Home Forums Glorantha Glorantha Discussions About Divine Interventions

This topic contains 5 replies, has 6 voices, and was last updated by Profile photo of Harald Smith Harald Smith 5 years, 9 months ago.

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    Profile photo of gran orco
    gran orco

    Which is the real power of a god? Could Lhankor Mhy, for example, teleport one of his worshipers and their friends who whorsip another cults like Orlanth, Vinga or even Yelmalio to another place? Or could the god do a miracle according only to his runes and powers?

    Profile photo of Hannu Kokko
    Hannu Kokko

    YGMV – I would limit it to powers inspired from His runes and mythos

    Profile photo of Charles

    My feeling is that Divine Intervention is somewhat a rules artefact for RuneQuest, with two purposes.

    • To allow well developed player characters a chance to escape when the dice in a ‘crunchy’ system have been unfriendly.
    • To allow weird and unusual effects that could not be generated within the normal spell-lists.

    An explanation that I half recall is that characters that are beloved of their god may be able call on Divine Intervention. The god provides the raw power to the mortal and it is the mortal performing the miracle outside of the god’s runes, rather than the god breaking the Compromise.

    Profile photo of David Scott
    David Scott

    RQ6 is a little vague on this, page 293 says –

    The intervention may be obvious and crude or inconspicuous and subtle. Much depends on the god, its nature, its motives and what it is
    intervening for.

    and considering runes are optional in RQ6, lets’s look back at what RQ3 says, Magic Book page 23 –

    Divine Intervention
    Divine intervention has the same sort of limitations as Divination. A god cannot do other than what is normal to him or her. The air god cannot make the earth quake, the underworld god cannot create storms, etc. Only an earth deity can open holes through the ground, for instance, and only a fire god can raise or lower temperatures (though an air god could create a cooling breeze and a water god could douse the heat with a gush of cold water).

    So clearly they are limited to their own powers (runes).

    RQ2 has the best description as it was a rune spell –

    May be used to pray for a miracle (”Oh Lord, bring sister Ariella back from the dead; Oh Lord, return us to your temple at Pavis; etc.”). If the miracle is not too great (only one character may be reunited with his spirit, but a whole party of up to a dozen Adventurers may be teleported out of trouble)” the character’s chance of getting the request is 10% per point of spell used. This differs from the Rune Lord’s divine intervention. When a Rune Lord asks for divine intervention, he will usually get it, but he will lose a certain amount of POW. When a Priest calls for divine aid, the POW has been already allocated for it, and Priest loses no other POW. If the god hears the plea and gives the miracle, the character will have to sacrifice new POW points to receive the spell again. Miracles take up a lot of godly energy, and have to be paid for. Thus, Divine Intervention is not a reusable spell. A given character can ask his god for a given miracle onIy once. If he doesn’t get it then, he never will. If a god does not grant a miracle that his Priest has requested, the Priest will keep the POW points he has in Divine Intervention, and if he survives, may use them to ask for another miracle later. Divine Intervention also has the property of helping the caster but not harming anyone else. It cannot be used to strike an enemy dead, for example. If the gods allowed their powers to be used in this fashion, they would soon be in direct conflict. This would defeat the whole purpose of the proxy wars between mortals, and threaten the world with direct conflict between gods. In certain special circumstances, such as the enchanting of iron or Rune metal armor, only 1 point of Divine Intervention is expected by the god, and no more need be cast. Divine Intervention cannot foretell the future or change the past. Also, Divine Intervention cannot be substituted for learning by experience or training.

    HeroQuest has no Divine Intervention at all. As Charles points out it’s a RQ artefact.

    Profile photo of Erick Eckberg
    Erick Eckberg

    I never liked the idea of Divine Intervention: If it’s left a dice-roll it is too arbitrary (why did Orlanth help Mud Low-Wind get out of the Rubble but didn’t help Krogar Wolfhelm defeat the Lunar Coders? Because Mud’s player lucked-out and rolled an 03 and Krogar’s player rolled a 37???)

    If it’s left as a GM device it seems too contrived: Joe feels bad for his unlucky players so he has “Orlanth” save them. The players will 1) feel no sense of achievement, and 2) expect such “miraculous saves” every time (and when they don’t get them, hard feelings may ensue).

    Better not to include such contrivances: If Orlanth had wanted them to succeed, they would have had a better plan and rolled better.

    Profile photo of Harald Smith
    Harald Smith

    I prefer the use of Hero Points to cover this. Then its driven by the PC’s but they only have so much available to call on.

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