HeroQuest

HeroQuest
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Copyright © 2004
Issaries, Inc.

except for the text of Karrg & Erantha Gor which is
Copyright © 2004
Russell Cole

Karrg & Erantha Gor

A heroquest created by Russell Cole
Web Adaptation by Nick Eden

 Thanks to Paul Wade-Williams who wrote this Heroquest from the Erantha Gor angle and from which I have borrowed heavily.

Find his heroquest here:   

Note! This is a fan contribution. The information may be contradicted by official material.

Outline

This heroquest recreates Karrg’s defense of Dagori Inkarth from Erantha Gor following the death of her children at his hands.  It can be undertaken for either personal benefit or to turn aside an enemy attacking the community or clan.

Quest Requirements

Main Character

  • Karrg the Goodson, Master of Weapons and Defender of Uz

Companions

  • Second Shield who was a great warrior and follower of Karrg.  When Karrg was ambushed Second Shield defended his back.
  • Ravens Friend was a renowned hunter who helped Karrg track down Erantha Gor.

Supporters

  • Karrg was accompanied by his wargang on his quest and other heroes can take a minor role.

This heroquest is designed for a follower of Karrg or one of his herocults along with up to two companions. He should have combat abilities in the range of 15W to 10W2 and other relevant abilities at 5W or better. Followers may accompany the heroquester. The quester declares in advance if the heroquest is for personal or community gain.

 Myth

Long ago in the age of conquest there lived a race of great lumbering creatures called Gatorgarings.  Children of Maran Gor, they would eat anything that grew of the earth and were much hated by the Aldryami for their destruction of many forests.  Over time they were hunted and killed by Elf, Beastman and Hooman until only a few remained.

Maran Gor loved her children and wrought terrible revenge on their attackers.  She decided to protect her last children by moving them away from their enemies to new grazing grounds North of her home at Kero Fin. 

Now this was around the time when Karrg was in trouble with his mother for spending too much time with Zorak Zoran.  To avoid another beating he had decided to travel and see his cousin Valind in the Rockwood Mountains.  They spent long hours boasting of their powers and fame.  Karrg talked of his many victories over gods of storm and sky, each in turn defeated through his prowess with weapons.  He particularly enjoyed recounting the times he had given Windyboy a beating, such as when he knocked out his front teeth after catching him skulking around the castle of lead (Karrg was always proud of the tooth necklace he wore, which is why Orlanth can’t whistle in tune!).  Valind boasted of all the Fire people’s villages he had claimed for his own, using ice and snow and of the winter winds that he had stolen from the storm gods.  

As they sat on top of the highest mountain swapping stories they spied a herd of massive and strange creatures grazing on grass and bushes on the plains below.  Karrg was by this time feeling very cold and fancied a bit of exercise and so challenged Valind to a competition to see who could kill the most of these strange animals.

As Karrg charged in with mace whirling, Valind summoned demons of ice and spirits of cold.  By the time they paused to take breath they realized that none of the creatures remained and that they had each dispatched a similar number.  With this amount of food laying about Karrg called upon his sister Vaneekara to throw the biggest creatures straight into Dagori Inkarth where the tribes fed well for many seasons (although it took a while from some of the creatures to defrost!).

Karrg thought this a good time to return home and although still unhappy with him, his mother did appreciate the food he had brought for her people and so ignored his wanderings on this occasion.

Now it wasn’t long before Maran Gor discovered that her children had been killed and a great rage fell upon her.  She renamed herself Erantha Gor and strode into the Rockwood Mountains where she smashed Valind’s summer ice palace and cut up many of his people before they could escape North.  Next she turned to Dagori Inkarth killing any Uz she met even beheading one of Kyger Litor’s grandchildren with her massive copper axe.  Kyger Litor was angry to hear of this as well as being concerned about how to stop this vengeful earth goddess causing more harm.  She summoned Karrg and ordered him to go out and sort out this problem he had caused, and then to come straight home afterwards!

Karrg eventually came across Erantha Gor at Battle Valley where she was resting next to a heap of defeated Uz champions.  At the sight of him she charged yelling a terrifying scream, which nearly knocked Karrg from his feet.  They fought long and hard with Karrg only barely able to defend himself against her furious blows.  She did not even stop when day came and so they carried on fighting for a further two nights.  Eventually they both drew back exhausted and collapsed to the ground.  Karrg spoke to Erantha Gor who he could see was readying herself for another attack and asked what it would take for her to stop attacking his people?  She said that there were peoples who had angered her even more than the Uz and that if he could bring her the head of a god of each she would leave the Uz to enact her vengeance elsewhere.

Karrg knew that he should go back and check with his mother, but also knew that he must act now or risk further harm to his people.  So off he went on his quest to make peace with Erantha Gor.

First he went to the Greatwood where he killed the High King of the willow people.  Next he went to Hellgate where he smashed down the door of the stead of Henggat Skyglow and crushed him in front of his clan.  Finally he traveled to Dogwood where he slew Elvanol Longshank leader of the Beastpeople.

Eventually he returned to Erantha Gor who was much please with his sack of heads and agreed to leave the Uz alone as long as they showed her the respect she disserved.  Karrg forever remembered Maran Gor’s fury and understood the power and terror of the dark earth.

Karrg now had to return home where Kyger Litor would be waiting.  She started to berate him for his time away from home, but Karrg for the first time in his life stood his ground and persuaded her of the rightness of his actions.  Kyger Litor did not beat her son on this occasion even though he had dared to interrupt her and Karrg learned that mother doesn’t always know best!  

Preparations

Members of the local wargang are likely to provide Extraordinary Support.  Depending on the reason for the heroquest the rest of the clan members will provide between Ordinary and Extraordinary support .i.e. if the quest is intended to aid the community by driving off an attacker there will be a higher level of support from the clan.

Ritual Elements:

+10 for holding the ritual in a temple of Kyger Litor

+10 for holding the ritual on a Holy Day of Kyger Litor (+20 if on Defender’s Night - Freezenight, Harmony Week, Fire Season)

Generally the Shielding Son ritual will be undertaking before embarking on this quest.  The points noted will be gained on a successful contest against mythology of Karrg.  This is a long ritual which is preceded by a muttered song by the quester telling of what precisely he will defend, who he expects to fight and what he will do to his foes. 

Shielding Son Ritual 

(see James Frusetta’s excellent Karrg Cult write-up at http://www.wam.umd.edu/~gerakkag/karrg.pdf)

  • A Place where an enemy has never set foot enclosed in complete darkness (+1)
  • A suit of lead armor named ‘Hardblood’ (+1)
  • Shield named ‘Defender’ (+1)
  • Armor is girded on by the Quester’s mother (+1)
  • Runes of defense & skill painted on the Quester’s skin using the blood of a potent enemy (+1)
  • A lead mace named ‘Smasher’ (+1)
  • Songs sung by sister or other female relatives warning of the dangers that come to the clan and beseeching help (+1)
  • The Quester chants of the many battles he has had and of the foes he has overcome (+1)
  • Quester consumes the weapon of a past foe (+1)
  • Vows to an older female that no harm will come to her (+1)
  • Vows to a younger female that no harm will come to her (+1)
  • Followed by a warrior called Second Shield who vows to support him (+1)
  • A Watch Beetle known as Foebiter (+1)
  • A spirit summoned by a Jakaboom shaman or practitioner (+1)
  • A song of power sung by a Hombobobom practitioner or shaman (+1)
  • Styx blessing by a Jeset practitioner or shaman (+1)
  • A song of respect by a Korasting practitioner or shaman (+1)
  • A sling gifted by a Vaneekara devotee or Hurler (+1)
  • A magical rock from a Bozkatang worshipper (+1)
  • A song of praise from a Great Mother (+1 to +4 depending on length and content)
  • A song of promise from the Quester promising the deeds that will occur and of the strength of his arms (+1 to +3 depending on style)

Stations

Station 1: Entering the God Plane


Contest:   Entering Kyger Litor’s Hall

Appropriate Abilities: Mythology of Karrg (This may be the ability of the Karrg’s Son overseeing the ritual)

Typical Modifiers and Augments: Result of the Preparations (above), Ritual role bonuses for Karrg, Second Shield and Ravens Friend

Resistance: 10W3

Any Victory: Enter the God Plane

Tie: Lowest roll gains victory

Any Defeat: The quest is over and there will be a gnashing of teeth and howling from the gathered throng.

Results:  The quester enters the god plane through the Kyger Litor temple and, if successful, appears in the Castle of Lead in Dagori Inkarth. When he enters the god plane he will walk into Kyger Litor’s hall as Karrg.


 Station 2: Find Erantha Gor

Now it wasn’t long before Maran Gor discovered that her children had been killed and a great rage fell upon her.  She renamed herself Erantha Gor and strode into the Rockwood Mountains where she smashed Valind’s summer ice palace and cut up many of his people before they could escape North.  Next she turned to Dagori Inkarth killing any Uz she met even beheading one of Kyger Litor’s grandchildren with her massive copper axe.  Kyger Litor was angry to hear of this as well as being concerned about how to stop this vengeful earth goddess causing more harm.  She summoned Karrg and ordered him to go out and sort out this problem he had caused, and then to come straight home afterwards!

The blood thirsty Earth Goddess is rampaging around killing Uz claiming that Karrg has killed her children.  Many wounded and bloodied Uz enter Kyger Litor’s hall carrying their dead and beseeching the Great Mother for help.  Kyger Litor is angry with Karrg, but even angrier with the Earth Goddess.  She tells Karrg to go and find the killer and stop her carnage.


Contest:   Find Erantha Gor

Appropriate Abilities: Track (+5), Sense Intruder, Acute Darksense (-5), Geography of Dagori Inkarth (-10)

Typical Modifiers and Augments: Only magical abilities or those of followers can be used.

Resistance: 15W

Any Victory: Karrg finds Erantha Gor before she can do much more damage.  Depending on the level of victory a bonus of +1, +4, +9 or +18 can be applied at Station 7.

Tie: Lowest roll gains victory or roll again

Any Defeat: Erantha Gor has killed many more Uz warriors.  Depending on the level of defeat Karrg suffers a penalty of -1, -4, -9 or -18 at station 7.

Results:  Karrg eventually came across Erantha Gor at Battle Valley where she was resting next to a heap of defeated Uz champions.

Side Benefits:  If they gained a victory Ravens Friend makes friends with a keen eyed Raven which helped find Erantha Gor.


Station 3: The Battle with Erantha Gor

At the sight of him she charged yelling a terrifying scream, which nearly knocked Karrg from his feet.


Contest:  Resist Terrifying Scream (simple contest) 

Appropriate Abilities: Brave, Fearless, Devoted to Karrg (-5)

Typical Modifiers and Augments: Defender affinity, veteran warrior, hate earth worshipper (-3), augments from followers (strength in numbers), Self Sacrificing (-3),  Fear Mother (she's much more scary) 

Resistance: 10W

Any Victory: Karrg stands his ground

Tie: Roll again at +5 resistance.

Any Defeat: Karrg quails in fear and has to regain his nerves before returning.  Depending on the level of defeat he suffers a penalty of -1, -3, -8 or -15 in the battle with Erantha Gor (below)

Results:  Karrg himself finally approached Erantha Gor, who was drenched in Uz blood and sat atop a pile of Uz bodies. Without warning, Erantha Gor attacked, her scream nearly stunning Karrg, but he had a heart of lead and jumped back to the attack.

Side Benefits:  Karrg increases his Fearless or Brave trait depending on the level of victory (HQ p.202 & p.204) e.g. a minor victory gives 10W * 1/10 = +3 divided by ½ as this is a permanent increase giving a total of +2 (rounded up).  In the case of a defeat a reduction would be applied depending on the level of defeat. 


They fought long and hard with Karrg only barely able to defend himself against her furious blows. She did not even stop when day came and so they carried on fighting for a further two nights. Eventually they both drew back exhausted and collapsed to the ground.  


Contest:  Fight through Exhaustion (simple contest)

Appropriate Abilities: Endurance, Tough (-3), Strong Willed (-5)

Typical Modifiers and Augments:  Strong (-5), Stand Between Foe & Family Feat

Resistance: 10W

Any Victory:  Karrg Carries on the fight

Tie:  lowest roll wins

Any Defeat:  Karrg suffers badly and has trouble lifting his mace to fight.  Apply a penalty of -1, -3, -7 or -15 in the Fight with Erantha Gor (below)

Results:  Both combatants fight through their exhaustion.

Side Benefits:  Gain Endurance ability or Tires Easily flaw.


Karrg spoke to Erantha Gor who he could see was readying herself for another attack and asked what it would take for her to stop attacking his people. She said that there were peoples who had angered her even more than the Uz and that if he could bring her the head of a god of each she would leave the Uz to enact her vengeance elsewhere.


Contest:  Fight Erantha Gor to a standstill

Appropriate Abilities: Combat skills, Affinity of Karrg (-5), Strong (-10)

Typical Modifiers and Augments:  Strong, tough, weapons & armor, combat magic augments, followers, Any negative modifier from failing to resist Erantha Gor’s Terrifying Scream.

Resistance: 10W3 

Any Victory:  Erantha Gor’s falls back covered in blood and gore, but calls upon her mother the earth who starts to heal her wounds.  Depending on the level of victory a bonus of +1, +7, +18 or +35 is given to Karrg in Station 6.

Any Defeat:  If Karrg is driven to 0 AP’s or less Erantha Gor has won and the Heroquest is over.  Karrg is wounded or Dead and appears in the temple of Kyger Litor from whence he started broken and covered in blood. 

Results:  Erantha Gor names three enemies whose heads she must have if she is to stop attacking the Uz. 

Side Benefits: Karrg gains an increase to the combat skill he used in this fight as per HQ page 202 (divide this figure by two as this is a permanent benefit).


Station 4: Hunting Erantha Gor’s Foes

Karrg knew that he should go back and check with his mother, but also knew that he must act now or risk further harm to his people. So off he went on his quest to make peace with Erantha Gor.  

First he went to the Greatwood where he killed the High King of the willow people. 

Next he went to Hellgate where he smashed down the door of the stead of Henggat Skyglow and crushed him in front of his clan. 

Finally he traveled to Dogwood where he slew Elvanol Longshank leader of the Beastpeople.


Contest:   Kill Erantha Gor’s Foes

Appropriate Abilities:  Combat skills, Affinity of Karrg (-5)

Typical Modifiers and Augments:  Sneak, Tracking (-5), Fight [Named Foe], Wargang Tactics (-5)

Resistance: 20W

Any Victory:  Backed by his wargang Karrg fights with bravery and cunning, hunting down and killing each of the named foes.  Depending on the level of victory a bonus of +1, +4, +10 or +20 is given to Karrg in Station 6.

Tie:  The Heroes get lost on the way to one of their targets and are attacked by a random hostile encounter along the way (see HQ p. 152 for ideas).

Any Defeat:  Karrg is repelled when trying to storm the stronghold of one of the targets and must return without all the promised heads.  Depending on the level of defeat a penalty of -1, -4, -10 or -20 is given to Karrg in Station 6

Results:  Karrg took his warriors and hunted down and killed each of the named foes.  He fought with cunning and bravery until his sack was full of heads. 

Side Benefits:  Successful heroes can gain or increase either Wargang Tactics or a Combat ability.


Station 5:  Ambush

While resting on the weary journey back to Dagori Inkarth the Heroes camp is attacked by an unexpected opponent not mentioned in the myth.  This could be a cultural enemy or foreign hero on a heroquest of their own (try using an attacker with similarities to an enemy from the real world).  The only hero armed and ready to fight is Second Shield and he must defend his companions against this surprise attack.


Contest:  Defend the Camp

Appropriate Abilities (Second Shield): Combat skills, Affinity of Karrg (-5), Strong (-10)

Typical Modifiers and Augments:  Strong, tough, weapons & armor, combat magic augments, followers,

Resistance: 15W (personalize the attacker with magic weapons and followers for additional augments)

Any Victory:  The attackers are driven off and Second Shield takes a magical item from them.

Tie:  Second Shield fights of the attackers, but is injured.

Any Defeat:  Second Shield is killed and each hero loses one magical item or item of power.  They also receive a number of hurts each depending on the level of defeat 1 hurt, 2 hurts, 5 hurts or 8 hurts.

Results: Second Shield fights off the attackers until Karrg awakes at which point they flee.


Station 6: Turn Away Erantha Gor

Eventually he returned to Erantha Gor who was much please with his sack of heads and agreed to leave the Uz alone as long as they showed her the respect she disserved. Karrg forever remembered Maran Gor's fury and understood the power and terror of the dark earth.


Contest:  Placate Erantha Gor

Appropriate Abilities:  Bargain, Fast Talk, Diplomacy, Persuade

Typical Modifiers and Augments: Leadership (-5), Respectful of Females, Modifiers from Stations 4 and 5.

Resistance:  10W

Any Victory:  Erantha Gor accepts the offered heads and turns away from Dagori Inkarth.  A bonus of +1, +3, +7 or +15 is applied to station 7 depending on the level of victory.

Tie:  Erantha Gor walks away but remains an enemy.

Any Defeat:  Erantha Gor attacks with renewed strength and to the death.  Apply the level of defeat as a penalty in this combat (-1, -3, -7 or -15) and use the contest details from Station 3.  Erantha Gor is rested and Karrg is weary so she receives an additional +10 bonus.  After this battle the heroes are ejected dead or alive from the God Plane and gain no further benefit from the heroquest even if they win the fight.

Results:  Erantha Gor grudgingly accepts Karrg’s peace offering.  She is in future neutral to the Uz and even on occasion sides with them against common foes.

Side Benefits:  Karrg gains the feat Terrifying Scream which is included within his Darkness Affinity.  Each of the heroes gains the relationship Respected by Earth Worshippers (or the flaw Ridiculed by Earth Worshippers in case of defeat).  If the heroquest was for community gain then a victory indicates that an attacking enemy turns away and leaves the clan in peace and will not attack again for a period depending on the level of victory 1 year, 3 years, 7 years or 15 years.


Station 7:  Return to The Castle of Lead

Karrg now had to return home where Kyger Litor would be waiting.  She started to berate him for his time away from home, but Karrg for the first time in his life stood his ground and persuaded her of the rightness of his actions.  Kyger Litor did not beat her son on this occasion even though he had dared to interrupt her and Karrg learned that mother doesn’t always know best!


Contest: Stand up to Mother

Appropriate Abilities:  Independent, Strong Willed, Brave/Fearless (-5), Relationship to Mother

Typical Modifiers and Augments:  Fast Talk, Persuade, Diplomacy, Respectful of Females (negative modifier), Followers, Modifiers from station 2.

Resistance: 10W

Any Victory: Karrg is treated as a hero and is gifted with a blessing or gift to take back to his people

Tie:  Kyger Litor is displeased with Karrg for disobeying her and going off on his own for so long without speaking to her first.

Any Defeat:  Karrg is beaten by his mother in front of all present.

Results:  Karrg had once again defended his people and proven to be a Good Son.

Side Benefits:  The Heroes are each gifted with a spirit of power, blessing or companion from Kyger Litor’s court.  Karrg gains the personality trait Independent (or the flaw Subservient to Mother if beaten by Kyger Litor) (again see HQ pages 202 & 204 for more details)


Station 8: Exiting the God Plane

With the quest over, the hero is free to leave the god plane.

Quest Success

The Questers stride forth into their local temple to the cheers and hoots of the assembled throng.  They will be treated as heroes and be awarded 3 to 5 hero points each.

Quest Failure

Any penalties described above are applied. If the quest was performed to deflect an enemy then clan will gain the trait 'Hated by [enemy name]' which carries with it an increased likelihood that they will immediately attack.

 Latest revision: 20 Feb 2004, nme
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