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Shake Land after Runequest Quickstart Scenario? (spoilers)


Rob Helm

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I'd like to run another scenario premise past folks.

Suppose your clan is beset by Adrima, the dark earth goddess of the Runequest: Roleplaying Glorantha Quickstart scenario. Would it occur to you to sacrifice to Maran Gor to put Adrima back to sleep? If so, would it be worth risking a trip to Maranaba, the big Shake Land Maran Gor center in Old Tarsh?

I thought a trip along those lines could be interesting, but the premise might be just silly. I'm curious what anyone else thinks.

Rob

Edited by Rob Helm
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Two problems with the premise:

First, what would motivate her to leave her place of power?  She'd need some kind of mortal agency to carry around dead animal parts to summon sprul-pa, although she'd have no similar trouble with the dream-wefts.  She'd also have a problem with being limited in POW, since she'd be unlikely to be able to draw from worship away from her altar.

Second, Idrima is a daughter of Maran Gor.  The party might have serious trouble getting the Shakers to aid them.

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Yup, that was the idea. Who better to send baby back to sleep?

I suspect a lot of worship of Maran in Sartar amounts to "O goddess bless and keep your children ... as far from us as possible."

I figured that kind of ritual would work better in a power spot like Maranaba. But I don't know enough about Maranaba to say whether it's even remotely possible. They might just automatically round up foreigners and sacrifice them en masse. That's what the old _Dragon Pass: Land of Thunder_ implies in some parts, but it's not entirely clear. 

Rob

 

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15 hours ago, Rob Helm said:

Suppose your clan is beset by Adrima, the dark earth goddess of the Runequest: Roleplaying Glorantha Quickstart scenario. Would it occur to you to sacrifice to Maran Gor to put Adrima back to sleep? If so, would it be worth risking a trip to Maranaba, the big Shake Land Maran Gor center in Old Tarsh?

Sounds good. A divination by the local Earth Priestess could give the players this information. They could also create a propitiatory shrine in the village, although that might be more difficult due to politics.

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20 hours ago, Rob Helm said:

Would it occur to you to sacrifice to Maran Gor to put Idrima back to sleep? If so, would it be worth risking a trip to Maranaba, the big Shake Land Maran Gor center in Old Tarsh?

As soon as you realize Idrima can shake the earth with her stomp, yes.  The Shaker's Temple at the base of Kero Fin is the logical place to go to find Maran Gor - yes, worth risking if an awakened Idrima is causing your clan problems.

16 hours ago, Yelm's Light said:

First, what would motivate her to leave her place of power?  She'd need some kind of mortal agency to carry around dead animal parts to summon sprul-pa, although she'd have no similar trouble with the dream-wefts.  She'd also have a problem with being limited in POW, since she'd be unlikely to be able to draw from worship away from her altar.

Depends on how tied Idrima is to the Broken Tower, but as presented she's probably not too inclined to depart.  But, if she's growing in power, perhaps with more agents aiding her with sacrifices, she may be able to send forth sprul-pa, dream-wefts, or even co-opt other Earth figures to aid her advance.  And if another altar can be raised to her, then maybe Idrima herself is able to travel through the Earth to that new altar to extend her reach.

16 hours ago, Yelm's Light said:

Second, Idrima is a daughter of Maran Gor.  The party might have serious trouble getting the Shakers to aid them.

Yes, quite likely a difficult challenge.  And in fact the Shakers might well 'adopt' her and bring new sacrifices to her if they learn of her.

6 hours ago, Rob Helm said:

I figured that kind of ritual would work better in a power spot like Maranaba. But I don't know enough about Maranaba to say whether it's even remotely possible. They might just automatically round up foreigners and sacrifice them en masse. That's what the old _Dragon Pass: Land of Thunder_ implies in some parts, but it's not entirely clear. 

 The Tarsh Exiles must allow some (i.e. merchants, Ernalda priestesses) through.  But they are depicted as bandits and warriors and likely to prey on those who are weaker.  Whether that's for sacrifice, or perhaps just ransom, is another matter.

 

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3 hours ago, Rob Helm said:

So, it does sound like something with total party kill potential. I'll have to think about how to work around that. It might have to involve escorting some very capable non-player emissary, rather than the players themselves trying to deal with the Tarsh Exiles.

Have an Earth priestess lead the party - an Ernaldan who can command the respect of the Tarsh Exiles.

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