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© John Hughes, 1995. Posted here with permission.
Glorantha Digest Saturday, 23 December 1995 Volume 02 : Number 293
From: nysalor@spirit.com.au (John Hughes)
Date: Sun, 24 Dec 1995 14:17:07 +1000
Subject: A Card-Based Gaming System 1
Howdy folks
Bright Blessings and Spiral Dreams to you all for Sacred Time. Turn back
the Dark! (But don't drink and ride. And if a fat red-suited guy comes down
your chimney, its probably a Mostali lynx-burglar. Or an exploding Ulerian
were-hobbit. Yo ho BOOM!).
A CARD-BASED GAMING AID
No I am not a sensitive new-age type of guy (though I have read Robert
Bly). But I do want to vibe with you about the cards, man. They're cosmic.
:-)
Or to put it a bit more lucidly, during the discussion of Gloranthan
'tarot' and other card gaming techniques, I promised to post a description
of the 'Way of Power' deck being developed by Philippa and myself.
I apologise in advance for the length of these posts. However, the system
is complete, and the cards themselves are available from me as a Macintosh
Hypercard stack.
Here in several parts follows a description of the 144 cards that we use
and some brief (brief!) notes on how they were derived. I'm posting this on
the understanding that the deck is still evolving, but that others playing
with similar ideas might find it useful. While Far Point in focus, the deck
can be fairly easily adapted to other Orlanthi or tribal campaign settings.
The deck is divided into RUNE CARDS (universal powers), HERO CARDS (based
on the Far Point landscape and history - a major arcana equivalent),
ELEMENT CARDS (five elemental suits each of seven cards - a minor arcarna
if you will), GIFT CARDS (the treasures of Far Point and their inner
meanings) and GAME CARDS, which can initiate various character events such
as flashbacks. Optionally, you can also include PLAYER/CHARACTER CARDS,
denoting characters, which are included in play in the STORY DECK explained
below.
Each card has its meaning/divination printed on the card itself. No piccies
yet, alas.
Once RQ Con is out of the way, I will post (or publish) a fuller
description of using the cards in a game: at present, being familiar with
how a tarot deck works will be a plus.
I'll be demonstrating the cards and a few other related goodies at the
'Campaign Myth-Management' seminar at RQ Con Down Under. For those of you
who use macs, I'm happy to e-mail you a bin-hexed Hypercard stack
containing the cards, so you can print them out and paste them onto index
cards for experimentation and play.
Why do I find the deck useful? Because its a way of linking characters'
internal feelings and perceptions with the outer landscape and events, and
so helps develop an area of your story touched on only lightly by existing
game mechanisms. For me, this idea of RESONANCE is pretty central to
building a campaign strong on mythic feel. To use Greg's terminology, its a
way of connecting the microcosm (the world of personal meaning) with the
mesocosm (the social world of shared and debated meaning) and the macrocosm
(the Big Fella, the god and hero planes of universal meaning).
It also emphasises some new emotions, experiences and insights that don't
otherwise often come into play. Least in my campaign. :-)
You can also use the cards as an aid to generating stories, and as a
traditional tarot using the Lightbringers, Seven Winds or Heroquest
Spreads.
Just having the cards around can be good, especially for new players, as it
gets them familiar with the runes and with major figures in the campaign's
mythological background.
The deck is a PLAYER STORYTELLING AND GAME AID, and will be most useful if
your players enjoy storytelling and strong characterisation.
It is not intended to be a Gloranthan tarot equivalent used by characters.
The deck does link in to a CHARACTER world view through use of the Seven
Winds divination system or Medicine Wheel. Unfortunately, a full
explanation of that is a long post in itself.
The deck has been developed with heroquest in mind. It is explicitly
Odaylan/Orlanthi, and explicitly Far Point in character. For instance, many
of the Gifting Cards represent the twelve legendary Treasures of Vidblain,
(the FP Godtime forest) while some of the hero cards represent major
figures in Far Point myth-tory. (A lot of which is covered by Michael
Raaterova and myself in the Far Point section of the Questlines book - PLUG
PLUG).
Many of the cards spring from events and themes generated within my
campaign. This is both a strength and a weakness. Most people using the
deck will have to adjust some of the cards to suit their own campaigns.
BASIC USE OF THE CARDS
The meaning of individual cards is described below.
In game use, the cards are used as an adjunct to your gaming system. We use
a modified Pendragon Pass, and some of the cards (Passion for instance) are
linked fairly explicitly to that system.
It has to be emphasised that the cards are primarily storytelling aids, and
that interpretation and creativity in using them is the key rather than
rigid allegiance to a system of rules. The story is what is important, not
the cards.
PLAY with the cards meanings. Exercise your creativity. Their primary
purpose is to prod your already hyper-active roleplaying imagination.
At the beginning of a session, the deck sans GAME CARDS is shuffled and
each player receives three (or whatever works for your group) cards.
They might receive one or more RUNE CARDS (heavy, major influences), GIFT
CARDS (a bonus in tight spots), HERO or ELEMENT cards (responses to events
or situations).
They are also dealt a single card from the GAME CARD deck.
The GM then takes the undealt cards and separates them into a RUNE DECK, A
STORY DECK (combined HERO, ELEMENTAL, and (if used), PLAYER CHARACTER
cards), and a GIFT DECK, which are all placed with the GAME CARD DECK.
If a player receives a RUNE CARD, it is secretly retained, and is the major
influence upon you for the duration of the scenario. It can not be played
except against a Rune Card played by the GM that has gotten you into deep
do do.
Other cards are shown and played as situations come up, and are replaced by
cards from the STORY DECK. When playing a card, a player must describe how
that card relates to their character's reaction to the situation or event.
GIFT CARDS, when played, can invoke die roll pluses or other advantages as
judged by the GM. GAME CARDS encourage certain types of roleplaying
actions, as described below.
The game motivation for playing out cards? Playing a card generates WILL
POINTS, which are basically heroquest POW equivalents and die roll
modifiers. The GM can also reward actions with a GIFT CARD.
As a scenario progresses, the GM can play Rune cards to indicate the
progress of the scenario. Obviously, these cards will NOT be random.
Players are dealt cards from the STORY DECK whenever they sacrifice,
consult, divine, interpret omens in the landscape, or seek inspiration
while in the aforementioned deep do do. They are interpreted immediately
and can be retained for later play.
DERIVATION OF THE ELEMENTAL CARDS
We based the elemental cards around a system where the numbers one to seven
each have a divinatory meaning and a link to one of the Theyalan version
Lightbringers.
The meanings of the numbers are:
ONE
Beginnings, foundation, mortality, novelty, newness, enthusiasm.
Negative: Stubbornness, rigidity, over-confidence.
God: Flesh Man (also, Taros Ridgeleaper).
TWO
Impulse, instinct, change, flexibility.
Negative: Meddling, seduction, self-indulgence, capriciousness.
God: Eurmal.
THREE
Wisdom, dedication, truth, knowledge, focus, balance, impartiality.
Negative: Obsession, faithlessness, hyper-criticality, abstraction, lack of
feeling, pomposity, dogmatism.
God: Lhankor Mhy.
FOUR
Wholeness, harmony, self-sacrifice, dedication, [pleasure].
Negative: jealousy, manipulation, 'martyrdom'.
God: Chalana Arroy (also, the Animal Twins).
FIVE
Mediation, communication, practicality, material things.
Negative: Greed, politicing, carelessness, selfishness, gossip.
God: Issaries Trader / Issaries Lawspeaker.
SIX
Mysticism, the unknown, fate, the Shadow, Power, destiny.
Negative: Arbitrary, self-deception, delusion, the Shadow.
God: Ginna Jar.
(Positive and negative are often intermingled for the number six).
SEVEN
Completion, authority, unity, sovereignty.
Negative: Rebellion, arrogance, dominance, bullying, tyranny.
God: Orlanth [Yelm].
And the meaning of the elements (not terribly systematic, but you'll get
the idea)...
AIR: Freedom, movement, violence, honour, obligation, ancestors, choice,
the clan, the breath, Will.
EARTH: Stability, fertility, kin and blood, the senses, protectiveness,
cyclicity, children, the womb, Emotion.
FIRE*: Law, tradition, authority, the impersonal, hierarchy, direction, the
tribe, the Intellect.
WATER: Life, fluidity, flexibility, growth, shaping, inevitability,
catalyst, the spouse, the heart, Creativity.
DARKNESS: Brutality, mystery, the mystical, protection, strength,
aggression, transcendence, barrenness, the Great Below, the Hidden, the
Soul.
* Some particularly Far Point concepts embedded in this one.
A passing thought: a divination system is actually a form of emic
psychology, as it seeks to define and name all of a culture's important
emotions and states of mind.
And now the cards themselves...
RUNE CARDS
Rune cards are major influences, unable to be dispelled or balanced except
by another Rune. They are usually represent the agency of one or more of
the gods who possess the rune.
The GM plays a single Rune Card to indicate the central import of the game.
This should be done carefully. If the Death Rune is played, for instance,
it means that the usual game law that 'player characters don't die' has
been suspended. A Chaos Rune means more than hordes of broo: it also means
that characters souls are in deadly peril.
[I've just realised my present deck doesn't have the Luck Rune. It should.]
The Rune Cards are...
1. Air / Orlanth / Air, Storm, Violence
2. Beast / Hykim / Animal Life
3. Chaos / Primal Chaos / Entropy, Evil, Corruption, Mutation
4. Darkness / Subere / Darkness, Cold
5. Death / Humakt / Separation, Conflict, Death
6. Disorder / Eurmal / Disunity, Trouble, Trickery
7. Dragonewt / Dragonewt / Inhuman King, Ineffability, Progression
8. Earth / Ernalda / Earth, Crops, Solids, Possessions, Material Goods
9. Fertility / Uleria / Love, Life, Growth, Fertility, Connection
10. Fire / Yelm / Fire, Heat, Sky
11. Harmony / Chalana Arroy / Unity, Co-operation, Healing
12. Illusion / Eurmal / Tricks, Falsehood, Concealment
13. Infinity / Arachne Solara / Unendingness
13. Law / Invisible God / Unchanging, Reliability, Order
15. Magic / Arachne Solara / Communication between the Worlds
16. Man / Daka Fal / Humanoid Life
17. Mastery / Arachne Solara / Self-Knowledge, Internal Unity
18. Moon / Red Goddess / Illusion, Time, Balance
19. Movement / Mastakos / Change, Instability
20. Plant / Flamal / Vegetable Life
21. Spirit / Horned Man / Discorporate Life
22. Stasis / Mostal / Stability
23. Water / Magasta / Seas, Rivers, Rain, Liquids
HERO CARDS
Hero Cards represent the major environmental and mythological influences on
a character - hero ancestors, mythological concepts and wilderness spirits.
They are in essence, the equivalent of the Major Arcarna in traditional
decks. The TarosKarla myth in Questlines describes some of the cards.
There is a lot of scope in this deck for adding and modifying cards to
reflect your own campaign themes. And if the name means nothing, the
meaning is universal, so change it to reflect figures from your own
campaign.
24. The Animal Twins
Questing the Unknown, Healing the Land and the Tribe. Child-like trust,
youthful energy.
The Divine Fools who set forth without a thought for the consequences. The
folly to be wise.
25. The Twelve Shields
The Hidden Treasures of the land. Heralds of Dream. Mastery, herodom.
The Impulse of creation. Mastery through discipline. Perception of all aspects.
26. The Lady of the Wild
Primal initiation into Mystery. Foster-Mother, Keeper of Secrets, Mistress
of Wisdom.
Knowledge, Inspiration, Wisdom, Counsel and Teaching, psychic healing.
The Eternal Gors.
27. The Harvest Bride
The Fertile Land. The tribes united. The flocks and harvests bountiful.
Energy in creative growth. Material and Spiritual Wealth. Fulfilment,
Abundance, Fertility, Motherhood, Harmony.
28. Taros Ridgeleaper
Lordship of the Land. The Mountain Sword.
Strength, Will-Power, Risk-Taking. Sacrifice, Obsession. Reckless
Self-Confidence. Courage and Determination.
Kingship through Force.
29. The Song of the Skald
The Ceremony Circle. The Sweat Lodge. Power of Tradition, Wisdom of Ancestors.
Tradition, instruction, interpretation. Revelation and Insight. Advice or
counsel. Transformation of the everyday into the Eternal.
30. Heralds of the Covenant
Holy Beasts, Messengers of the Eternal, bringers of Unity and Sacrificial
Love. The Great Hunt. Search for the Transcendent.
Love both sexual and spiritual, a vision of inner beauty, trust, fulfilment
of the Quest.
31. The Cave of Knowing
The Spirit-Canoe, The Door to the East, The Great Below.
Heroquest. Great Testing. A balance of great effort and contemplative insight.
Victory. Determination. Right Preparation.
32. The Stead Guardian
The Elmali, the Sun-Horse.
Balanced Strength. Prudence. Fore-Planning. Self-Discipline.
Balance in mind, body and spirit. Clear Direction. Fortitude.
Health, Sexuality.
33. The Bear Shaman
The Immortal Beast. Guardian of the Twelve Shields, Protector of the Animal
Tribes.
The Danger of the Forbidden and Hidden. The Realm of the Wild Immortals.
Totem Powers. Guidance.
34. Sacred Time
The Barley Seed. The Dance of the Year. The Great Rejoicing. Cyclicity.
Stability of Natural Law. Cosmic Patterns.
Evolution, Cyclic Change. Recognising and Preserving what is Essential and True.
35. The Stead Maiden
The Earth Temple. The Ernaldan. Wisdom of Women. The Weapon-Take.
Proper relations, harmony. Prosperous blood-line and clan. Rightful Rule.
Proper Authority. Fair Exchange. Honesty.
36. The Warrior at the Ford
The Humakti. Dedication Beyond Death. Redemptive Sacrifice. Honourable Action.
Wisdom gained through suffering. Purification. Eternal Principles. Losing
what is not essential.
37. The Sword Mistress
The Vingan. Unity of Earth and Air. Practicality. Vengeance for the sake of
Life. The Making of Warriors. A New Path. Recognising The Nature of the
Twins. Adapting to New Situations.
38. Foaming Water
The Ice-Coated Rock. The Bearded Raven.
Renewal. Destruction of Outworn Ideas, Stale Relationships and Static
Customs. Carrion Fertility. Ruthless yet Compassionate Action.
39. The Eternal Gors
Gors and Gallt. The Gifting Journey. The Way of Power. Initiation. Second Birth.
Regeneration and Transmutation. Losing the Inessential. Awakening the
Dormant. New Perspectives.
Thinking Like A Mountain.
40. Densesros the Blade
The Challenger. The Enemy Who Makes Us Strong. Questions and Advice.
Riddles and Puzzles.
The Humbling of the Proud. Destruction of the Ill-Prepared.
41. Karli Ever- Strong
Shelter in the Storm. Hearth Fire. She of Many Tongues. The Friend Who
Gives You to the Wilderness. Help and Hindrance.
The Raising of the Weary.
42. Hard Edge Mountain
Sanctuary. Spiritual Nourishment. Meeting of the Worlds. The Thunder Bolt.
Reversal of energies. Third-Birth. Dismemberment. Transfiguration. Crossing
Great Boundaries.
43. Star Piercing Cloud
The Star that Pierces Through Cloud. The Herald of Spring. The Return of
the Sun.
Hope, Renewal, Portents of Change. A New Beginning. Faith Through
Adversity. Loving the Good in Another.
44. The Horned Tree
The Wind In The Gors. Casting the Runes. The Salmon.
Inner Destiny and Potential. The Call to Herodom.
Visualisation. Growth, Fertility, Increase. Dreams and Visions.
Necessary Preparation.
45. The Cattle Raid
Learning To Breathe. Initiation. Taking the Head of an Enemy.
Outer Destiny and Promise.
Training and Dedication. Energy. Purity. Enthusiasm.
Wholeness. Directness. Clarity.
46. The Call of the Hero
Arkat. The Ridgeleaper. The Animal Twins. Sartar. Long-Axe.
The Promise of Renewal. The Testing of Humankind. Heroquest. Renewal.
Resurrection. Prophetic Vision. Forgiveness. Beginnings.
47. The Great Bull
The Auroch. The Sky-Bull. The Earth-Blood Sacrifice.
Pride. Wealth. Ritual Blessing. Great Attainment. A Dream Realised.
Material Attainment and Wealth. Social Status.
48. The Deserted Stead
Bones in the Wilderness. Ghost Gors. The Ruined City.
Frustration. Great Disappointment. The Reality of Suffering and Pain. The
Illusion of Control.
Learning to Accept Life.
49. Black Thunder Bird
The Righteous Wind. The Wrath of Orlanth. Divine Justice or Revenge.
The Frailty of Mortals.
Righteous Wrath. Religious Crusade. Elemental Power. Vengeance.
50. The Cuk-Bird
The Fighting Cuk. Male Pride and Vanity. Shallow Diversion.
Good Fortune. Victory. Pride. Easy Company. Male Fellowship.
51. The Hearth
The Great Lodge. The Hunting Camp. Unity of Blood. Safety, Security. Female
Solidarity. The Power of Women.
Concern with what is Valuable. Acceptance, Wisdom, Wise Counsel. Shelter
and Forgiveness.
52. The Three Element Dance
Unity of the Land. Acceptance of the Unchangeable. Realism. Necessary
Compromise. Co-existence.
Restoration of Purpose. Common Ideals. Fertility. Culmination. Triumph. Rapture.
THE ELEMENT CARDS
Five suits - Air, Earth, Fire, Water and Darkness - each containing seven
cards. The description is laid out thus:
Title.
Meanings.
Shadow Aspect.
Folk Image or Commentary.
AIR CARDS
53. One of Air (Breath)
Energy. A change in the air. Some small victory or satisfaction. A stead
tree is cut. A clan weapontake. A raid is planned.
Overestimation of one's abilities. Overconfidence.
A calf is born. New grazing.
54. Two of Air (Breeze)
Impulse to change. A serpent. Honour is undermined. Threats of a minor
order. A jest turns sour. Ancestors are insulted. Others meddle in your
plans. A new leader emerges.
Motives misread.
Cattle are moved to a new field. A calf goes missing in the night.
55. Three of Air (Wind)
Honour demands the truth. The Wind takes a new direction, obvious to all.
Word from a Chief. Disagreement at the weapontake.
Disappointment.
You have overcounted your herd.
56. Four of Air (Gust)
Sacrifice. Violence in the name of the clan or its lord, achieved at some
personal cost. Two clans unite after quarrelling.
Rash deeds for personal honour.
A white heifer is gifted: a rift is healed.
57. Five of Air (Gale)
Tradition. The ancestors are consulted. Wisdom of a skald, a woman, a
lawspeaker. An Old Man remembers. The warriors listen.
Greed destroys an agreement.
Cattle are exchanged for breeding.
58. Six of Air (Storm)
Impulsive action. A Storm harms the crop. The elders are ignored.
Hospitality broken.
Desire leads to self-deception.
A bull amongst the heifers.
59. Seven of Air (Thunder)
Authority. The tribe is in accord. Leadership by example. A voice in
counsel. Injustice challenged. Rain soaks the earth.
Rebellion. Self-Will.
A young bull for sacrifice.
EARTH CARDS
60. One of Earth (Mountain)
Optimism. The bride dances. A child is conceived. The beginning of a
venture. The chance of a fresh start. A stroke of good fortune.
Great Stubbornness.
The mountain is ploughed.
61. Two of Earth (Grazelands)
A difficult choice. The bride is veiled. Foreigners seek marriage.
Seduction and discord.
Meddling.
Too much rain destroys the crop.
62. Three of Earth (Ploughing)
Gentle Insight. The wisdom of women. A voice from the hearth. Planning for
the future.
Obsession.
The grain store is filled.
63. Four of Earth (Seed)
Protection. Children and herds prosper. A stranger seeks shelter at the
Gate. Great ceremony unites the clan. A feast is called.
Jealousy.
Harvest lovers join for but a night.
64. Five of Earth (Harvest)
Foresight. Material wealth. A child is named. The harvest is stored against
the darkness. A marriage contract unites two bloods. Many gifts are given.
Greed.
Do not eat grain set aside for sowing.
A gift returns leading a cow.
65. Six of Earth (Quake)
Acceptance. The fields are covered with snow. The Dark is long. A barren
womb. Death in the clan. The Mountains shake.
Frustration.
Dead fields sleep and wait.
66. Seven of Earth (Springbloom)
Bounty. Lambs and children dance. Three milkings a day. A loved one
returns. The clan acts as one.
A slave to generosity.
The mountain is restored in glory.
FIRE CARDS
67. One of Fire (Spark)
Loyalty. The command of a lord. A sword worn but not drawn. The urge to succeed.
Blind Obedience.
A sword kept within a scabbard.
68. Two of Fire (Torch)
Discernment. Judging the wisdom of an order. Challenging a tyrant. Opening
the gate. A false vision. Challenge from an inferior.
Suffering a fool.
An ancestor's sword taken from the wall.
69. Three of Fire (Flare)
Seeking a vision. Learning from a mistake. Restringing a bow. Reweaving a
blanket. An ember in the ashes.
False dreams.
A sword blade reflects the sun.
70. Four of Fire (Hearth)
Dedication. A long day. Restlessness. Taking the reins. Moving a situation
forward. Pleasure in accomplishment
Crippling the spirit.
Scars in the training field.
71. Five of Fire (Beacon)
Instruction. Teaching the young. Sharing what you have learned.
Appreciation and thanks. Spreading a new idea.
Arrogance.
Wooden swords strike with joy.
72. Six of Fire (Volcano)
Inspiration. A Call is heard. Righteous anger. Enemies put to flight.
Vengeance for the clan. The Gods demand action.
Religious Obsession.
A blessed sword has two blades.
73. Seven of Fire (Sun)
Sovereignty. Banners before the altar. The walls of Alda Chur. Subjugation
of the vanquished. Pride of ancestors.
Tyranny.
Swords made sharper by resentment.
WATER CARDS
74. One of Water (Mist)
Tentative action. Uncertainty. An overgrown trail. Mist across the gors.
Understanding the fears of others. Canoeing an unknown river.
Denial.
The alynx dips his paw.
75. Two of Water (Stream)
Trusting Your Instinct. Hearing the wind and the water. Forest listening.
Acknowledging another's perspective. New Feelings. Love awakens.
Delusion.
The salmon leaps upstream.
76. Three of Water (River)
Persistence. Winning another. Learning to love. A wilderness journey. A
broken dam. An obstacle removed. Glimpse of a power animal.
Heartless achievement.
A spider spins again and again.
77. Four of Water (Fountain)
Quiet Joy. Meditation. Reflections in a pool. Honouring the gods. Touching
the wilderness. Loving oneself. Accepting limitations. Being a catalyst and
helper to others.
Vexation.
A white deer rests in the sunlight.
78. Five of Water (Rain)
Sociality. Good company and talk. Understanding. A marriage of the heart.
The hunter's fire, the feasting table. A piece of bread shared in the gors.
Sense of Belonging.
Insecurity.
The she-wolf calls the pack.
79. Six of Water (Deluge)
Expression of feeling. The Harvest Dance. The cuk pit. The Womens Lodge.
Ecstasy. Straight words at the weapontake. Unexpected depth of feeling.
Emotional honesty. Death of a loved one.
Hedonism.
Gamlak sing on Hard Edge Mountain.
80. Seven of Water (Lagertarn)
Hospitality. The Chief gifts generously. The gate opens for a stranger.
Warmth and company. Boasting and swearing of oaths. A skald creates the
past.
Manipulation.
The great bear defends its cubs.
DARKNESS CARDS
81. One of Darkness (Dusk)
Summoning courage. The sun departs. The trail is lost. Beasts call from the
shadows. The night will be long. The fire dies. Having to act without
guide. A step into the unknown. Inner gifts awaken.
Fear.
The initiate cast into a death-lodge.
82. Two of Darkness (Silence)
Losing ones way. Bound and naked in the gors. A harsh trick. Brutal
realisation. Needless suffering. Infidelity. Alone and friendless. The
descent begins. New senses awaken.
Despair.
The initiate alone on Hard Edge Mountain.
83. Three of Darkness (Void)
Brutal Insight. Transcendence through pain. Stripping away all but the
truth. Seeing a situation for what it is. Feeling the pain you have
inflicted on others. Abandon. Illumination.
Madness.
The initiate is dismembered in the madness pit.
84. Four of Darkness (Shadow)
Healing in Stillness. The inner world opens. Rebuilding after a disaster or
failure. Discarding the weight of burden. Embracing all that has been
ignored. Forgetfulness. Rest. Oblivion.
Paralysis.
The initiate is visited by spirits of the past.
85. Five of Darkness (Potential)
Hunger. Weighing what is valuable. Longing for touch. Understanding what is
important in life. Acknowledging one's weakness and humanity. Struggling
with what you are not.
Delusion.
The initiate embraces the demon.
86. Six of Darkness (Abyss)
Awareness. Acceptance of a harsh fate. Loving one's destiny. Living with
one's wounds. Following a trail to its end. Mystical insight. Surrendering
with all one's strength. Loving the Darkness.
Deception.
The initiate bathes in an icy stream.
87. Seven of Darkness (Transcendence)
Unity. Inner balance. Freedom from unnecessary burden. New Vision. Embrace
of mystery. The courage that springs from fear. Living without delusion.
Disintegration.
The initiate returns in a new body.
GIFTING CARDS
Gifting Cards represent the treasures of the land and their inner meanings.
They are aids and helpers on the quest.
(In my campaign, most of the important artefacts of the region have been
taken into the wilderness by the Odaylans at various times, hidden, and
promptly forgotten. Its a hunter kind of thing...)
The bad Orlanthi poetry is bad Orlanthi poetry.
The Shields of Odayla are Great Treasures/Creatures/Resources/Secrets which
uphold and protect the land. Vidblain is the Wide Dark, the Godtime gors
and gallt of Far Point. The Three Treasures of Vidblain not mentioned here
are probably in Alda Chur, and held by the Solars. [Boo Hiss.] Some items
are well known to me and to my players, and will have a large part to play
in our developing campaign. Some I know little about beyond what is on the
cards. At least we're thinking about them...
88. The Four Stream Voices
The First Shield of Odayla.
'Powerful and Wise
Reflecting only Truth
Turtle, Teal, Otter, Foam Eagle
Eternal Watchers, Guardians.'
89. The Spear 'Courage'
The Second Shield of Odayla.
One of the Ten Treasures of Vidblain.
'Won from Storm-Kin
Chaos Breaker
Its power is Calling the Clans.'
90. The Cloak 'Persistence'
The Third Shield of Odayla.
One of the Ten Treasures of Vidblain.
Warp of Deep Snow
Weft of Hard Rock
Hunter's Friend
Skin Deep and Blue.'
91. Three Feathers of Vision
The Fourth Shield of Odayla.
One of the Ten Treasures of Vidblain.
'Won from Hard Earth
Lost now to Men
Rock and Air and Dark as One.'
92. The Thunder Bird's Nest
The Fifth Shield of Odayla.
One of the Ten Treasures of Vidblain.
'Rocky Height,
Storm Hold.
Breath and Wrath,
Feathers Hide the Sun.'
93. Theya's Dance
The Sixth Shield of Odayla.
'Circle of Peace
Circle of Healing
Strength of Storm
Wisdom of Earth.'
94. The Orm Sword
The Seventh Shield of Odayla.
One of the Ten Treasures of Vidblain.
'Toothaxe' Prize
Wood Thane's Secret
Worthy of A God
Waiting for its Time.'
95. The Mask of the RidgeLeaper
The Eighth Shield of Odayla.
Power and Will
Audacious and Grasping,
LagerTarn's Prisoner
Peace in the Land.'
96. The Dragon Seed
The Ninth Shield of Odayla.
One of the Ten Treasures of Vidblain.
'Steads Cut From Stone
Treachery Rank
Waiting Beneath
Called Out Of Sleep.'
97. The Staff of Justice
The Tenth Shield of Odayla.
One of the Ten Treasures of Vidblain.
'Voice of the Tribes
Peace of the King
Carved from the Life-Tree
Ironspike's Pride.'
98. Jumping Mouse
A Vision of the Sacred Mountains.
99. River Eagle
The Leader's Voice.
The Warrior's Example.
100. Earth Serpent
A Secret Shared.
101. Bearded Raven
Word of a Death.
102. Cave Bear
A Vision of the Godplane.
103. Auroch
The Gift of Virility.
104. Mother Hare
The Great Leap.
105. The Spindle
A Weaving of Threads.
106. The Coloured Oxhide
A Gift of Uleria.
107. The Whip
An Unpleasant Truth.
GAME CARDS
Game Cards relate to foibles and weaknesses, to experiencing strong
emotions, to storytelling technique and to character insight. The mix and
number of cards will depend on your campaign style.
108-112. Shadow (5 cards)
'The Great Below
The Wound Within
The Blocked Stream
The Bag of Burdens
The Weight of the Past.'
[When a Shadow card is played a character is enveloped by a negative aspect
of their personality or ideals. Its an internal trial that must be endured
to win through to insight and growth].
113-117. Flashback (5 cards)
'The Past Relived
Seeds of the Present
Origin of the Burden
Power of Ancestors.'
[A Flashback card takes the character back to a situation that reflects on
the present. Its a roleplaying technique to help share a character's inner
story with the entire group, and is usually enacted with the GM's
assistance. It may involve a number of characters or be a brief exercise in
character storytelling.
(Resentful Arson plays card and cues Flashback: 'I remember, when we were
initiated, how Borghil was first with the honour cup...' Cue: Borghil
(Improvising, and following Arson's lead) 'I was the best and greatest'.
etc. )
118-122. Will (5 cards)
'Power of Courage
Power of Love
Vision of the Hero
Glimpse of the
Great Above.'
[In playing a Will Card, a character signals they have learnt something or
have found internal or external resources that allow definite and strong
action and change. With a Will Card, an 18 Coward can charge the massing
broo without the need of a trait check.]
123-127. Insight (5 cards)
'The Past Regained
A Myth Understood
A Memory Honoured
The Voice of the Gors.'
Playing an insight card allows a character to change their direction or way
of thinking. It may as simple as understanding the inner meaning of a myth
or ceremony ('We weren't supposed to catch it - that's the idea - we're
supposed to FAIL') or as dramatic as converting from Orlanth to Yelmalio
(Sigh, a common Far Point occurrence, that.).
128-132. Passion (5 cards)
'Raging Waters
White Deer on the Mountain
Heart Seeing
The Touch of a Spirit.'
[Invoke, gain or be consumed by a passion, emotion, person or idea.]
133. Old Man
'The Face in the Water
Honouring the Breath
Counsel & Courage.
[Recognise, invoke and honour the old man in your soul. Experience an
aspect of yourself that has been dormant].
134. Old Woman
The Face in the Water
Honouring the Blood
Counsel & Wisdom.
[Recognise, invoke and honour the old woman in your soul. Experience an
aspect of yourself that has been dormant].
135. Boy Child
The Face in the Water
Honouring the Limbs
Innocence & Curiosity.
[Recognise, invoke and honour the boy child in your soul. Experience an
aspect of yourself that has been dormant].
136. Girl Child
The Face in the Water
Honouring the Heart
Innocence & Joy.'
[Recognise, invoke and honour the girl child in your soul. Experience an
aspect of yourself that has been dormant].
137-140 Myth (4 cards)
'A Wind in the Gors
Voice of the Gods
True Seeing
The World *Resonates*.'
[Not necessarily myth in the narrow sense, but a strong experience of
meaning and purpose, an experience that profoundly moves you. As the
Odaylans say, 'Everything has meaning. That's how tracking works.']
141-144. Ceremony (4 cards)
'Honour the Mountain
Dancing Seasons
True Being
The World *Connects*.'
[Not necessarily ceremony in the narrow sense, but a strong experience of
the unity and interconnectedness of the world, an experience that
profoundly moves you. as the Odaylans also say, 'Everything is connected.
That is why we can track birds through the air.']
Well there it is. Let me emphasise again that the cards are intended as
storytelling aids and prompts, and should always be secondary to the story
itself.
If you've persevered this far, you're obviously interested in the general
concept, and I hope you've found something you can take away and use.
Philippa and I are all to aware of the holes and failings in our present
system, but continued experimentation and play will iron out most of the
bugs. We hope we've given you some ideas that you can use and adapt to your
own campaign. If you come up with new cards (If you're using Gods rather
than Runes for instance) or new ways of using them, please let me know.
Unfortunately, I can't promise I'll reply before RQ Con.
If there is interest, I can post the Heroquest spread and some ideas about
using the cards to generate scenario ideas.
Let me know if you want the Hypercard stack containing the cards.
Cheers
John
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