Ohorlanth and the
A moment the
wild umbroli like a flight
Of withered gust-caught leaves, serenely high,
Toss for the Greatstorm up the muttering sky.
The leaves hang still. Above the weird twilight,
The hurrying centres of the umbroli unite
And spreading with huge trunk over rolling realm,
Each wheeled about Ohorlanth beneath Yelm,
Tower darkening on. And now from Orlanth's height,
With the long roar of elm-trees swept and swayed,
And pelted waters, on the vanished valley
Plunges the blast. Behind the wild white flash
That splits abroad the pealing thunder-crash,
Over bleared fields and steads disarrayed,
Column on column the drenching rains rally.
on A Thunderstorm by Archibald Lampman
Ohorlanth devotees who feel they are ready to master Umbrol's thunderbolt
perform this hero quest to gain that weapon and the cult's secret.
The quest is dangerous with fatal consequences for failure.
This quest is
designed to test the hero's mastery of the affinities of Ohorlanth.
Failure to use them in the quest should be penalised by the narrator
as should using one for more than one stage.
- As stated
in Hero Wars, the devotee must be double-mastery in all three
of Ohorlanth's affinities: Wind, Storm, and Thunderstorm.
The quest must
begin on a hilltop with a lightning-struck tree. The hero first
summons a thunderstorm and then dances through the night (test Endure
and helpers dance sky-clad (naked) with unfettered hair and are
heavily painted in woad; the patterns represent the Great Storm
and the Thunderbolt.
Scene 1 -
When the hero arrives in the Storm Realm he will be floating over
the side of Soren Mtn. Roiling umbroli, the storm daimones that
serve Umbrol, also known as Ohorlanth, surround the hero who must
prove that he is Umbrol
by forcing the circling umbroli to his will.
Umbroli (Nobody can make you do anything 10w2): Command Air
Daimone, Leadership (-5), Charisma (-10), Negotiate (-10), Pious
Victory: The narrator may want to consider giving the hero
a daimone ally or follower when he returns to the Mundane world.
Any Victory: The hero successfully proves that he is Umbrol,
king of the umbroli.
Any Defeat: The hero fails to gain mastery of the Umbroli
but is accepted as one of that unruly host.
Complete Defeat: The hero is dominated by Umbrol and is
trapped on the Hero Plane as an air daimone serving the Great
Scene 2 -
The umbroli boil around Ohorlanth awaiting his command.
The hero needs to gather his children into a sky-darkening mass
and unleash them upon the world in defiance of the Evil Emperor.
the Umbroli (Order Will Prevail 10w2): Start Thunderstorm, Dynamic
(-10), Leadership (-10)
The hero successfully unleashes a great storm in the middle of
the Golden Age. Yelm will be a little miffed.
Any Defeat: The hero fails to create a storm but returns
to the Storm Realm.
Complete Defeat: The hero is bound by Yelm to be a servant
of Doburdan and is trapped on the Hero Plane as an air daimone
serving the Loyal Storm, forever.
Scene 3 -
The storm rages and crashes over the placid lands of the Emperor.
As the golden hosts assemble Ohorlanth turns his followers towards
hero needs to turn his frolicsome children and usher them home before
the full wrath of the golden emperor falls upon them.
in the Umbroli (Violence is always an option 10w2): Drive Storm,
The hero successfully drives the storm back into the Storm
Realm where people appreciate it more.
Any Defeat: The hero fails to turn the storm and the umbroli
are driven from the Solar Realm in bloody defeat by the Emperor's
Complete Defeat: The hero faces one of Shargash's Lords
of Destruction in personal combat. The narrator should feel free
to do anything she wants to the hero. If the player insists on
a fight, the Lord should have abilities in the high w4 range.
Failure is death, the hero's soul will be devoured by Shargash.
in the quest, the hero has learned Thunderbolt, Ohorlanth's
cult secret. The woad patterns that were painted on during the ritual
have become tattoos. Clasped in his right hand is a lightning-blackened
spear with a twisted shaft and a shining blade. The hero knows,
without reading the deeply engraved runes, that this is "Thunder".
The level of ability is 12 + the final carry-over.
the hero has proven that he is not ready for this last power. Narrators
may wish to penalise the character's affinities for the shock and
loss of confidence resulting. Perhaps spread the carry-over evenly
across the hero's affinities. The permanence of this penalty is
up to the individual narrator to determine.