Hill of Gold - Zorak Zoran



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Created On 5 January 1999
Last Updated On 10 September 2002
Copyright (c) Simon E. Phipp 1999

In Finnish
This is Zorak Zoran's version of the Hill of Gold Quest.

See Also
Hill of Gold Overview
Yelmalio at the Hill of Gold
Zorak Zoran at the Hill of Gold (Riddling)
Zorak Zoran at the Hill of Gold (Wagering)
Orlanth at the Hill of Gold
Inora at the Hill of Gold

Mythos

Once, Zorak Zoran heard that his enemies were at a Hill in Good Hunting, so he determined to face and defeat them.

When he arrived at the Hill he had to ask the permission of Inora, Winter Queen, who ruled the Hill at that time. He brought her a Meal of Plenty made of Aldryami, humans and Earthshakers from the Elder Wilds but the Winter Queen was hungry and devoured them all. He then offered her a tribe of Snow Trolls to guard her if she gave him a gift in return. Inora took Zorak Zoran in her arms and embraced him, chilling him to the bone and covering him in Ice, but Zorak Zoran was kin to Himile, Master of cold, and the Ice did not hurt him. After he left, Inora bore her Snow Trolls and was guarded from harm.

Zorak Zoran wandered Winter Hill searching for his enemies. As he walked, he found that the Ice on his skin burned with cold and was uncomfortable. He knew that the Ice Armour that he wore was extremely fragile and he took care that it did not shatter and leave him with no protection. Suddenly he saw Yelmalio, one of his enemies and bearer of the Lightning Spear and Heart of Fire. However, Yelmalio was without his Lightning Spear and Bright Armour so Zorak Zoran was emboldened. He hid in the shadows and leapt out when Yelmalio passed by, striking the Bright God with his club. Yelmalio was too close to use his bow, so he fought with Shield and Shortsword but he was no match for Zorak Zoran and quickly succumbed, falling to the ground. Zorak Zoran reached down and grabbed the Heart of Fire pulling it to him. The Heart roared and burst, covering Zorak Zoran with burning blood, but the Armour of Ice held and protected the Dark God. However, the Fire was too great and burned Zorak Zoran's face, allowing Yelmalio to escape.

Zorak Zoran put Amanstan away and went searching for his other enemies. He saw Orlanth and ran roaring to him. Orlanth hurled the Darkwind at Zorak Zoran but the Great God knew those of Darkness and bathed in its breath. As he held the Darkwind, Zorak Zoran created a new god, Hell Roar, who later came to serve his father. Zorak Zoran and Orlanth fought long and hard, Zorak Zoran used his Fire and Orlanth used his Lightning Spear. Eventually the two gods tired and Zorak Zoran summoned Shadows and Smoke to cover himself as he left the field, riding on Orlanth's Breath.

Finally, Zorak Zoran met his worst enemy, Chaos. These evil, biting creatures bit at his parts but he howled and stomped and smashed and burned until they were destroyed or fled before him.

Zorak Zoran returned from Winter Hill emboldened and undefeated. He had faced the Winter Queen, defeated Yelmalio, Orlanth and Chaos and had gained Amanstan, Hell Roar and a new tribe of Snow Trolls.

The Quest

Zorak Zoran at the Hill of Gold is normally performed by Zorak Zoran cultists in order to gain Fire Powers. The contest with Inora merely provides protection from Amanstan, the combats with Orlanth and Chaos provide marginal benefits and are often skipped. Many Zorak Zoran cultists leave the Quest after Yelmalio's Defeat. Some do not even meet Inora, but their task is made more difficult as they do not gain the Ice Armour.

The Stations

There are four major stations on the Hill of Gold Quest and five minor stations.

The Major Stations are Inora, Yelmalio, Orlanth, Chaos. The minor stations are Winter Climb, the Burning Ice, Searing Pain, Riding the Winds and the Triumphant Return.

Winter Climb

Zorak Zoran climbs Winter Hill to see Inora in her Palace. He sometimes is beset by minor foes here but is rarely troubled by such things. If he performs the Quest in Winter he may be attacked by bears and suchlike.

Zorak Zoran must make Climbing rolls or fall and take damage. He must continue to climb until he succeeds and reaches the Winter Palace. He may be attacked by creatures of Winter at the GM's discretion.

Inora

The Winter Queen lives in her Palace on Ice Mountain. Zorak Zoran must give her a gift and then exchange gifts with her.

Zorak Zoran must give Inora a gift and try to gain a gift from Inora by force. Usually this means a wrestling match with her, often resulting in an attempt to mate with her. If Inora rolls below her Lust Trait, then she is willing to mate, otherwise the attempt is a rape. If he attempts a rape or does not bring a gift for Inora then he loses Inora's POW in General HPs due to her Icy embrace. Optionally, he can lose the HPs from his abdominal region (or Upper Thigh region, in cricketing terminology).

Invoking

Invoking this Station allows Zorak Zoran to gain Ice Powers from Inora in return for granting her protection. This gives Zorak Zoran Protection from Fire if he takes the Ice Armour. Normally, this halves damage from Fire for 10 rounds, 15 minutes or the duration of a Station on a Quest.

Burning Ice

Zorak Zoran suffered the burning sensation of the Ice upon his body. Every step he feared that his skin would shatter.

Zorak Zoran must attempt a stage similar to the Winter Climb, but each round he makes a dice roll he must overcome the Icy Embrace or suffer damage as he shatters against the elements. He must resist Inora's POW vs his own, if he loses then a limb or location shatters because of the cold. Generally, this happens if he falls or is struck by a weapon.

Yelmalio

Zorak Zoran saw Yelmalio and realised that the Ice Armour he wore would protect him from Yelmalio's Fire and blessed Inora for giving him this gift. He fought Yelmalio and took from him the Fire that was in his heart.

Zorak Zoran must fight Yelmalio here. If Yelmalio has no armour and no spear he will be unable to cast Protection or Shield. If he has the Cloak of Brilliance he may cast Sunbright and Shimmer. If Yelmalio defeated Orlanth but gave up his armour and Spear then he may still cast Shield and Protection. If he defeated Orlanth and kept his armour and spear then he may fight as normal. Zorak Zoran may use any weapon or ability he has except for Fire-based magic. All Fire attacks on Zorak Zoran do half damage if Zorak Zoran is protected by the Ice Armour.

The winner here gains all the Fire Powers, Fire-based magic items and abilities of the loser.

If Zorak Zoran chooses to try and kill Yelmalio here, Yelmalio must succeed in a Just Trait roll in order to escape. Generally, something will distract Zorak Zoran and allow Yelmalio to escape, often this is the Searing Pain, sometimes it is Eurmal or even Orlanth who distracts the Dark God.

Invoking

Invoking this Station gives Zorak Zoran an edge in combat with Yelmalians. It allows him to cast Crush Heroically and to double (or power) one attack against Yelmalians. However, the Yelmalian must be allowed to escape alive.

Searing Pain

If Zorak Zoran gains Yelmalio's Fire Powers, he must roll his POWx1% or else suffer great pain from the Fire.

This stage is as the Winter Climb except that Zorak Zoran's task is made more difficult by the Searing Pain if he took Yelmalio's Fire. All tasks are made more difficult by the pain.

The Searing Pain means that all Zorak Zoran's skills are reduced by Yelmalio's POW. This makes climbing etc. that much more difficult. As before, Zorak Zoran must continue until he succeeds in his Climb and meets Orlanth.

Orlanth

Zorak Zoran meets Orlanth and challenges him. They fought and Zorak Zoran gains Hell Roar from the Hellwind.

The combat should go as the Myth. Here, Zorak Zoran may use the Fire based magics gained from Yelmalio and can use Salamanders, Fireblade and Ignite Heroically. Orlanth may use Lightning if he has the Lightning Spear, Sylphs and Wind magics Heroically. If Orlanth uses Demoralise, Fear or Darkness magics against Zorak Zoran then he resists with Species Maximum POW. Generally, Zorak Zoran escapes this combat by stealing a Sylph from Orlanth or by riding away on a gust of wind.

Invoking

Invoking this Station gives Zorak Zoran Heroic Castings of Salamanders, Fireblade and Ignite.

Riding the Winds

Zorak Zoran rides away on Orlanth's winds. This blows him to the top of the Hill.

Zorak Zoran must Ride the Sylph/Wind and get to the Top of the Hill. If he has a Ride skill he may use it at half chance otherwise he must have some way of controlling the Wind/Sylph.

Chaos

Here, Zorak Zoran must fight his old enemy - Chaos.

Zorak Zoran may use the Fire Abilities gained by Yelmalio unless Orlanth has stolen them. He may use his normal combat skills and spells with Fear, Shield, Crush and Berserker heroically.

He is faced by a number of Chaos Creatures, the number varies but always starts from a base. For every Station he loses the number of Chaos Creatures is increased by the base number. So, if the Base Number is 3 and the Questor loses to Orlanth and Inora then he is faced by 9 Creatures of Chaos, 3 for Orlanth, 3 for Inora and 3 to start off with. At this stage, he will still have the unhealed wounds he gained on the earlier stations. Bear in mind that each of the Chaos Beasts should be at approximately the same level as the Questor - often Chaotic HeroQuestors will perform the Hill of Gold and will face Yelmalio, Inora, Orlanth and Zorak Zoran.

Invoking

This allows Zorak Zoran to use Fire Magics, Fear,Shield and Crush Heroically against Chaos.

Triumphant Return

Zorak Zoran leaves Winter Hill triumphant, having defeated all his foes.

Zorak Zoran must Climb down the Hill, but his roll is Powered in his favour, making this the easiest stage of them all.

Hill of Gold - Zorak Zoran (Riddling Version)

See Also
Hill of Gold Overview
Yelmalio at the Hill of Gold
Zorak Zoran at the Hill of Gold (Full)
Zorak Zoran at the Hill of Gold (Wagering)
Orlanth at the Hill of Gold
Inora at the Hill of Gold

Winter Climb

Zorak Zoran climbs Winter Hill to see Inora in her Palace. He sometimes is beset by minor foes here but is rarely troubled by such things. If he performs the Quest in Winter he may be attacked by bears and suchlike.

Zorak Zoran must answer a Riddle relating to Climbing. If he wins he may pass to the next stage. If he loses then he must give something up to the Hill, normally a magic item or spell.

Inora

The Winter Queen lives in her Palace on Ice Mountain. Zorak Zoran must give her a gift and then exchange gifts with her.

Zorak Zoran must riddle with Inora. If he wins he gains protection from fire, perhaps an Extinguish spell. If he fails, he must give up a weapon of some kind. In any case, he must give something up as a gift.

Burning Ice

Zorak Zoran suffered the burning sensation of the Ice upon his body. Every step he feared that his skin would shatter.

Zorak Zoran must riddle on his Survival skill or perhaps even his Climbing skill. If he loses then he loses fertility as parts of his body fall off.

Yelmalio

Zorak Zoran saw Yelmalio and realised that the Ice Armour he wore would protect him from Yelmalio's Fire and blessed Inora for giving him this gift. He fought Yelmalio and took from him the Fire that was in his heart.

Zorak Zoran must riddle Yelmalio. If Yelmalio was defeated by Orlanth then Zorak Zoran's riddle is improved, otherwise the contest is fair. If he wins he gains a Fire spell or magical item.

Searing Pain

If Zorak Zoran gains Yelmalio's Fire Powers, he must roll his POWx1% or else suffer great pain from the Fire.

This stage is as the Winter Climb except that Zorak Zoran's task is made more difficult by the Searing Pain if he took Yelmalio's Fire. All tasks are made more difficult by the pain.

The Riddle is as the Winter Climb, but is improved against Zorak Zoran if he is in Pain.

Orlanth

Zorak Zoran meets Orlanth and challenges him. They fought and Zorak Zoran gains Hell Roar from the Hellwind.

Zorak Zoran must riddle Orlanth. He may use the Riddle that Yelmalio used against him, but this gives Orlanth an extra chance to succeed because of the standard riddling contests of Yelmalio and Orlanth. Zorak Zorani generally do not realise this and are surprised when their riddles fail.

Riding the Winds

Zorak Zoran rides away on Orlanth's winds. This blows him to the top of the Hill.

Zorak Zoran must riddle using his flying or riding skills. This can be troublesome but Insect-riders have a definite advantage here. He loses as he would in the Winter Climb.

Chaos

Here, Zorak Zoran must fight his old enemy - Chaos.

Zorak Zoran must riddle here against Chaos. He may riddle anything here and gains nothing in return.

Triumphant Return

Zorak Zoran leaves Winter Hill triumphant, having defeated all his foes.

Zorak Zoran must engage in another round of riddles as in the Winter Climb stage, but this time Improved in his favour.

Hill of Gold - Zorak Zoran (Wagering Version)

This is Zorak Zoran's version of the Hill of Gold Quest.

See Also
Hill of Gold Overview
Yelmalio at the Hill of Gold
Zorak Zoran at the Hill of Gold (Full)
Zorak Zoran at the Hill of Gold (Riddling)
Orlanth at the Hill of Gold
Inora at the Hill of Gold

Winter Climb

Zorak Zoran climbs Winter Hill to see Inora in her Palace. He sometimes is beset by minor foes here but is rarely troubled by such things. If he performs the Quest in Winter he may be attacked by bears and suchlike.

Zorak Zoran must Wager Climbing or Endurance against the Hill. If he succeeds then he gains extra Endurance or Strength. If he fails he loses that Wagered.

Inora

The Winter Queen lives in her Palace on Ice Mountain. Zorak Zoran must give her a gift and then exchange gifts with her.

Zorak Zoran must wager Protection. This usually takes the form of an offer of Service or perhaps a Shield or Protection spell. If we wins he gains Protection from Fire, often an ability but sometimes a spell. This is one-use.

Burning Ice

Zorak Zoran suffered the burning sensation of the Ice upon his body. Every step he feared that his skin would shatter.

Zorak Zoran must wager Hit Points against Endurance as before. If he loses then he loses extra Hit Points.

Yelmalio

Zorak Zoran saw Yelmalio and realised that the Ice Armour he wore would protect him from Yelmalio's Fire and blessed Inora for giving him this gift. He fought Yelmalio and took from him the Fire that was in his heart.

Zorak Zoran has an Improved Wager here unless Yelmalio defeated Orlanth earlier in the Quest. If Yelmalio defeated Orlanth he may Wager his Spear or Armour, otherwise he must Wager Fire Powers.

If the Zorak Zoran has already Fire Powers he must wager them.

The winner gains the loser's Fire Powers.

Searing Pain

If Zorak Zoran gains Yelmalio's Fire Powers, he must roll his POWx1% or else suffer great pain from the Fire.

This stage is as the Winter Climb except that Zorak Zoran's task is made more difficult by the Searing Pain if he took Yelmalio's Fire. All tasks are made more difficult by the pain.

Zorak Zoran must wager as in the Winter Climb, but the opposing Wager is Improved if he is in Pain.

Orlanth

Zorak Zoran meets Orlanth and challenges him. They fought and Zorak Zoran gains Hell Roar from the Hellwind.

Zorak Zoran and Orlanth may wager anything at this stage, including the Fire that Zorak Zoran gained on the earlier Stage. This is generally a fair contest as the original meeting ended in a draw. Often Zorak Zoran offers Demoralise and Orlanth offers Fanaticism.

Riding the Winds

Zorak Zoran rides away on Orlanth's winds. This blows him to the top of the Hill.

Zorak Zoran wagers Riding or Climbing skills against Strength or Endurance as before.

Chaos

Here, Zorak Zoran must fight his old enemy - Chaos.

If Zorak Zoran gained gifts from Inora, Yelmalio or Orlanth then he must wager one of these. The contest continues until Chaos has nothing to Wager or admits defeat.

Triumphant Return

Zorak Zoran leaves Winter Hill triumphant, having defeated all his foes.

Zorak Zoran must wager any one item/skill against the Hill as before, but it is Improved in his favour.

[End]