From: v124pz9t@ubvmsb.cc.buffalo.edu (David Cheng)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Runelords and Heros question (LONG)
Date: 16 Dec 92 02:23:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Dec15.142724.7686@email.tuwien.ac.at>, scheirich@eigcl1.una.ac.at (Scheirich Harald) writes...
>Can anybody here explain to me, somebody with access only to RQ3 stuff,
>what on 
>earth Runelords and Heros are.
>I am posting this for my GM who has most of the books out but only from
>the 3 edition on and those crop up from time to time but are not
>explained any further so please,
>what are they, what can they do, what does it take to be one ....  
>I am in Europe and have no access to 2nd edition material.
> 
>Thanks in advance 
>					     Scheirich Harald
>Replies on this list or to
>scheirich@eigcl1.una.ac.at

A Runelord has worked very hard to emulate his/her god.  Since he is
"closer" than a standard initiate, the god in turn favors that person
by granting special status in the cult.  This (often, but not always)
includes:
- an allied spirit
- enchantment for cult metal, or iron, weapons/armor/etc
- reusable rune magic
- an almost guaranteed Divine Intervention

If the Priest is the spiritual representative of the god in the 
world, then the Runelord is a pseudo-physical manifestation.  
Runelords pledge themselves so closely to their god that they 
become almost like an avatar.


Heroquesting often involves tapping into the mythic history of 
the world.  By re-enacting certain mythic events, you gain the
benefits that the original enactor did.  The more closely you
come to the real thing, the better the benefit, but the higher
the risk.

Example:  Trolls hate Fire and Light.  But, in your Gods of 
Glorantha book, you will see that Zorak Zoran can grant worshippers
Ignite, Firearrow, and Fireblade.  This is because back in the 
Godtime, ZZ ambushed Yelmalio, and stole his fire powers (Or so the
current legend says).  This is also why Yelmalio _cannot_ grant
his worshippers Fireblade and Firearrow.

A cult's seasonal holy days are mini-heroquests.  They are so
common and practiced that things almost never go wrong.  By being
a good worshipper and going to temple on holy days, you are able
to learn those spells, even though you're a troll and hate fire
normally.  That is the benefit of a worship "heroquest" (the
very easiest kind).

Now, let's say you and your ZZ buddies want to emulate your god.
You can do a little ritual to psych yourselves up, and go and
ambush some Yelmalians.  This action is just barely touching the
mythic history of ZZ's attack on Yelmalio at the Hill of Gold, 
so you'll probably get no noticeable result (but ZZ will be happy
anyway).

You can make the ritual a little stronger by having the ambush on
a hill.  Stronger still by doing it on the same day/week/season 
the original event happened (but that won't work in this case,
as the original happened before Time began.  No Time = no calendar
to frame it, right?).

Now, by doing this right (ie winning the fight), you might get
a tiny reward, like a free Fireblade spell or something.

To really make the leap to the big leagues, you have to learn the
ritual which will let you leave the world and enter the Godtime.
(Yes, this is not for characters any weaker than really tough 
rune levels, generally).  By doing this, you bring yourself
to the _actual_ event.  (Sort of, maybe.  There are a lot of
metaphysical explanations, which I don't have the time or
finger strength to handle.  Please subscribe to the RQ Digest,
and read _Tales of the Reaching Moon_, esp issue #7, a special
HeroQuesting issue).

You might want to start off small.  Perhaps you just watch
your god Zorak Zorak beat up Yelmalio, and steal the Fire
powers.  Just watching will give you benefits (you are a god,
in the godtime now).

Maybe you are bolder.  You do it again, but this time, you
go up to Yelmalio's battered body, and drink some of his blood.
This will definitely get you more benefits.

The best thing to do would be to actually take the place of 
Zorak Zoran, and fight Yelmalio yourself.  Then, IF you win,
YOU get the fire powers yourself.  Of course, you'd better be
pretty tough to be able to fight Yelmalio.  He is a god, after
all...  ;-)

A preview of Stafford's new game:

Heroquesting is _not_ just for getting neat powers for your
Monty Haul character.  Heroquesting can also be for the good
of your clan/tribe/nation/religion.

Take Dragon Pass/White Bear Red Moon:

Harrek the Beserk is one of the toughest heroquestors in the
world.  He killed a god (the White Bear) and bound its spirit
into its skin.  He wears that bearskin now.  He can hit
someone so hard that not only does that guy die; both that
guy's parents die too ( I am not making this up - Dave Barry ).
   BUT, Harrek is a greedy heroquestor.  The reason he is
so tough is that he keeps all the power he gets.  When he dies,
it ALL dies with him.

Prince Argrath is also a mighty heroquestor.  But, _personally_
he is no match for Harrek.  (He is tough enough to take a shot
from Harrek, however).  BUT, Prince Argrath thinks about his
people, the Sartarites.  When he gets benefits from his heroquests,
he spreads them over the whole nation.  That is why Sartar gets
strong enough, under Argrath's leadership, to throw off the Lunar
yoke, and actually wage war against the Empire.

In game terms, Harrek is maybe 10,000% with his sword.

Argrath could have been the same, but instead, he made all loyal
Sartarites +10% with their swords: enough to face up to the
Lunar Legions.


This has gone on 20 times longer than expected.  My apologies.

I have a paper and 25 chapters to do by Thursday, so I have to go
now (please have pity on me :-).  You won't be hearing from 
me again till after...

-David Cheng
 drcheng@sales.sternn.nyu.edu
Newsgroups: rec.games.frp.misc