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.
|