Odayla Initiation Heroquest
This Heroquest is designed to be used with the myth Odayla - The Hunt for the Great Bear.
It is meant for low-level characters to initiate into the cult of Odayla.
If you aren't playing Six Seasons in Sartar, you can leave out the Black Stag references.
STATION 1: AMONG BEASTS AND BREATH
Theme: Identity in the Wild
Myth
Reference: Odayla... learned the magic of each creature that dwelt in the
wilderness. He learned of the cycles of seasons, magic, and souls.
Setting
Dawn in the forest. The
initiate roams in bear shape. They are not yet named or known. Spirit creatures
observe from the trees.
Challenge
The player needs to choose how to engage the
wild. Each creature-spirit offers insight, mystery, or challenge. A hunter does not kill every creature he meets, the initiate
may observe, interact, or hunt.
Note that the player is in bear form in this stage. They will need to use unarmed combat. Feel free to let them use their bite at their unarmed combat rating.
Encounters (Choose or
Improvise):
- The Deer: Teaches patience through stillness.
- The Boar: Challenges restraint in the face of
strength.
- The Hare: Tests adaptability under pressure.
- The Snake: Offers secrets in exchange for
vulnerability.
The Black Stag, wyter of
the Haraborn, appears briefly at the end, silent and watchful. If the initiate
acted to keep the balance, it nods once and vanishes.
GM Guidance
The choices here define the initiate’s first shape. Do they act with violence? Curiosity? Hesitation? Each choice informs later stations.
Note that Deer are sacred to the Haraborn, for an initiate to hunt the deer would be to fail this station. Any hunter in the Haraborn clan would know this.
Station Rewards
- +10% to the most relevant wilderness or insight skills
- Temporary Bonus: While in bear shape, gain the effects of the rune spell Bear’s Strength (double Strength) and Bear Skin (+6 Size).
STATION 2: THE
UNANSWERED QUESTION
Theme: Longing for Recognition
Myth Reference: He asked, “Why do I have no father?” She said,
“You do. But he left when he saw your shape. The wild ones are not accepted in the Stead”
Setting
A twilight path between
forest and cloud. Velhara watches. The stead glimmers far off. Voices whisper
from smoke.
Challenge
The initiate seeks a path
toward their kin. Spirits offer gifts of “civilizing” change—speech, names,
bipedal form. These come with costs.
The initiate can choose to learn from each of the creatures, but they need to pay a cost - generally by increasing their human attributes at the cost of the wild attributes. They can take as many or as few trades as they like - even none.
Either way, this is where the initiate turns human and loses the bear shape.
Encounters (Choose or
Improvise):
- The Lizard – Teacher of Upright Bearing
- Appearance: A lizard dressed in ritual regalia,
walking on two hind legs.
- Offer: Teaches the initiate to walk upright, making
them more “man-like.”
- Mechanic:
- +10% to Man Rune
- –10% to Beast Rune
- The Song-Thief Bird – Whisperer of Names
- Appearance: A small glimmering corvid that speaks
only in questions and riddles.
- Offer: Teaches speech and the power of naming.
- Mechanic:
- +10% Oratory or Spirit Speech
- Reduce animalistic skill (e.g., Sneak, Track, Scan) by same amount
- The Owl – Giver of Shame
- Appearance: A large owl sitting in a tree, its
feathers mottled with silver and shadow.
- Offer: Self-awareness, “what the stead calls
conscience.”
- Mechanic:
- +10% Lore (Clan Traditions)
- Reduce animalistic skill (e.g., Sneak, Track, Scan)
by same amount
- The Dog
- Appearance: A glowing dog, surrounded by its pack,
all others sleeping.
- Offer: Teaches comfort, companionship, and the
yearning to belong.
- Mechanic:
- +10% Loyalty (Kin) or Harmony Rune
- Reduce Move Quietly or Animal Lore
Each one presents a
bittersweet offer: power with alienation, recognition with distance from
Velhara and the wild.
GM Guidance
Let this be the player’s
confrontation with the changes needed to live in a Stead. Some gifts may comfort. Others may
sting. All mark a transition.
The player doesn’t need to
choose any trades but either way they are now man-shaped.
Station Rewards
- Gains and losses as per the trades chosen by the player
- Temporary Bonus Removed: As the initiate becomes more
human, the effects of Bear’s Strength and Bear Skin are lost.
STATION 3: THE TURNED
TRACK
Theme: Reversal of the Hunt
Myth Reference: When he gave up, the Bear began to stalk him...
Setting
Frosty forest by
moonlight. Giant prints ahead. Then: identical prints behind. Echoes move the
wrong direction. Breath fogs twice.
Challenge
The player is hunting the bear through a variety of different terrains and finally realises that the Bear hunting them. Engage with its presence not as foe, but as
shadow.
GM Guidance
Use disorientation. Alter
terrain subtly. Have spirits retreat or speak backwards. Let realization dawn
through sensory distortion.
Have the player use Listen, Track, Move Silently to track the bear, tempt them by coming ever closer. At some point when they fail a Track roll, they realise they have lost the trail.
This is when they realise the Bear is behind them and they are being hunted.
Station Rewards
- +1D6 to one of the skills used.
STATION 4: THE FIRE AND
THE BEAR
Theme: Confrontation and Becoming
Myth Reference: They wrestled... In the end, one took the skin of
the other.
Setting
Silver fire in a starlit
glade. The Bear sits across the flames. Silent. Vast. Waiting.
Challenge
Confront the Bear.
Wrestle. Mirror. Surrender. Flee. Merge. Let the player choose their path:
- Wrestle: Test strength
and endurance against the Bear.
- Mirror: Reflect the
Bear’s movements and essence, seeking unity.
- Surrender: Accept the
Bear’s dominance and learn from submission.
- Flee: Attempt to escape, knowing the
Bear will always follow.
- Merge: Embrace the
Bear fully, becoming one with its spirit.
Each choice leads to a
transformation, with consequences for the initiate’s identity and connection to
the wild.
GM Guidance
Encourage players to
explore their character’s motivations and fears. The Bear represents both a
challenge and an opportunity for growth. Use sensory details and mythic imagery
to heighten the tension and significance of the encounter.
It is not necessary to fight the bear; wrestling can be metaphorical.
Station Rewards
- Either
- Fight – Gain rune spell Bear Strength.
- Mirror – Gaun rune spell Bear Skin
- Merge – Gain bear tooth totem with POW storage 8 magic points
- Or give the player a choice of which gift they get.
- The player gets a bear skin that they wear as an initiate of Odayla.
STATION 5: THE PATH
BETWEEN
Theme: Integration and Legacy
Myth Reference: He was no longer just part of the wild. He was
the path between.
Setting
A liminal space between
the forest and the stead. The initiate stands at the threshold, cloaked in the
Bear’s essence. Spirits and kin alike watch, waiting to see what they will
choose.
- ·
Ormalaya appears before
the path to the stead
- ·
The Black Stag appears,
with Velhara at his shoulder before the vast forest
·
The initiate realises that
he doesn’t necessarily need to choose, there is a path in between the two.
Challenge
The initiate must decide
how to balance their dual nature as both wild and kin. They may choose to embrace
one side fully, walk the path between, or forge a new identity altogether.
Encounters (Choose or
Improvise):
- The Spirit of the Wild: Represents the untamed
wilderness and the freedom it offers.
- Offer: Embrace the wild fully, forsaking the stead
and its constraints.
- Mechanic:
- Gain +10% to Beast Rune and wilderness skills.
- Lose points in Loyalty (Kin) or Harmony Rune.
- Trait: “Wild-Hearted” (You are forever tied to the
wild, but distant from human connections.)
- The Voice of the Stead: Represents the bonds of kinship and the
responsibilities of community.
- Offer: Embrace the stead fully, leaving behind the
wild.
- Mechanic:
- Gain +10% to Loyalty (Kin) or Harmony Rune.
- Lose points in Beast Rune and wilderness skills.
- Trait: “Hearth-Bound” (You are deeply connected to
your kin, but the wild feels alien to you.)
- The Path Between: Represents
the balance between wild and kin, forging a new way forward.
- Offer: Walk the path between, integrating both
aspects of your identity.
- Mechanic:
- Gain +5% to both Beast Rune and Loyalty (Kin).
- Trait: “Pathfinder” (You are a bridge between
worlds, but may struggle to fully belong to either.)
GM Guidance
This station is about
resolution and choice. Encourage players to reflect on their journey and the
decisions they’ve made. Use this moment to tie together the themes of the
heroquest and set the stage for the character’s future.
Most Odayla initiates choose the path between, given this is what the myth says. There is nothing stopping the initiate from choosing one of the other two paths, although a player returning completely to the wild might not be much good in a campaign.
Station Rewards
- Rewards as above
NPCs & SPIRIT ROLES
Velhara – Lady of the Wild
The Great Mother of Beasts.
Speaks in silence or image.
·
Insight
95%
·
Spirit
Speech 90%,
·
Beast
Speech 90%
·
Orate
70%
·
Beast
Rune 100%
·
Appears
in Stations 2 and 5
Ormalaya – Brother Who Stayed
The keeper of kinship. Wants
Odayla back but knows he cannot demand it.
·
Orate
70%,
·
Loyalty
(Family) 90%
·
Loyalty
(Orlanth) 80%
Orlanth – The Father Who Rejected
Appears only at the end. Can
accept but never apologize.
·
Leadership
80%,
·
Loyalty
(Clan) 95%
The Boar
·
Strength
& Restraint
·
Challenges
pride and aggression
Traits:
·
Brawl
65%
·
Core
with tusk 65%
·
Intimidate
60%
·
Endurance
70%
The Owl
·
Stillness
& Watchfulness
·
Tests
perception and patience
Traits:
·
Insight
75%
·
Spirit
Dance 70%
·
Scan
65%
The Hare
·
Agility
& Evasion
·
Tricks,
teases, flees
Traits:
·
Dodge
80%
·
Sprint
80%
·
Move
Quietly 75%
·
Fast
Talk 50%
The Snake
·
Shadow
& Instinct
·
Gives
riddles or poison
Traits:
·
Spirit
Combat 60%,
·
Sense
Spirit 65%,
·
Sing
40%
The Sky Bear
The Other Self
·
Played
by another player
·
Identical
stats to the initiate (but don't tell the initiate)
·
May
wrestle, mirror, or merge with the player – the player will decide
·
Speaks
rarely (if at all), acts with symbolism
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