function of its workings.
The universe may summon a person to answer
someone else's quest
only
if the person summoned is also
upon a heroquest. (Once accepted, the quest must be
maintained until it is completed. Some will take many
adventures, with rests in between, to accomplish.) Thus
laymen are not troubled to be slaughtered by a champion,
but another hero will be found. This may require some long
journeys for powerful beings. And there is no guarantee that
the foe summoned will be an exact fit, only analogous to it,
and possibly with some nasty personal surprises of its own.
The length of a quest is variable depending on upon its
complexity and danger. Some will require that they be
completed in a predetermined length of time. Others will
require rests in between, in the mundane world. Some may
never be abandoned, and the person is subject to the
dangers of the magical world intruding upon his daily life.
Even the staunchest heroquester must maintain a life in
the mundane world. His free will is a result of his mortal
origin, and the more and more he abandons the mortal
realm the weaker his contacts with it get.
Myths commonly relate the adventures of one deity or
hero, but these are tales of the great and mighty who lived
before death. Their power has been broken and scattered
into the world, and mankind is the heir to it. But few people
are capable of carrying all that the gods did, and it is
common for men to band together to aid each other on
these mighty tasks. These may vary according to the
circumstances from a band of rune lords and priests setting
off upon the Lightbringers' Quest to a band of laymen
retracing the bridal quest of their Founder.
It is common for a rune lord to be accompanied by
other, less powerful, laymen from the cult. These laymen
are not subjected to the same level of danger as their leader,
but they certainly share in it and, to a certain extent, are
dependent upon their leader's results. If they fight well, they
will surely help their leader; if they fight poorly, they will
probably hurt him. But if their leader fares poorly then his
followers will be at the mercy of their own god's power to
save them, and will remind their deity of the good religious
lives they have led, and hope mightily that the world minds
their presence.
Page 4
copyright © 2006 by Greg Stafford
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