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Hill of Gold HeroQuest

Introduction

This is the Orlanthi version of the Hill of Gold HeroQuest, based in part on Steve Marsh's version (reproduced in Enclosure 2) and Simon Phipp's versions, both versions of which are very apt for the practice run version of this Quest. If people wonder why I never detail example practice run HeroQuests, or only ever give scant details of such things, it is not because I am a power-crazed, dice-rolling, number totting GamesMaster but because any GM can take the "HeroPlane" versions described here and create a practice run adventure. As all practice run HeroQuests must be carefully detailed to fit the PCs power level, geographical position (a practice run in Sartar would be far different than Fonrit) and individual campaign elements, I think people would far prefer to see these Quests (things to aim for, so to speak) than practice run quests even though everyone, myself included, run more practice run quests than full-on HeroQuests on the HeroPlane. Of course, if I'm wrong, somebody could do with telling me... : )

The Orlanthi version is different from the Yelmalion version, although I think reading both is worthwhile before running either Quest. The actual Quest described here is one that takes place fully on the HeroPlane, and is run using my HeroQuest rules, although conversion to other rules systems shouldn't be difficult. All skills below are already divided by 5, so Yelmalio, who has 100% attack actually has 500% but reduced to 100% on the HeroPlane.

The Myth

In the Winter of Godtime, as the Greater Darkness grew darker still, Orlanth was assailed by forces of another Storm God, Thryk. They marched regularly upon the Forts of Orlanth's Sons, and took many women as hostages, many children as thralls, and much livestock as plunder. The giants that followed Thryk, and his father Valind, were a violent, terrible plague upon the Orlanthi during this time, so much so that the people cried out for great retribution. Hedkoranth, Vinga and Humakt called for arms to be drawn, but wily, cunning Orlanth knew that many people would die, "I have another way." he said, "We will seek aid from Inora, who lives atop the Hill of Gold. She is the blood of Valind, and with her on our side we will be able to force Thryk into a fearful withdrawal, and then I shall send my warriors to plunder what remains. That is how victory will be won, by alliance, not by charging head first into war." The Iron Council consented that this was a good idea, although some people say that Ernalda grumbled at the idea of Orlanth dealing with Inora, renowned for her seductive beauty and danger.

Orlanth took his arms, and armour, and headed off into the wilderness, trying to find the Hill of Gold. It was difficult, but eventually he found it after he tracked the Silver-Tailed Snow Fox back to it's home, for we all know it lives at the foot of the Hill. He then headed to the steepest climb he could find. As he called upon the Wind Spirits and Storm Souls to fly him to the peak he was attacked! Yelmalio, a loathsome wretch who was summed up everything that was bad about his father, Yelm, had come to meet Orlanth in combat, ambushing him as all cowardly wretches do. He still resented Orlanth for rescuing Ernalda, Yelm's wife, from the Sky Court, and now saw a chance to stop Orlanth from claiming another woman. But rather than wooing Inora himself, as any real man would do, Yelmalio chose to ambush and kill Orlanth. Such cowardice would not be tolerated by our virtuous god, and he met him head on in battle. Fire lapped around Orlanth, the powers of the Inner Sun scorched against his skin, but still he fought on, until at last Yelmalio stumbled to the ground. Orlanth claimed his spear and bow as his prize, and left him behind, injured and bleeding.

With the secrets of wind, Orlanth managed to travel fast up the mountainside until he reached the Peak. Here he searched for Inora's Great Palace, most cannot find it for it is hidden in the snow, but Orlanth had been given a map from Lhankor Mhy and knew of it's location and so quickly found it. Knocking on the great Ice Doors he entered, and was greeted by the ice pixies and snow nymphs, whose blue-frost skin was as alluring as any oread or daughter of Ernalda. They showed him to the greeting chamber wherein was Inora, the Snow Princess, herself. She was as beautiful, but not more so (or at least, not that Orlanth would admit), than Ernalda. She sat, regal and restrained, in her blue frost robes, and her icy crown, and demanded why Orlanth had entered.

Orlanth told her that he sought her hand in marriage. The Ice Court mumbled, and whispered, for Inora had many husbands, all of whom she had chosen as her spouse, not the other way around. But Orlanth said that he would prove his Worth and Virtue as all husbands should if they ask for someone's hand in marriage, the Three Tests had to be enacted. Orlanth chose one, Inora chose another and the third test was always the same anyhow. Orlanth chose Dancing, Inora chose Gift-Giving, and tradition demanded one test be combat. Orlanth obviously won Dancing, for he is the Cosmos' greatest war-dancer. Inora demanded gifts, and Orlanth showered her with them until she picked one she liked. Finally, Inora's First Husband came forth. He was an Ice Demon who had married Inora, when she was but a child, and ensured that all her later husbands were worthy souls - more worthy than he, at least. Orlanth easily defeated the Ice Demon, for he had recovered the FireBlood Knife from the Sunling People of Sky River, which was deadly to creatures of Ice and Snow.

The ceremony of marriage was held soon after, and consumated soon after that. Orlanth stayed a while in the Winter Castle, and promised to return every year to be with his wife. In turn she promised him aid and support against Thryk's forces. Orlanth gathered his equipment and then headed off down the Hill once again. Yet, in the meantime the Black Lord, Child of Nakala, had gained a victory of his own over Yelmalio and walked the hilltops, looking for more blood. The Black Lord attacked without warning from the shadows where he hid. Both he and Orlanth battled for a long while, before the two decided to make a retreat lest they both perish.

As Orlanth left the Hill he encountered a large group of Chaos Creatures, they were the Heralds of Doom and Entropy, and came baying at the feet of Death. They smelt disaster atop the Hill of Gold and headed to see what they could see, but Orlanth stood in their way. He destroyed as many of them as he could before the horde passed by.

Continuing onwards, Orlanth returned home to his Great Fort and united himself with his friends and family, and between them all, and the forces if Inora, they suceeded in casting away the forces of Thryk.

Author's Notes: It is not universal that Orlanth went to the Hill of Gold to marry Inora to gain support against Thryk, there have been other myths such as Orlanth went to Inora to marry her to have her as his Winter Wife, and have Ernalda as his Summer Wife. There have been myths that he went to Inora to mediate between himself and Valind. There are a variety of stories - the point is not why Orlanth went to Inora, but that he did to seek some form of aid from her. Your plavers should be free to determine why they might want to visit her - some Heroes may fancy being Inora's husband, some may want to go to Inora, deal with her and bring peace about between two warring Orlanthi tribes. All are good reasons.
There are a variety of other Hill of Gold myths all described in Enclosure 2 p.38-44.
Yelmalio, of course, has his fire powers because they have not, at this stage in myth, been stolen from him by Zorak Zoran.
Again, not all versions of the myth have Orlanth chosing Dancing as his contest, Singing, Music, Magic etc... are all acceptable contests. Inora, in all versions of the myth, always chooses Gift-Giving for that is mythically important.
The alternative Orlanthi myth in Enclosure 2 p.44 is particulary useful, although I don't believe that anyone but a Lunar Loving, Chaos Kissing Illuminate like Faltikus would think of Great Orlanth's Godtime acts in such a way : )

The Quest

This Quest is not exactly the most well known myth that the Orlanthi have, unlike the Yelmalions whose entire religion is defined by the Hill of Gold myth. Indeed, only worshippers of Orlanth Adventurous are even likely to think about enacting the Quest however some worshippers of Orlanth Rex my well use this HeroQuest as a way of ending a feud against an enemy Orlanthi tribe, gaining allies, or wooing a member of a foreign family. Most of the aforesaid would be practice run versions of this Quest, not full HeroPlane ventures.

The Quest canbe sacrificed for at any minor temple or larger that knows of the myth, so obviously if you are in a land where the Hill of Gold myth is totally unknown, you cannot sacrifice for it in temples in that land. If you are not a Priest or Rune Lord then, obviously, permission must first be sought to learn this heroQuest.

The Hill of Gold Quest
5 points

HeroQuest spell
This spell can only be cast on Yelmalio's holy day (yes, I said Yelmalion). First the candidate must gather his allies and his Iron Council (if he has one) and ask for their advice on what he should do to solve his dilema (whatever that may be). Each should be unable to give him any helpful advice, and the Quester should decide to travel to the Hill of Gold and speak to Inora. Before he goes he must seek permission off of his wife, if he has one. She may grumble and grown, but unless she refuses the Quest can go ahead. Should the Quester go on his Quest with his wife telling him not to, then the highest out of Piety Orlanth, Love Wife or Loyalty Wife act against him in the Quest.

For Example: Hrank Bearclaw, Wind Lord or Orlanth, seeks to go to the Hill of Gold and marry Inora so that they can bear a Frost Child together, whom he can marry off to the Kitori, who are into that Darkness/Cold link, and thus gain allies when his son/daughter reaches maturity. However, his wife refuses to support him in such a Quest. He has the passions of Piety Orlanth 7, Love Wife 12 and Loyalty Family 18. As his wife counts as family, his Loyalty Family passion acts as a penalty throughout the Quest. In other words, all skills and rolls are made at -18%!

Other than this there is no other preparation to be made. Cult Supporters can, of course, be used. Their rewards are described in the Rewards section. Unlike the Yelmalion version, the Orlanthi Hill of Gold can easily be a communal activity. The rituals are cast just before dusk, and the Quest begins in the middle of the night, representing the Greater Darkness.

Station (i)

Once the HeroQuest spell is cast, the Quester must find their way from the temple grounds to the HeroPlane. They leave the temple grounds and search for a Silver-Tailed Snow Fox to follow. After a few hours they will find one, although unless they know what one looks like they will require an Animal Lore roll to identify it (do not divide the Animal Lore skill by five for this roll as the Quester is not yet on the HeroPlane). If they fail to identify it they walk right past it and the Quest ends. To follow it requires a Track roll, to which the Quester can add their Piety Orlanth. Remember, this roll is divided by five. If they fail the roll then the Quest ends, although neither the Quester nor his Supporters take any penalties for failure. They may all try again next year. If not they can track the animal through the darkness, travelling through a forest that eventually thins out. Soon only prtrified trunks, warped and destroyed by some awful entropic power are the only things about. In the distance, the dark, dark distance, is a silhouette of a small mountain. The fox heads that way.

Many Orlanthi use the Yinkini spells to increase their chances - spells like Identify Scent can be extremley useful.

Station (ii)

The Quester starts to advance up the Hill of Gold. If the character rolls a special scan (remember, this is after skills have been divided by five) then they spot Yelmalio hiding behind a rock. If not then they are ambushed as soon as they are within 100m of him, as he fires a Sunspear at them.

Yelmalio appears at this stage to be a blond haired blue eye, prissy, spoilt brat, in an armour that shines with the corrupt light of his father's Tyranny. In his possession is the Little-Sunspear, which glows with the radiance that only Elmal should rightfully have, and he also carries a golden bow and a large golden shield. "You!" he screeches as he ambushes the Quester, "Orlanth Murderhands I call you! You took my father's best concubine from him, and married her in a most unholy manner, profaning the holy way of Yelm. Well, this time you will not get the wife you want, I shall take her from you!" With that Yelmalio enters combat.

His tactics are to either stay at a distance and unleash Sunspears and Firearrows, or if this doesn't seem to be the best plan then he tries to close and engage with the Quester as fast as possible.

You may notice that Yelmalio has sun powers. Well, this is of course because he has not yet had them stolen by Zorak Zoran, so on the HeroPlane Orlanth meets him in his former glory. The Quester must try and steal at least the spear off of the Quester for this station to be successful, but the preference is to take the Spear, Bow and sometimes the Shield. To get these the Quester must either use knock-out blows, disarming tactics, a shit load of Beffudles, or causing Yelmalio to fall unconscious from hitting a non-lethal location. While Yelmalio will do everything in his power to stop this, he will not later follow the Quester if his weapons are stolen.

If the Quester flees at this stage then Yelmalio will continue onwards to defeat Zorak Zoran, for with his weapons he is capable of doing so, in turn Zorak Zoran will be unable to defeat his portion of the chaos and so in the final station the Orlanthi Quester will meet more Chaos. If the Quester kills Yelmalio, or plunders too much from him, then Zorak Zoran will not steal his Fire Powers, and without his Fire Powers he will fail to defeat his portion of the chaos so, again, in the final stage the Quester will meet more chaos. Therefore it is in the Quester's interests to balance how much damage he does to Yelmalio.

If Yelmalio defeats the Quester he takes all of his equipment off of him, cuts off his right hand and gives him a HeroQuest geas that he will never sexually please anyone he marries. However, the Quester can return home alive, although in defeat.

Yelmalio, the Little Sun

STR	50		Move	7	R Leg		45/15
CON	70		HP	45	L Leg		45/15
SIZ	20		FP	80	Abdomen		65/15
INT	17		MP	45	Chest		65/18
POW	45		Dodge 40	R Arm		45/12
DEX	40				L Arm		65/12
APP	17		DEX SR 1	Head		45/12

Weapon		SR	att/par		dmg		pts
2H Spear	1	100/70	5d10+5+3d6		20/2.0
Shield		3	30/150	1d6+3d6		20/7.0
Bow		1/5/9	80/--		3d6+3d3		10/0.5
Notes:

Runes: Fire 80, Truth 60, Mastery 40, Magic 30, Harmony 20.

Defeating Yelmalio is worth one point in the Mastery rune and increases their Hate Fire Worshippers and/or Hate Yelmalion passions by four.

Author's Notes: In Practice Run Versions of this Quest, I have the Spear as a symbolic representation, and when the spear is stolen the Yelmalion forfeits their skill in their spear to the Orlanthi i.e. their attack and parry percentage are reduced to base, and the Orlanthi Quester gains them. In turn, should the Quester fail, their weapon skills are forfeited to the Yelmalion.

Station (iii)

The Quester must now ascend the Hill of Gold, to the peak where Inora lives in her Snow Palace. As most Questers will have access to Fly, Flight or Sylphs, they need not make any Climb rolls. If not, they must make the Climb rolls, with each failure causing them to fall and take 6d6 damage to general hit points, although if they fail the last roll they take 10d6 instead.

At the peak, the Quester sees an enormous palace of snow and ice. Here, the Quester marches to the doors. They will be stopped by Ice Demon guards, there are about twenty or so (if stats are needed, use statistics from Troll Gods p. 41 but if Ice Points are overcome, the only effect is that the ice points in that location are reduced by one, making them far harder to kill). The Quester is meant to be intimidated into not using violence to solve this station. They must use their powers of influence and kingly powers to gain entrance. The Quester must make a speech demanding entrance into the Palace to see Inora, perhaps mentioning his desires to marry her, his power, his past conquests, his titles, his political power etc... If the speech is pitiful, or poorly prepared, the Demons turn the Quester away, and he must march down the Hill, back into the mundane world hanging their head in shame. If not then the GM should award a modifier of up to +20% considering the quality of the speech, and then make them make either a Fast Talk or orate roll as appropriate, modified by Piety Orlanth or another relevant Passion. If they fail then they, too, are sent back down the Hill. If they succeed the Ice Demons let them through. Most Questers use a Cult Support at this stage. Combat at this stage should be met by full retribution from the Ice Demons and inhabitants of Inora's Palace, and should force the Quester back down the Hillside.

Once they are allowed into the Palace they are led by Ice Nymphs into an enormous icy throne room. It scintillates in the glistening radiance of the mountaintop, and sparkles in a tantalising and beautiful pattern never seen before by the Quester. Music, a faint mixture of what sounds like harps and bells, plays in the background even though the musicans cannot be seen. Scattered about, watching in a vague awe, are numerous spirits of the Mountain. Oreads scamper about, regal ice nymphs watch with interest, and a handful of women look on with distaste as the Quester enters. There are very few men in the room, those that are there appear to be followers, perhaps concubines, of the women they are nearby. Only the guards, the numerous ice demons and snow lords that stand about the chamber, appear to be any danger. At the end of the chamber, however, is the woman who catches the Questers eye the most for she sits atop a throne made of ice, and is served upon by numerous boys and young men who fetch and carry things for her at her request, or merely to try and gain favour with her. She is more beautiful than anyone the Quester has seen before (most likely), and wears several layers of thin, blue dresses. As she sees the Quester approach she raises her right eyebrow slightly. "Who," she asks with a withdrawn, regal voice, "are you?"

The Quester must now convince Inora to allow him to take the three tests to gain her favour. This time they must concentrate on their worth as an ally or husband, the benefits of such an alliance or marriage and possibly offending her numerous other husbands. Remember, the Quester does not have to marry her, they can instead merely seek an alliance. Inora herself will not bring the subject of marriage up. Again the Quester must make a speech. This time an Orate roll is required, it is not possible to Fast Talk Inora. Modifier by the appropriate Passions. If the Quester is attempting to woo her then add their APP to the roll as well - do not include bonuses from Boost APP or Glamour spells, such things are seen straight through by Inora.

If the roll fails, the Quester is sent back down the Hill in shame and failure. If the roll succeeds then the result depends upon what the Quester was attempting to succeed in doing. If it was not marriage, merely an alliance or friendship that the Quester sought, then Inora will entertain her guest for a while (time is often indeterminate in the Realm of Myth) and then send him on his way. No benefits can really be gained from Inora without marrying her, but those who want to keep the wepaons etc... from Yelmalio will want to avoid the Three Tests, and to do that they must not marry Inora. Those who wish to marry Inora, usually for the benefit of their community, will be told that they must complete the Three Tests of Worth before they have a chance to gain Inora's hand.

However, should the character not try and marry Inora they will not be required to undergo the Gift-Giving, which means they keep the Spear and other magical items, but Inora does not get them. So when chaos comes to get Inora she won't be able to defeat as many of them as she can, and so in the final stage of the Quest there will be more Chaos for the Quester to face. It is therefore in the Quester's interests to keep to the HeroPath laid out.

Author's Notes: If, for any reason, you needed Inora's stats, use the ones from the Yelmalion version of the Quest.

Station (iv)

This is the station of the Three Tests of Worth. If the Quester never intended to marry Inora then go straight to Station (v).

The Tests are determined in a specific way, the Quester can choose one, Inora can choose one and tradition demands that the third be combat.

The Quester should choose an appropriate Test, common to the Orlanthi culture. Usually things like Dancing, Music, Magic etc... are all acceptable. They cannot choose Combat because they will already do that Test later. If they choose an appropriate Test (thing of the tests they had in King of Sartar) then they may add their Piety Orlanth to their skills. If they choose something not appropriate, like an apple bobbing contest, or rock-scissors-paper, then they may do the test, but if any rolls are to be made their Piety Orlanth is applied as a penalty to it. Other than this, there is no harm to picking the most ridiculous Test the Quester can think of, other than the loss of face they will have when they return home from the Hill.

Inora always chooses Gift-Giving. Of course, the Quester could use tricks or magic to change this, but any good Orlanthi would not even consider such a thing. Inora demands Yelmalio's spear, plus his bow. If the Quester does not have his bow she will select an item of equal worth. If the Quester refuses to give up the spear, or does not have it, then he must choose another item of equal power. Considering how powerful the Spear is, this will be difficult. Inora cannot be haggled, fast talked or bargained into a bad deal - she will want things of equal worth to the spear plus the Bow. If the Quester cannot, or will not, give her these items then they are sent back down the Hill in shame and disgrace.

The third contest is Combat. Inora calls forth her First Husband, a burlyice demon, a son of Himile who married Inora a long time ago. He is very jealous of Inora marrying other men and so demands that all such people face him in combat to prove their worth. By the by, few people defeat the First Husband and go on to marry Inora, which keeps him happy.

The contest is one-on-one until the combatant cannot fight anymore. Should a foolish Quester use the power of Death on the First Husband to destroy him and send his soul to the Realms of the Dead, rather than merely incapacitating his body, then Inora is so shocked and reviled she casts Orlanth from her court and on his way. However, this is not a failure, and as Gift-Giving has already taken place, no additional chaos meets the Quester at the end of the Quest.

First Husband, Son of Himile

STR	50	Move		2	R Leg		27	
SIZ	40	Ice 			L Leg		27
INT	15	Points		80	Abdomen	27
POW	40	Mp		40	Chest		32
DEX	12	Dodge		10	R Arm		20
APP	6	DEX SR	3		L Arm		20
					Head		27

Weapon		SR		att/par		dmg		pts
2H Ice Spear	2		70/70		   4d6+4+5d6	30/2.0
Notes: Runes: Cold 80, Mastery 50, Fertility 10.

If the Tests are all completed then a large marriage ceremony is held in the throne room. The Quester stays with Inora for a while, consumating their relationship and generally doing the sort of thing a husband should. During this time, increase his Ice/Cold rune (depending upon which you use) by 4, and increase any lust passions relating to women, sex, or procreation by four. Increases his Loyalty to Inora and her cult by five. More importantly, it has effects after the Quest, see Rewards. As a gift, Inora promises part of her power to the Quester. He gains ten points of one-use Inoran Rune Magic.

Station (v)

The Quester must descend the Hill of Gold. Again, this requires a climb roll if the Quester cannot fly, with failure causing a fall of 6d6 damage.

The Quester has barely started his descent when he should roll for a scan, minus his Piety Orlanth. If it succeeds he spots Zorak Zoran about to ambush him and can parry his attack, if not then Zorak Zoran leaps out and gets a free attack on the Quester.

The Black Lord will fight with the Quester until he is reduced to zero hit points or less in one location, reduced general hit points down to 30 or less, or ten MR in any case (unless he seems that he is going to win the fight). If Zorak Zoran defeats the Quester, he takes his equipment, eats his heart and then uses the powers of Death upon him, sending his soul to the Realms of the Dead. Never a nice fate. If the Quseter should defeat Zorak Zoran, he can still his weapons and armour, but will be forced to face more chaos in the final stage for Zorak Zoran will not destroy them before they reach the Orlanthi Quester.

Zorak Zoran appears to be a LARGE figure dressed in full lead plate armour. His helmet only covers the top half of his head, leaving his jaw, with several full sets of teeth inside, free to bite people.

Zorak Zoran, The Black Lord
STR	140	Move	4		R Leg		30/27(20)
CON	120	HP	80(60)		L Leg		30/27(24)
SIZ	40	FP	260		Abdomen		30/27
INT	17	MP	45(41)		Chest		30/32(17)
POW	45	Dodge	--		R Arm		30/20(14)
DEX	40				L Arm		30/30(26)
APP	1	DEX SR	1		Head		30/27(17)

Weapon		SR	att		dmg		pts
Club		2	100	4d8+35(db)+Seal Wound	30/7.0
Hand		5	100	2d6+35(db)+spcl		--/--

Notes:

Runes: Darkness 90, Disorder 70, Death 60.

Surviving this stage means that the Quester increases their Hate Darkness Creatures/Worshippers passion by four. If they kill Zorak Zoran it increases by six and they gain three points in the Mastery rune and Death rune.

Station (vi)

In this station the Quester is nearly at the bottom of the Hill when they encounter a horde of chaos monsters heading to the top of the Hill. The Quester must do what Orlanth did, and kill as many as he could before they fled into the mountainous terrain.

The number of Chaos is determined by the Quester's prevoius actions. Normally there are five chaos beasts, add ten if they did not take Yelmalio's spear or slew Zorak Zoran (but do not add twenty if they did both), add seven if they slew Yelmalio rather than letting him live, and add seven if they did not give Inora the spear, or a magical item of equivalent power and usefulness.

The Quester is forced to face them for five rounds, and then they flee. Usually the Quester goes on their way, but it is possible to hunt them down and kill them, though this requires a track roll, with Piety Orlanth minused off of this skill for Orlanth was unable to find them. Once found the Orlanthi gets another five rounds of combat before they bugger off again.

Each chaos monster killed is worth one point of Death rune and one point of Hate Chaos, to a maximum increase of five.

The chaos is normally different each time. The GamesMaster should feel free to design their own monsters, demons and creations to plague the Quester at this point - they should easily be of the standard of the Special Encounters in Dorastor: Land of Doom. Chaotic HeroQuesters are defintely a possiblity. All Chaos has one important feature here, any damage they inflict is permanent. Unhealable by time, magic, Regrow Limb, Ressurection, Divine Intervention, Cure Chaos Wound, in fact anything short of a HeroQuest. The example monsters given here are only a quick overview of a possible creature for attacking the Quester.

This is a description of an example daemonic horse to attack the Quester, upto five at a time could fit around him at once.

Daemonic Horses

STR	65	Move	15		RH Leg		30/10
CON	45	HP	40		LH Leg		30/10
SIZ	35	FP	110		Hind Q		30/16 
INT	6(fixed)MP	30		Fore Q		30/16
POW	30	Dodge 	40		RF Leg		30/10
DEX	30				LF Leg		30/10
APP	--	DEX SR	1		Head		30/14

Weapon		SR	att		dmg	
Bite		3	70		1d10+5d6
Kick		3	80		3d6+5d6
Trample		3	auto		10d6
Notes:

Runes: Chaos 65, Beast 40.

Once the Quester has defeated the Chaos they must make their way down the end of the Hill. Those who cannot fly must make two climb rolls, with each failure resulting in 6d6 general hit point damage.

They then normally return back to the mundane world and the Quest ends, although some people use this as a place to embark on the LightBringer's Quest.

Rewards

Firstly, if the Quester fails they lose five points of Piety Orlanth, and must redeem their rune level position if they had one when they went on the Quest - until they do they are considered merely initiates. The dishonour of failing this Quest is quite high. All those who supported you will also suffer bad luck and dishonour, being plagued by whatever it was that defeated them. If it was Yelmalio or Zorak Zoran then Yelmalions or trolls plague them for the next year or so. If it was Inora's Palace that was the problem, then all marriages and relationships formed in the future are doomed to failure, and alliances already in place begin to fall apart. If chaos destroyed the Quester then the supporters are doomed, plagued by disease, kinstrife and chaos monsters until they are as dead as the HeroQuester they followed. It is up to the Gamesmaster to determine the true result. All supporters lose two points of Piety if the Quester fails.

If the Quester succeeds, then the results of the Quest are obviously beneficial. The exact rewards depend upon what was done on the Quest, but all Questers who complete the Quest gain four points in Storm Rune, three points in Mastery rune and two points in Man rune. They also gain three points of Piety Orlanth, and an amount determined by the GM depending upon why they enacted the Quest. For isntance, if they did it just for personal gain then there are no additional benefits, but if they did it for their family then they could gain, say, two points in Loyalty and Love to the Family.

If the Quester keeps the Spear for himself, then he has a Powered spear. Bully for him. All Supporters gain one-use access to Truespear. Alternatively, like on most HeroQuests, the Quester can share the power with his Supporters. This results in the Spear losing it's major magical powers, and becoming little more than an icon. While it is stored in the temple, all supoprters gain re-usable access to Truespear.

If the Quester keeps the Bow, then they have a magical bow and the suporters gain nothing. If they share the bow with their supporters then all supporters plus the Quester can cast Firearrow at will and only one magic point cost. Again, the bow becomes nothing more than an icon, a symbol of power, and the bow must be stored in the temple.

If the Quester keeps the shield of Yelmalio, then the Supporters gain nothing. If he shares the power, then he loses the shield but everyone supporting him gains re-usable access to the Shield spell.

If the Quester deals with Inora and marries her, gaining her support, then not only does he gain the benefits listed, but there is an actual effect on the world around him. Alliances with a certain foreign tribe (Orlanthi or not) becomes easier, they are willing to deal and marry with the Supporters. This is one way to end a war or make great allies, just as Orlanth did in Godtime.

Zorak Zoran's maul can be shared, giving the Supporters great victory over trolls, and Zorak Zorani in particular. If the maul is just kept, then there is no real effect other than the Hero keeps the magical maul.

Any Quester who did not lose any battle, and was not forced away by Inora, has a rite to partake in any trials to prove Kingship and worth. Supporters who may have once been a minor tribe, or had little political power, now suddenly gain great standing in the community under the auspices of Orlanth Rex. As Orlanth sought to become King of the Cosmos in Godtime, if the Quester wins then he too has a right to make that assertion.

Invoked Powers

For a description of Invoked Powers, an idea by Simon Phipps, please look in either Simon's rules or my rules.