The Sword That Is Death
By Bruce Ferrie
Based on work by Robin D. Laws in King of Dragon Pass (Copyright © 1999 A Sharp LLC).
Many thanks to Jeff Kyer for playtesting, editing and general invaluable assistance.
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Note! This is a fan contribution. The information may be
contradicted by official material.
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Background
In the Gods Age, Eurmal the trickster found a new thing. This was the first Sword, which was called Death.
Orlanth's brother, Humakt, took it away from Eurmal before he could do more harm than he had already done.
At this time, Orlanth was looking for a weapon to use in his struggle against the Evil Emperor. He came to
Humakt and tried to take Death from him, but Humakt would not give up his Sword. He used this new power that
is Death to sever himself from his Storm Tribe kinfolk so that they would not be accountable for the harm
that Death would bring.
Orlanth eventually persuaded Humakt to lend him the Sword that is Death for a time so that he could use it
against the Evil Emperor. In return, he offered him a place of honor in the Storm Tribe, not as his brother
but as his champion.
The Sword That is Death is a heroquest that any Orlanthi can perform. As it recreates the story of how
Orlanth borrowed Death to kill the Evil Emperor, it is enacted by Orlanthi who require something "extra" in
order to defeat an enemy.
Orlanthi often pursue this quest to temporarily gain the Death affinity for themselves, usually in order to
slay a specific, and most frequently Solar, foe. Alternatively, they may perform the quest to benefit their
community. In this case, the quest might strengthen their warriors, or strengthen the bonds between Humakti
weaponthanes and the rest of the clan.
Quest Requirements
- The quester must know the myth of the Sword That is Death - a simple roll against
Mythology of Orlanth will suffice. If the quester does not worship Orlanth, then
Worship Storm Pantheon or Heortling Myths can be used at a -5 penalty.
- The quester must begin at Orlanth's Stead. Any shrine, temple or hilltops consecrated to Orlanth
will suffice for this. From here, the hero will cross over to the Other World.
- He must have at least one ability with a rating of 10W2 or more (which will be wagered when meeting
Humakt) and have at least 100 AP in that ability from himself, support and followers to make the wager.
- The hero may bring followers on this quest, though Orlanth completed it alone. Often the hero brings
his own Trickster to catch at Station 2, or a healer to deal with the injuries he might suffer on the
quest.
Outline of the Quest
The Sword That is Death heroquest has seven stations:
- Orlanth's Stead
- Eurmal
- Humakt's Stead
- The Return to Humakt's Stead
- The Final Meeting With Humakt
- Enemies
- Reconciliation
- Return Home
Station 1: Orlanth's Stead
Cross to the Other World
Resting at his stead after the latest of his attempts to defeat the Evil Emperor, Orlanth heard tales of
this new thing that was Death. He resolved that he would seek this "Sword", so that he could use it in his
next contest against the Evil Emperor. However, not even the Knowing God knew where Orlanth could find it.
Everyone somehow seemed to know, that it was Eurmal who had found Death. After all, the Trickster was always
at the root of any new trouble. As usual, though, nobody knew where to find Eurmal - he had wandered far from
Orlanth's stead. Gathering his armor and weapons, Orlanth set out to find the errant Trickster.
The quester traditionally begins his quest at a shrine or holy place to Orlanth. There he must use his
Mythology of Orlanth (or Mythology of Vinga, if the quester is a Vingan) against the standard
resistance of 10W3 to enter the God Plane to Orlanth's Hall. As noted on Narrator's Book p37, many Orlanthi
heroes use rituals like the Arming of Orlanth to prepare themselves before beginning a heroquest and to allow
extraordinary support.
Station 2: Eurmal
Interrogating the Trickster
At the edge of the Storm Tribe's lands, Orlanth found Eurmal. He was disappointed to find that the Trickster
no longer had the Sword That Is Death, but he soon forced Eurmal to tell him that Humakt had taken it from him.
When the quester meets Eurmal, he must force the trickster to tell him where he can find the Sword. He may
accomplish this by force, by bribery, or by persuasion.
Convince Eurmal to talk (15W): Bribe, Intimidate, Command Gods of Storm Pantheon (-5), Fast Talk,
Persuade Others.
Eurmal's resistance to any attempt to cajole him is 15W - he finds it hard to keep a secret to himself, after
all. Of course, violence is always an option. The quester may choose to simply beat Eurmal up to force him to
tell all (see "Benefits of the Quest", below).
Many questers bring their own trickster so that they can have as much control as is possible over this station
of the heroquest. Tricksters being what they are, this may be marginal at best. If Eurmal wins the contest,
he will give the hero inaccurate and misleading directions - he might, for example, tell him that he "gave
the Sword to Grandfather Mortal". This will force to hero to take a circuitous route to Humakt's Stead,
incurring negative carryover for this station of the quest.
Station 3: Humakt's Stead
Orlanth came to Humakt's stead, where his brother welcomed him. Orlanth, rash and full of pride,
demanded that Humakt give him the Sword that he had heard so much about. Humakt refused, telling Orlanth that
he might rule the storm and many other things, but that he would never rule Death. So they fought and, though
Orlanth was not slain, he was forced to retreat.
The hero arrives at Humakt's stead. It seems darker and more oppressive than normal, though there is still
a welcoming fire in the hearth and food at the table. Humakt is here to welcome the hero, greeting him as a
brother. Humakt appears as a warrior bearing the insignia and tattoos of the Storm Tribe. Of course, Humakt
will often be represented in this quest by a Humakti to has, or will have some link in times to come, to the
hero. This quest may be the event that establishes this link between the hero and the Humakti.
The hero must try to get the Sword from Humakt. He can do this by several methods - he can try to command
him to give the Sword up, or he may try to cajole or bribe the Sword out of Humakt.
Persuade Humakt to hand over the Sword (5W2): Bribe (-5), Intimidate (-3), Command Gods of Storm
Pantheon, Fast Talk (-3), Persuade Others (-3), Relationship (Clan).
If the hero fails to command, cajole or bribe the Sword from Humakt, he may choose to resort to violence.
In this case, Humakt's Close Combat ability is 10W3. Fighting Humakt can be very dangerous, so many heroes
bring supporters with them to assist them in this battle. A healer is a valuable companion, able to lend AP
to the hero in the more violent stations of this quest by treating his wounds. There is little time to spend
between stations but there is usually enough to rest, eat and be healed magically.
The narrator should note that the carryover is heavily skewed for this station of the quest. The "correct"
course for the hero is to fail at this station, but to do so without being so badly injured that he cannot
continue. If he succeeds in getting the Sword from Humakt, the hero will return to the Middle World. He will
have less carryover than he would gain by completing the full quest, possibly with disastrous results. Worse,
this can harm the relationship between the quester (and his community) and Humakti, particularly if the hero
took the Sword from Humakt with violence (see "Benefits of the Quest" below).
Station 4: The Return to Humakt's Stead
After he had rested and healed his injuries, Orlanth came to Humakt a second time. He treated his brother
with more respect this time, offering him gifts and the safety and shelter of his feasting hall. Humakt,
though, was steadfast in his refusal to give up the Sword. He told his brother that safety and shelter were
small things, compared to the power of Death. So they fought and, though Orlanth was not slain, he was forced
to retreat.
The hero returns to Humakt's stead. He meets Humakt there, just as in Station 3 of the quest. If anything,
Humakt's stead is even darker and colder than it was before, though there is still a welcoming fire in the
hearth and food on the table. Humakt still greets the hero as brother, though the greeting will not be warm
if there was violence between the two of them previously.
It is more difficult now to persuade Humakt to give up the Sword - his resolve is stronger.
Persuade Humakt to hand over the Sword (10W2): Bribe (-5), Intimidate (-3), Command Gods of Storm
Pantheon, Fast Talk (-3), Persuade Others (-3), Relationship (Clan).
As before, violence is always an option for the hero - Humakt's Close Combat ability will be 10W3.
Carryover is skewed for this station of the quest since the hero is supposed to fail (see Station 3). The
hero may succeed in getting the Sword at this station and the effects are the same as before.
Station 5: The Final Meeting With Humakt
Orlanth rested again until the injuries to his person healed, even if those to his pride still pained
him. He came to Humakt a third time. This time he appealed to Humakt as a brother to give him the Sword, so
that he could use it to smite the Evil Emperor. Humakt, though, showed Orlanth a new thing that he had
learned to do with the Sword. He had used it to sever himself from his kin, for he had seen the harm that
Death would bring, and he did not want his Storm kin to pay the price. Humakt was no longer Orlanth's brother,
therefore, and he told him that there was no obligation upon him to give the Sword to a stranger. So Orlanth
and Humakt fought for possession of the Sword.
After another opportunity to rest and recuperate, the hero returns to Humakt's stead for the final attempt to
get the Sword from Humakt. This time, there is no welcoming fire in the hearth and Humakt's hall is cold and
dark. Humakt does not greet the hero as a brother this time, but instead greets him as if he were a stranger.
Persuade Humakt to hand over the Sword (10W2): Bribe (-5), Intimidate (-3), Fast Talk (-3),
Persuade Others (-3).
If the hero tries to appeal to Humakt as a kinsman, he tells the hero that he has severed himself from his
Storm Tribe kin, and he no longer considers himself Orlanth's brother. The hero will not be able to use
abilities such as Command Gods of Storm Pantheon or Relationship (Clan) in this contest as Humakt is not a
member of the Storm Tribe at this point.
Violence is still an option for the hero - Humakt's Close Combat ability will be 10W3.
Carryover is skewed for this station of the quest since the hero is supposed to fail (see Station 3). The
hero may succeed in getting the Sword at this station and the effects are the same as before.
Station 6: Enemies
Then some enemies came who were too strong even for mighty warriors such as Orlanth and Humakt to face
alone. The two of them had to set aside their differences and fight against their foes. The fight lasted for
a day and a night, but Orlanth and Humakt were victorious.
The Narrator should select enemies for this station of the quest that have some connection with the hero.
For example, if his clan is feuding with a neighboring clan he may face warriors from that clan whereas if
chaos menaces the tula, he might face a band of broo. In the absence of any specific enemy that the narrator
may wish to introduce outlaws, chaos or undead are the traditional enemies faced at this point. The Humakti
may have his own enemies who make an appearance instead of the hero's foes.
Otherwise, the enemies faced may be hostile/rival heroquesters attempting to disrupt the quest. This is an
excellent opportunity to bring in the hero's bitterest rival(s) to oppose him or to have Lunars strike at
the very heart of the clan. The Narrator should tailor the foes' abilities so that they provide a significant
test to the hero's abilities, though they should not be overwhelming.
If the hero loses the contest, he may be seriously injured, but will still be able to continue the quest.
Assume that Humakt succeeded in driving off any remaining enemies. After all, there has to be a good reason
for Orlanth to want to make Humakt his champion…
Station 7: Reconciliation
Then an idea came to Orlanth. He saw that he should not be fighting against Humakt and that, even though
they could no longer share a hall as brothers, there is always another way. He spoke to Humakt: "You fought
bravely alongside me, Humakt-who-was-once-my-brother. I would give much to have you stand beside me in battle
again. I have a new place for you, that of champion. You shall sit at my right side, on the ring, no longer
of my clan, but connected to it by law, and you will be the greatest of my warriors."
Humakt agreed to join with Orlanth in this way, and they were both glad. And Orlanth humbly asked the newest
of his weaponthanes: "Let me borrow the Sword That Is Death". And Humakt lent him the Sword.
The hero has an opportunity to demonstrate that, like Orlanth, he is wise, honorable and generous. The
quester must persuade Humakt to stand alongside the Storm Tribe once more, as Orlanth's Champion, and to
lend him the Sword That Is Death at need.
Persuade Humakt to become the Storm Tribe's champion (10W2): Close Combat, Generous, Devotee/Initiate
of Orlanth, Honorable, Relationship to Clan, Worship Storm Pantheon.
The ability used here should be the one that the hero has wagered for this quest. If the hero succeeds,
Humakt agrees to lend him the Sword and to sit at his right side, as his Champion.
Station 8: Return Home
The hero returns to Orlanth's Stead. From there, he crosses back to the Physical World again using his
Mythology of Orlanth ability, resisted by the same difficulty as when he crossed into the God Plane,
modified by carryover and wounds.
Results
If the quester was successful and was performing the heroquest for personal benefit, he will have use of the
Sword until Humakt returns to reclaim it (this is a related Humakti heroquest). The Sword gives the hero use
of Humakt's Death affinity (see Hero Wars p54) at the same rating as the ability that the Hero wagered on the
heroquest.
If he was performing the quest in order to benefit his community, one of the following advantages is gained
by all those who provided Extraordinary Support, chosen by the hero at the start of the quest:
- Increase Close Combat ability by +2 per level of success the hero received (e.g., a Complete Victory
gives a +8 bonus).
- Start a Friend of Humakt ability at:
12 (if the hero gained a Marginal Victory on the quest)
17 (if the hero gained a Minor Victory on the quest)
1W (if the hero gained a Major Victory on the quest)
5W (if the hero gained a Complete Victory on the quest)
Humakti will react positively to the individual as long as a successful roll is made against this relationship
and tend to give them the benefit of the doubt.
The duration of these benefits is determined as per the Carryover Duration Table (see Narrator's Book p39).
In addition, if the narrator feels that the hero resorted to violence too often in the quest, she may choose
to give the hero a Flaw, "Violent". If the hero repeatedly used unnecessary violence against his Storm Tribe
kin the quest, the narrator may choose to increase the value of this Flaw by 5 for each instance. Note that,
in stations 5 and 6 of the quest, Humakt and the enemies who appear are no longer the hero's kin, and do not
incur a penalty at this point.
If the hero used violence to take the Sword at station 3, 4 or 5 of the quest, before offering Humakt a place
with the Storm Tribe and helping him fight his enemies, the consequences are grave. Both he and those who gave
Extraordinary Support will get an "Unfriend of Humakt" flaw which acts as a penalty to all attempts to deal
with Humakti. The value of this Flaw is equal to 12 + half the carryover that the hero gained on the quest
(e.g., if the hero's carryover is 13, the value of the Flaw is 5W).
This Flaw is permanent for the hero until he buys it off with hero points. It will persist as per the
Carryover Duration Table (see Narrator's Book p39) for his supporters, who may find that their Humakti
weaponthanes drift away to find other, more welcoming, clans for whom to fight.
Carryover for The Sword That is Death
| Station |
Complete Victory |
Major Victory |
Minor Victory |
Marginal Victory |
Tie |
Marginal Defeat |
Minor Defeat |
Major Defeat |
Complete Defeat |
| Orlanth's Stead (Critical) |
4 |
3 |
2 |
1 |
0 |
X |
X |
X |
X |
| Eurmal |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
| Humakt's Stead |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
| Return to Humakt's Stead |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
| The Final Meeting With Humakt |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
| Enemies |
6 |
5 |
3 |
2 |
0 |
-2 |
-3 |
-5 |
-6 |
| Reconciliation |
12 |
6 |
4 |
2 |
0 |
-2 |
-4 |
-6 |
-12 |
| Return Home |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
| Final Carryover |
51 |
38 |
28 |
19 |
9 |
0 |
-8 |
-17 |
-29 |
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