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soltakss

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  1. That doesn't necessarily mean that it isn't true
  2. Opinion. If you approach things from the point of view that "Shamans can not learn Sorcery because it is beyond their comprehension", for example, then Mistress Race Trolls can learn sorcery because Arkat taught them how to, and they can embrace both sorcery and being a shaman. Again, opinion.
  3. They fight in 10s, 100s or 1000s, their thousand warrior group is called an Impi and uses pikes in formation, which they learned from Lodril the Spearman. Maybe they are not as disciplined as Yelmalians, but they are effective in combat.
  4. I didn't really get it when I read it. You might want to tie it in to Shamanic Abilities, especially getting better stuff the higher your Shamanic Ability is.
  5. You would be surprised, it works really well, or has done in my games. All you need to do is to find a relevant myth and then use it to gain some benefits. You might get Speedart, or Multimissile, or a matrix in the bow, or a bow that does more damage, has better range, or arrows that ignore cover and so on. Not everything is about getting better swords, after all.
  6. Arkat changed troll spirits so that they could learn Sorcery, so all trolls can learn sorcery. Mistress Race Trolls can learn sorcery because their souls are big enough to contain Sorcery, Shamanism and Theism, in fact they are closer to deities than most people. Also, when your Great-great-great Aunt is Kyger Litor then you can do whatever you want.
  7. Will doesn't really work for lots of reasons. The idea that you lose Will as you get closer to divinity meant that you became less powerful, which didn't work for me. I see it as an interesting backwater. I don't know, all I know is that I am very much looking forward to them. I doubt that will be the case, but even if it is, so what? You can run HeroQuests however you like and in whatever way suits your game. I know that I do. Which is exactly the right way to do it, running a HeroQuest the way that suits your table. Again, so what if they do? Take whatever you like from the rules and discard what you don't like. The rules are meant to guide and inspire you, not to be a straitjacket to constrain you. Do you think that I follow the normal RQ rules when I run a HeroQuest? If you do then you are sadly mistaken. Most of those points reflect how I run HeroQuests now, and how I will continue to run HeroQuests in the future. I hope that the new HeroQuest rules open up people's minds and cause them to think of things differently, in the same way that I hope my HeroQuest rules did the same. And, again, if I see things I don't like in the new HeroQuesting rules then I'll change it or ignore it. I'll probably produce something that ties the new HeroQuesting rules to Secrets of HeroQuesting, or a least give ideas on how to use one with the other. That will give people more options, which is always good. Presumably, you mean in Glorantha when you say in-world. Why not have rules for things? You don't want different rules for each HeroQuest, or I don't, anyway, so I am not sure what you mean by at the meta-level. Yes, I agree that a HeroQuest is just a scenario and where it is run are just places. However, they are different to normal scenarios. That would be great for me, although I am not sure if there is a market for that. As with normal scenarios.
  8. Great, but as Jeff says, they were many Ages ago, sort of mythical ancestors of some of the Orlanthi people. Not all Orlanthi are found in Heortland or Sartar, or even have ties to those areas. Sartar clans and tribes are only a few centuries old, at best, and broke ties with the older clans in the Holy Country and Tash. Even the clans and tribes in those areas probably don't claim that they were founded before the Dawn, or even in the First and Second Ages, although some might. Orlanthi in and around Kero Fin will gravitate to Kero Fin. Those around Tope of the World will gravitate to that huge sacred mountain. Lesser Sacred Mountains also attract local Orlanthi. I think that Jeff said that the Skanthi look towards Kero Fin, not Top of the World, but they are on the very edge of Kero Fin's influence.
  9. Why do you say that? Heortlings were a southern people around Kero Fin. There are a lot of Orlanthi from the north, around Top of the World. Don't forget that Orlanth lives on Top of the World, sure he was born on Kero Fin but that isn't his home. Orlanthi clans at the Dawn were not all in Dragon Pass.
  10. The king stallion, or queen mare would be a wyter for most clans.
  11. At least there is movement, which is good.
  12. Until the official rules come out, Secrets of HeroQuesting has an in-depth description, but other supplements have lighter versions of HeroQuesting. Basically, you play a HeroQuest just like any scenario, except that it follows fairy tale logic and people need to keep towhat they are supposed to do. None of those apply For HeroQuests, as you can perform a HeroQuest anywhere and at any time. If you click on the eye (Highlighted) you can put spoilers into posts. I put together some for Jonstown Compendium supplements, but have not updated it for a while, however it merely lists the number of scenarios and not what they are called. Supplement Series Location Scenarios Blue Moon White Moon Standalone Anywhere 1 Rocks Fall Standalone Anywhere 1 The Pendulum & The Pit Standalone Anywhere 1 The Quacken Standalone Anywhere 1 The Ruins of Bonn Kanach Beast Valley Campaign Beast Valley 1 This Fertile Ground Beast Valley Campaign Beast Valley 1 Joulupukki Holiday Dorastor Dorastor 1 Seven Hills Holiday Dorastor Dorastor 8 Spider Woods Holiday Dorastor Dorastor 5 Temple of Heads Holiday Dorastor Dorastor 5 Wood of Terror Holiday Dorastor Dorastor 18 Spirit Hunt Quatrini Esrolia 1 Rivers of Blood Quatrini Grazelands 1 How Humakt Learned to Grieve Standalone HeroQuest 4 Humakt Raven and Wolf Standalone HeroQuest 1 Life of Moonson Book Two The Freeform Life of Moonson Lunar Empire 1 Rubble Redux Rubble Redux Pavis 4 Rubble Redux The Insula of the Rising Sun Rubble Redux Pavis 4 A Grim Pilgrimage Quatrini Prax 1 Stone and Bone Standalone Prax 1 The Gifts of Prax Standalone Prax 1 Black Spear Black Spear Sartar 7 Cups of Clearwine Clearwine Sartar 1 Dregs of Clearwine Clearwine Sartar 1 Valley of Plenty Jaldonkillers Saga Sartar 4 Jallupel Goodwind MoTM Sartar 1 The Avengers of Earth Temple Quatrini Sartar 1 The Search for the Throne of Colymar Quatrini Sartar 1 Underwater Quest Quatrini Sartar 1 A Sword Turned Inward Red Deer Saga Sartar 15 Elgar's Sword Red Deer Saga Sartar 6 Whitestone Ruins Red Deer Saga Sartar 3 Six Seasons in Sartar Six Seasons in Sartar Sartar 8 The Company of the Dragon Six Seasons in Sartar Sartar 32 A Site to Die For Standalone Sartar 1 A Tale of Woodcraft Standalone Sartar 1 Applefest Standalone Sartar 1 Arrows of War Standalone Sartar 1 Bad Day at Duck Rock Standalone Sartar 1 High Rock Hill Standalone Sartar 1 Jorthans Rescue Redux Standalone Sartar 1 Kovid's Nineteen Standalone Sartar 3 Night in the Meadow Standalone Sartar 3 Remembering Caroman Standalone Sartar 1 Rostakori Standalone Sartar 1 Secrets of Korolstead Standalone Sartar 1 The Duel at Dangerford Standalone Sartar 1 The Throat of Winter Standalone Sartar 1 Vinga's Ford Standalone Sartar 1 Yozarians Bandit Ducks Standalone Sartar 1 Kingdom of the Flamesword Standalone Seshnela 3 Tales of the Sun County Militia Sandheart Sun County 1 The Corn Dolls Sandheart Sun County 1 The God Skin Sandheart Sun County 2 A Trek in the Marsh Standalone Upland Marsh 1 The Howling Tower Standalone Upland Marsh 1
  13. Secrets of HeroQuesting lists the HeroQuests that I have found, here is what I have included. HEROQUESTING IN OTHER RULES Although HeroQuesting was mentioned in RQ2, rules of HeroQuesting have not been detailed to any great extent. However, some rule sets have attempted to cover HeroQuesting in various ways. The following is a summary of how these rule sets treat HeroQuesting. Author’s Comment Why bother talking about how HeroQuesting is covered in other sets of rules? Surely, this supplement is looking at new rules, not harping on about old versions? Yes, but looking at previous rules for HeroQuesting helps influence new rules. How closely to these rules fit with existing rules? How do the existing rules differ from each other and the new rules? These are interesting questions. The author will not pass comment on the HeroQuests, as people will have different ideas of what makes a good or bad HeroQuest. Hero Wars Narrator’s Book The Otherworld Magic chapter contains rules about HeroQuesting as well as a HeroQuest, Hervald’s Helm. These rules are variants of the “normal” HeroQuesting rules, with special attention paid to crossing barriers and using Contests. The Grotto of Despair is a HeroQuest to the Other Side. Thunder Rebels Although Thunder Rebels does not contain any HeroQuesting rules as such, it does contain an excellent description of the Storm Stead and GodTime, as well as a detailed breakdown of Orlanth Cults/SubCults, with myth fragments, all of which are useful for building HeroQuests. Storm Tribe As with Thunder Rebels, Storm Tribe contains no HeroQuesting rules but many cults with their myths that can be used as the basis of many a HeroQuest. QuestWorlds Although the QuestWorlds system is built on the idea of using HeroQuests, in fact HeroQuesting makes up a tiny part of the rules and supplements. HeroQuest: Roleplaying in Glorantha There is a HeroQuesting chapter in the rulebook. This covers the types of HeroQuest and where they occur. It also covers creating HeroQuests, using Myths, Differences in the Story, Ritual preparations, Community Support, Crossing Over, Power Spots, Alien Worlds, Dropping Out and Falling Off, Opponents, HeroQuest Levels, Expect Surprises, HeroQuest Moment, Station Results, Side Benefits, HeroQuest Challenge, The Climax, and The Return. There is a HeroQuest, Heavy Earth, which pits Sartarites against a local Earth Spirit. The HeroQuesting rules are good and follow the classic HeroQuesting model. HeroQuests are split into Stations, with opponents and rewards. It gets its knickers in a twist when discussing the Planes, moving a HeroQuest between the Otherworld to the Gods War then to the Hero Plane, so my advice is to ignore that section. HeroQuest Glorantha The rewrite of HeroQuest 2 for Glorantha has a section on HeroQuesting, which covers Origin, What is Myth, What is HeroQuesting, The HeroQuest of Eringulf Vanak Spear, Breaking Down of a HeroQuest into Stages, HeroQuest Surprise, HeroQuest Challenges, The law of Synchronicity and Types of HeroQuest. The Illumination chapter has a note on Illumination and HeroQuesting. There is a HeroQuest detailed with descriptions of how it works, what the rewards and penalties are and, more importantly, how it could play out. This is well-written and is a lot clearer than those in HeroQuest: Roleplaying in Glorantha. The note on Illumination and HeroQuesting is very useful and shows what benefits an insight can bring to HeroQuesting. The sample HeroQuest allows the HeroQuestors to rescue a stolen goddess from Hell and has a lot of detail that will help enrich other HeroQuests. Anyone who is interested in HeroQuesting in Glorantha should buy HeroQuest Glorantha as it is an invaluable resource. Sartar: Kingdom of Heroes This contains a chapter on HeroQuests and Running a HeroQuest, as well as a HeroQuest, The Feast of Beasts, with several Stations that count as scenarios in their own right. It also details the consequences of success or failure at each stage. The HeroQuest takes up 60 pages and is well worth reading. The HeroQuesting rules are very simple and easy to read. HeroQuests are of two types, this Side and Other Side, which is an interesting split. The rules are better described than those in HeroQuest: Roleplaying in Glorantha and have a different slant to those in HeroQuest Glorantha. The rules also include a description of the Short Lightbringers’ Quest as an additional bonus. Sartar Companion This contains two HeroQuests, The Hero and the Grove, and the Law Staff, which are given as scenarios. Although not as detailed as The Feast of Beasts, there is enough information here to run the HeroQuests fairly easily. Pavis: Gateway to Adventure This contains the Three Blows of Anger and Red Moon Rising HeroQuests, which are interesting as they are both Involuntary HeroQuests, where the HeroQuestors are forced onto the HeroQuest. The Eleven Lights This is full of HeroQuests. War is a minor HeroQuest, or rather a ritual battle, which includes The Thunder Shout. Peace Weaving is a minor HeroQuest to bring Justice to the clan. The Stealing of the Giant's Cows is a HeroQuest to strengthen the clan's herds. The Missing is a minor HeroQuest to find some missing children. The Three New Stars is a HeroQuest to restore stars to the Sky. 13th Age Glorantha 13th Age Glorantha is a rules system about Adventuring and it is no surprise that it covers HeroQuesting. In fact, it has a whole chapter devoted to HeroQuesting. Running HeroQuests: Advice and mechanics for adventures on the Hero Plane. • The GodTime, The Hero Plane, & Myth • Entering The Hero Plane • Assume Competence • Invite Style • HeroQuest Surprises • The Way Things Look • Paths To Victory • Fleeing From A HeroQuest • Tiers • Higher-Tier Myths DIY HeroQuests: Guidelines for building your own. • Initiating Design • Mythic Lore • Deity Protagonist • Victory • Create Four Or Five Stations • Station By Station Advice • Premade Myths - A couple of Humakti Myths • Humakt The Champion • Humakt And The Sword Of Life • Broken Myths: Chaos-affected Myths • River Crossing • Wedding Of Orlanth And Ernalda • Broken Myths By Class Lost Myths: Mysterious myths where the HeroQuestors are on their own to figure them out. • Stories That Might Shape A Lost Myth • Example Of A Lost Myth: Fangplace • Mythic Adventures - Special contexts for HeroQuests and what can happen on the Hero Plane. • Bring Out The Dead • Here Come The Dead • Dogpile • You Can Never Go Home • Vindictive Nightmare Gloranthan HeroQuests to Emulate: Snippets or short descriptions of HeroQuests, these are fascinating summaries of previously unknown HeroQuests, including: Lokamayadon's Hagodereth Quest, Harmast's HeroQuests and The Quest OF Eringulf Vanak Spear HeroQuests detailed are: Humakt the Champion, Humakt and the Sword Of Life, River Crossing, Wedding Of Orlanth and Ernalda, Fangplace, Sounding the Horn of Alarm, Upland Marsh HeroQuest and Starlight Ritual Running Glorantha Chapter: We have: • Runes & HeroQuesting - a description of how runes are used when HeroQuesting • Entering the Hero Plane • Narrating a Rune While HeroQuesting • Death & Heroic Returns - An interesting description of how Heroes can return from the dead • Returns Are Not Immediate • Heroes Return • If The End Is Death, The Means Don't Matter • Save The Body? • Dying On The Hero Plane • Three Methods Of Attempting A Heroic Return • Heroic Return Examples HeroQuest Gifts: A long section of acquiring HeroQuest Gifts, with some interesting ideas • Acquiring HeroQuest Gifts • Successful HeroQuesting • Empowered Runes • Timing Of HeroQuest Gifts • Trace Of Glory • Player Chooses • Gifts Are Singular • Basic Bonuses Don't Stack • One Gift Per Level • Minimum By Level • Upgrading Gifts • Creating Experienced Characters • Gift Types • Gifts By Rune • Gifts As Loot • Gifts As Signature Magic Items Overall, HeroQuesting in 13th Age Glorantha is pretty good. It fits into the "Super RuneQuest" mold, but for 13th Age, where HeroQuests are treated as if they are normal Adventures with HeroQuest stuff tagged on, which is how they should be treated. The descriptions of HeroQuest Gifts are useful, although I don't know enough about 13th Age Mechanics to comment on them individually, they are eminently stealable for the HeroQuest or RuneQuest rules. Stafford Library The Stafford Library is a set of rules-independent books detailing the history, geography and mythology of Glorantha. Once called the Unfinished Works, these are an unparalleled resource for anyone interested in Deep Glorantha. Author’s Comment I have only mentioned those Stafford Library works that I own and which have useful content for HeroQuesting. Arcane Lore This is the only supplement wholly devoted to HeroQuesting. As such, it is an invaluable resource, containing 35 HeroQuests in varying forms, from sketches to fully-detailed HeroQuests. However, it is hit and miss in places, a hotchpotch of different rules that contradict each other. I recommend purchasing this to anyone interested in HeroQuesting. The chapters cover various aspects of HeroQuesting, the Otherworlds, deity Classification and much more: HeroQuesting, How HeroQuesting Works, What is HeroQuest, Metaphysical Mechanics, Four Magic Systems One Magic, Characteristics of the Three Realms of HeroQuesting , Release Keys, The HeroQuest Quiz, The Divine Rune Identification System, The Heroic Rune Identification System, Gods and Mortals, Deity Statistics, The Pantheons of Glorantha, Fame, The Chaos Wars, Arkat's Tome, A HeroQuesting Vocabulary, The Seven Planes, Shared Characteristics, Levels of the Hero Plane, Entering the Hero Plane, The Other Worlds, The Mythic Ages, Crusades and The Malkioni Otherworld. Each chapter goes into its topic in detail, but there is not attempt to provide a unified whole. Some rules are clearly for the RuneQuest game, some are for the HeroQuest (QuestWorlds) game and some seem to be for a different but unspecified system. HeroQuests covered are: The Hill of Gold, The Lightbringers’ Quest, Maintain Spirit, The First Battle, Downland Migration, Liberating Ernalda, Killing Aroka, Fourteen Tribes, Great Music Wind, King Contest, Crushing the Green, Winter is Scattered, The Trembling Shores, Route to Orlanth's Longhouse, Rainmaking and the Harvest, The Quest of Knowledge, The Wyter Quest, Kargan Tor's Court, Berserkergang Quest, The Quest for Ten Strikes, A Humakti Scenario, So You Want to raise the Dead, Elovare's Blue Moon Quest, The Seven Sky Gates, The Path of Lightfore, Tale of the Twelve Brethren, The Crossroads, The Jackal's Path, Alebard's HeroQuest, The Citadel of Drang, Hellmouth, Renallien Breaker of Bricks, Waha's Beast Quest and The Seven Sky Games. All the HeroQuests are usable and can easily be adapted for anyone’s game. Book of Heortling Mythology Crammed full with Myths, sometimes quite detailed, this can be used as the basis of many HeroQuests. Fortunate Succession This list of the Emperors of Dara Happa is full of Gloranthan history. As the Emperors were often Demigods or Heroes themselves, there are a lot of hints regarding their HeroQuests. Glorious Reascent of Yelm This contains many myths of the Sky Gods and histories of the Emperors of Dara Happa. The myths can easily be turned into HeroQuests and the histories contain many examples of HeroQuesting. History of the Heortling Peoples This contains descriptions of the history of the Orlanthi. Among these histories are many examples of HeroQuesting, especially Creative HeroQuesting. These accounts show that Creative HeroQuesting did not begin with Arkat. The ritual and battle to create Nysalor, the war between Rastalulf Vanak Spear and Lokamayadon, the war against Nysalor/Gbaji, the deeds of Henrik and the Iron War against the Clanking City are all described in detail, with HeroQuesting elements. Author’s Comment Both the book of Heortling Mythology and History of the Heortling cover the First Council, Arkat Wars, Dragon wars and the Wars against the Clanking city, but from different viewpoints. However, both have enough of the events, stories and myths that can be used to describe the HeroQuests used in those events. King of Sartar The Story of Argrath is all about HeroQuesting. The Lightbringers’ Quest is described in detail, The Strange Fragment describes using HeroQuesting powers, Orlanth Mythology has some excellent myths that can be turned into HeroQuests and Three Invocations describe how a HeroQuest can be invoked. Nearly every page in this excellent book provides hints and examples of HeroQuests. Middle Sea Empire The God Learner chapter covers Developmental Stages, detailing the history of God Learner HeroQuesting, The New Order of HeroQuestors, the Impossible Landscapes and Five New Ways books and Overall Effects on the Hero Planes. This is interesting from a historical point of view and also describes the effects of HeroQuesting on the Hero Plane. Revealed Mythologies This contains mythologies of the Western, Southern and Eastern lands of Glorantha. It is very theoretical in places, but gives a good overview of those areas. The Western section describes GodTime through Western eyes, splitting it down into a series of Actions. It describes the Western Otherworld as Kiona, Solace and Joy and has a Glossary of places and terms. The Pamaltela section describes the GodTime in a more accessible form than the western view, with myths that can be used as the basis of HeroQuests. As with the western section, it has a potted History and Glossary. The Vithelan section covers similar ground, with a description of the GodTime in terms of cycles, describing the Gods and Antigods. This is less useful than the Western or Pamaltelan sections and does not contain a History. Overall, this is a reasonable source of myths, but is very alien to someone used to looking at very rich Central Genertelan mythology. RuneQuest Glorantha The latest version of RuneQuest contains some things on HeroQuesting. The Games Master's Guide should contain a little more, with a HeroQuesting Character Sheet and extra rules. HeroQuesting seems to have been built into the rules from the bottom up, which can only be a good thing. Author’s Comment In my opinion, RuneQuest Glorantha, the latest version of RuneQuest, is the best and prettiest version that we have seen. It has its flaws and could have done with a good proofreader who excels at checking rules, but has a lot of good stuff that supports HeroQuesting.   RuneQuest Glorantha Rulebook HeroQuesting is mentioned throughout the Rulebook, which is how it should be, as HeroQuesting is an integral part of Gloranthan gaming. Introduction • Epic Scale: This mentions a HeroQuest as a ritualized adventure where an Adventurer may discover new magical secrets and better learn how to become a Hero. • Heroes and HeroQuesting: This describes HeroQuesting as a magical act that brings mythological magic into the Mundane World, a HeroQuestor as someone who simultaneously interacts with Mythology and the Mundane World and a Hero as someone who has walked this path and been changed by it. Pretty good definitions, I think. Game System • Campaign Time: This mentions Sacred Time as a propitious time for HeroQuesting • Sacred Time: Mentions that the only adventures carried out during Sacred Time are HeroQuests • Death and Permanent Damage: Anyone dying and passing through Judgement can only be brought back by a HeroQuest Skills Cult Lore: This includes HeroQuests as part of the things covered by Cult Lore Runes • Magical Tests: This mentions HeroQuesting as being a place where magical tests are important and commonplace, showing two ways of having a test, either a Skill above a certain amount or rolling below a Skill on 1D100 Passions & Reputation • Reputation: HeroQuesting is given as a way of gaining Reputation Rune Cults • Cult Mysteries: HeroQuesting is given as one way of gaining cult mysteries • Worship: HeroQuest rituals are mentioned as a way of accessing secret rites • Wyters: HeroQuests are mentioned several times, as something that defines a Wyter, as a way to gain new abilities for the Wyter and as a way to restore a Wyter Rune Magic • Resurrect: Reiterates that a person dead for more than 7 days needs a HeroQuest to return • Seal Soul: Reiterates that a person dead for more than 7 days needs a HeroQuest to return • Summons of Evil: If the participants have a HeroQuest Enemy, that enemy will be summoned by the spell Between Adventures • Sacred Time: Performing a HeroQuest is an optional event in Sacred Time and can give a modifier to the harvest Although the information on HeroQuesting is sketchy, there is enough built into the rules to imply that HeroQuesting should play an important part in future RuneQuest supplements. RuneQuest Bestiary There are few mentions of HeroQuesting in the Gloranthan Bestiary, which makes sense as this is not really a supplement suited to an in-depth view of HeroQuesting. • Dragonewts: The Don Armor skill is gained through a successful HeroQuest • Mistress Race Troll: Typically has powers gained on HeroQuests • War Zebras: Their ability to breed is due to a HeroQuest miracle • Wyter: Created through HeroQuesting Author’s Comment What about the various Scenario Packs or in other Jonstown Compendium supplements, surely there are HeroQuesting rules in those? Yes, there probably are, but as I am planning to play in a RuneQuest Glorantha Campaign very soon, I have promised not to read them. However, once the campaign has finished, I am free to read them and comment. Watch this space! Author’s Comment There are excellent HeroQuesting rules in the system we are not allowed to mention. However, we are not allowed to include them in the Jonstown Compendium, so I won’t. Fanzines Although fanzines are not canonical and are generally not published by Chaosium, there are a large number of HeroQuests and HeroQuesting ideas in various editions of Fanzines. The Fanzines covered are: Tales of the Reaching Moon (ToTRM), Tradetalk (TT), RQ Adventures (RQA), Codex (CX). Wyrms Footnotes (WF), Different Worlds (DW) and The Book of Drastic Resolutions (BoDR): • ToTRM2: Heroes, Five Foes • ToTRM4: Golden Barge HeroQuest • ToTRM7: Glorantha: The Game, The Whole World in Your Hands, HeroQuesting Basics, Designing HeroQuests, The Old Hare's Riddle, HeroQuests of the Twins, Berserkergang Path, The Blue Boar HeroQuest, The Silver Fox HeroQuest, The HeroQuest Quiz • ToTRM12: Questlines There is Always Another Way • ToTRM14: Questlines Paths of the Hero • ToTRM18: Odayla Initiation, The Stormwalk Path • TT5: Three Flowers • TT6: The Tower of Xud • TT7: The Unicorn Quest • TT9: Fintnail's One Day House, Joraz Kyrem Gains an Ally, Aldryami Planting Song • TT12: Dry Hard • RQA3: The Devil's Bones • CX1: The Spirit of the Stream (HeroQuest in all but name) • CX2: Map of the God Plane • WF09: The Shepherd’s Tree HeroQuest, The Great Raid on the Temple of the Wooden Sword HeroQuest • WF10: The Founding of the Temple of the Wooden Sword • WF14: The Crown Test of Leika Ballista • DW4: Waha HeroQuest • DW45: Pavis HeroQuest • BoDR Prax: Waha's HeroQuest Author’s Comment What about HeroQuests in other Fanzines? Why haven’t you included them? Mainly because I don’t have the fanzines, have lost them or have not remembered HeroQuests in them. I would be pleased if readers could let me know of Fanzines and HeroQuests I have missed, so I can include them in future versions of Secrets of HeroQuesting. Treat it as a Knowledge Quest.
  14. It was. It was. This will come out as Secrets of the Oasis Folk, at some point.
  15. So, it is down to Jonstown Compendium authors to fill in those gaps.
  16. That is why I treat a year as a year. A 17 year old in Glorantha is the same age as a 17 year old on Earth. No need to worry about adding up days to work out the age, as nobody does that in real life. Don't forget that people learn skills earlier in ancient societies, as they learn real-life skills instead of being at school. So, what we learn in school they would instead be learning RQ skills.
  17. That is odd, because the HeroQuesting pack that we brought out, How Humakt Learned to Grieve, did not sell particularly well despite being our second best-selling Silver title. That's why I have been reluctant to spend a lot of time on HeroQuesting packs. Ragnaglar's Breath reached Silver faster, but that might because it was set in Dorastor, which has a loyal following. So, if people want more HeroQuesting scenarios, or HeroQuests, then they should buy the ones that are currently there, to show that there is a demand for them.
  18. Clay Mostali (Dwarves) are definitely organic, being made with a healthy dollop of the Man Rune. Only the True Mostali are inorganic.
  19. Draconic Cults became incredibly unpopular after the Dragonkill, for some reason, at least outside Kralorela. In my Glorantha, some went underground, kept alive by a few secret cultists. Others have reawakened following the resurgence of Draconic energies post-Dragonrise. Again in my Glorantha the Boatrise meant that a True Dragonship awakened and rose to the Heavens, which also increased the Draconic energies prior to the Dragonrise. Some people have contacted long-lost Orlanthi Heroes who were friends of dragons and their cults might have Draconis insights. https://glorantha.fandom.com/wiki/Category:Imperial_Age_Dragon_Pass_Heroes might have some ideas of Heroes from that period. Again, in my Glorantha, the Storm Dragon has a band of effective mystical Air/Storm Runs Ninja mystics who act as assassins against enemies of the Storm. In RQG terms, they would probably use the mystical martial arts of the East Isles supplements and have ties to the Air Rune.
  20. The way I do it is to assume that a second is a second, a minute is a minute, an hour is an hour, a day is a day and a year is a year. So, I don't count the number of seconds in a year and then compare the real world and Gloranthan years. If someone is 15 in Glorantha then they are the same as a 15 year-old in the real world. If you don't do that then some things can get very icky indeed. The only place that falls down is when extending magic for long times, if it counts time in days, or whatever. I get around that by scaling the extending up to hours, then days, then weeks, then seasons, then years, so no need to measure exactly how long something lasts.
  21. The Other Side of the Dragon, from Sartar Rising #3, involves a trip to the Grazelands. It's for HeroQuest but should be easy enough to use the scenario for RuneQuest.
  22. That's why I published my own HeroQuesting rules.
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