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Oliver D. Bernuetz's Regions - Sartar - Making of the Storm Tribe Hero Quest


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The myth behind this hero quest is of course The Making of the Storm Tribe. This is a very important myth to the Orlanthi and this quest is quite often performed.

Requirements

Since there are so many reasons for performing this quest the requirements can vary greatly. The base requirement is knowledge of the myth. It can be performed alone or in a group but the would be quester needs a far bit of support to perform it.

Reasons to Perform the Quest

There are quite a few reasons to perform this quest. The major ones are :

1) Improve the mood of the tribe.
2) Reconcile another clan to the tribe.
3) Gain a piece of tribal regalia.
4) Become king-makers (or alternatively create a new clan or tribe).
5) Make the quester a strong leader.
6) Improve the reputation of the clan.
7) Improve the political abilities of the clan leaders.

Outline of the Quest

The Making of the Storm Tribe has eight stations.

1. Crossing to the Other Side
2. The Doubting Wheel
3. Fighting the Plant Tribe
4. Freeing the Knowing God
5. Persuading Vadrus to join
6. Collect another tribe
7. The Moot
8. Fighting the Night Tribe


Station 1. Crossing to the Other Side


With the support of the clan and using your mythology of Orlanth skill you pass into the other world to Orlanth's Hall where you meet Ernalda.

There you feel restless because the Emperor is strong and denies you your  proper place in the world. Ernalda tells you that the Emperor’s advantage over Orlanth is his tribe, so if you are to challenge the Emperor, you must also make a tribe. 


Station 2. The Doubting Wheel


As you wander considering Ernalda’s words you meet the Doubting Wheel. It tells you not to make a tribe.

"If you put yourself above all others, you will be just as bad as the Emperor. The people will expect you to tell them what to do, and in so doing they will steal your own freedom, which is the thing you value most."

What do you do?


Station 3. Fighting the Plant Tribe


So you wander again, until you finds Yinkin, who is head of the Cat Clan. Yinkin says, "My clan is badly pressed by the Plant Tribe, which fights us for our hunting ground. If you will fight them and beat them. I will join your tribe." You face the Plant Tribe champions, Rustling Veins and Sharp Green.

What do you do?


Station 4. Freeing the Knowing God


You find the Knowing God who is head of the Marks On Barks Clan. The Knowing God is trapped inside a Great Cube. He says that the Stone Tribe imprisoned him, because he tried to make new knowledge about them, and the Stone Tribe hates new things.

What do you do?


Station 5. Persuading Vadrus to Join


You finds Vadrus, head of the Hurts Everything Clan.  He wants to go off and fight the Blue Tribe but you persuade him to join the tribe instead.   clan so that he would have a new way to punish Yinkin (as long as Yinkin isn’t at the moot).

What do you do?


Station 6. Collecting Another Tribe


Orlanth collected other clans on his journeys. Some of them we remember today. Others later left the Tribe, or caused trouble like Vadrus’ Hurt Everything Clan. And others we have forgotten completely.  At this station your goal is to collect another clan.  The possibilities are vast as many different gods and goddesses where part of Orlanth's Storm Tribe at one time or another.  The Narrator can pick any deity you choose for this part of the quest or choose one from the following list :

  1. Minlister, the Brewing God
  2. Esra, the Grain Goddess
  3. Uralda, the Cow Mother
  4. Aranea, the Weaver
  5. Gustbran, the Smith
  6. Donander, the Bard

There are many possibilities.  the object is to promise the god or goddess something that will make them want to join the Storm Tribe.  It can of course contradict or conflict with something you've already promised someone else.

What do you do?


Station 7. The Moot


Everyone is angry because of all the promises you have made.   No one wants to stay.

What do you do?  (The obivous answer is to wait for Ernalda to bring her gifts forward).

"She brought him the Chest of Torcs, with which he could gift the clan leaders. She brought the Hall of Understanding, where people could settle their differences by talking then out. She gave him the Crown of Authority, which made people respect his sacral powers and pledge allegiance to him. Most of the clans agreed to make the tribe, but there were still some who were stubborn."


Station 8. Fighting the Night Tribe


"Then warriors from the Night Clan came and attacked the quarreling clans, and everyone banded together to fight these hungry enemies. They saw that the night warriors could have destroyed any one clan, but could not destroy all of the clans massed together. The last of the troublemakers settled down, and named Orlanth their king, and so Orlanth made the Storm Ring to govern the new tribe."


The Making of the Storm Tribe Hero Quest Stations

Station Complete
Victory
Major
Victory
Minor
Victory
Marginal
Victory
Tie
Marginal
Defeat
Minor
Defeat
Major
Defeat
Complete
Defeat
Crossing to the Other Side +4 +3 +2 +1 0 -1 -2 -3 -4
The Doubting Wheel (Critical) +12 +9 +6 +3 0 X X X X
Fighting the Plant Tribe +4 +3 +2 +1 0 -1 -2 -3 -4
Freeing the Knowing God +4 +3 +2 +1 0 -1 -2 -3 -4
Persuading Vadrus to join +4 +3 +2 +1 0 -1 -2 -3 -4
Collect another tribe +4 +3 +2 +1 0 -1 -2 -3 -4
The Moot +4 +3 +2 +1 0 -1 -2 -3 -4
Fighting the Night Tribe (Critical) +6 +5 +4 +3 0 X X X X
Final Carryover +42 +32 +22 +12 0 -6 -12 -18 -24

This page last modified October 20, 2000


Last updated August 28, 2017


Glorantha is a trademark of Chaosium, Inc. Gloranthan material on this page is copyright ©1997-2016 by Oliver D. Bernuetz or by the author specifically mentioned on an individual page. Glorantha is the creation of Greg Stafford, and is used with his permission.

Email me at bernuetz@mymts.net

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