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Fixing "The Spirit Queens Torment"

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Fixing "The Spirit Queens Torment"

Postby Maalicia_Ironhoof » March 4th, 2024, 4:55 am

Markus Darwath wrote:In fairness, Tolkien's work actually establishes that Sauron literally created the orcs. As far as HQ goes, I don't believe any edition has stated this to be the case with Zargon. I would also point out that not being inherently evil is not the same as not being evil. Certainly most orc societies and thus individuals are evil of their own choice. They weren't corrupted by Zargon so much as they chose to side with the enemy of their enemies. The fact that exceptions to the rule exist does not invalidate the rule, it just makes one think a bit more about the consequences of their actions.


It was actually Morgoth, that created the orc race... which was a core inspiration (along with a lot of Tolkien creatures - in the initial stages of development) for the orcs in the Warhammer Old World (which is the setting for the 1989 game canon), I never said Morcar/Zargon had anything to do with the creation of orcs, I was merely pointing out that somethings (places, races and creatures alike) can quite simply be considered "Evil".

As evidenced in humans, some people without influence or trauma simply enjoy cruelty and by some peoples standards are "evil".

Vikings were viewed as "evil" incarnate and the scourge of the "civilized" world, but to them it was just them living how they lived. In the same subjective take, certain humans within their culture partake in cannibalism, from the opposite side of the fence this is viewed as "evil"...

The main point I am making is that AH have for the most part taken a grim fantasy setting and made it extremely tame with only a simple central archetype villain as the cause for all the evil in the world... however all of this digresses from the topic of fixing the Artifact issue in The Spirit Queens Torment...
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Re: Fixing "The Spirit Queens Torment"

Postby Markus Darwath » March 4th, 2024, 11:21 am

Maalicia_Ironhoof wrote:It was actually Morgoth, that created the orc race... which was a core inspiration (along with a lot of Tolkien creatures - in the initial stages of development) for the orcs in the Warhammer Old World (which is the setting for the 1989 game canon), I never said Morcar/Zargon had anything to do with the creation of orcs, I was merely pointing out that somethings (places, races and creatures alike) can quite simply be considered "Evil".

As evidenced in humans, some people without influence or trauma simply enjoy cruelty and by some peoples standards are "evil".


I stand corrected on the Tolkien. It's been a very long time since I read The Hobbit and Lord of the Rings, and I just wasn't able to slog my way past the prologue of the Silmarillion (sp?) in spite of several attempts.

But you kind of make my point here. -Some- humans are just born evil, but not all, nor even all members of any readily identifiable sub-group. And you also allude to cultural differences as to how evil is defined. If orcs (and goblins) are natural intelligent creatures, as opposed to being created or summoned, then it makes no sense for them to all be inherently evil without exception. Fimir/Abominations and the 0MP undead, there's no problem with recognizing those as evil simply by existing.

Vikings were viewed as "evil" incarnate and the scourge of the "civilized" world, but to them it was just them living how they lived.


Actually, Vikings were not a people, it was an activity/lifestyle. At various points the Norse, Danes, Saxons and others engaged in Viking and it wasn't universal to their nationality, nor did all of those peoples approve of it.

The main point I am making is that AH have for the most part taken a grim fantasy setting and made it extremely tame with only a simple central archetype villain as the cause for all the evil in the world...


I disagree. I see plenty of people/creatures that are evil just by their own choice. Most of them ally with Zargon, but that has much more to do with the theme of the heroes as participants specifically in the fight against Zargon. There's plenty of room for evil that doesn't come from Zargon. In fact, I could be mistaken but I don't believe the civil strife in Elethorn for MotM and RotDM are specifically Zargon's doing. It arose from sinister ambition in a member of the elven royal family.
I guess I'm kind of saying that having all orcs be inherently evil is what actually makes the setting more tame and less grim and gritty, because there's never any moral quandary about butchering them on sight. Brutality is just offhandedly justified and sanitized "because they're evil."
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Re: Fixing "The Spirit Queens Torment"

Postby Vorimir » March 4th, 2024, 12:16 pm

At the end, Sinestra was helped by Zargon and she was being influenced by a dread spiritlike creature so...
I also think they turned a barbarian grim fantasy world into another random today d&d world with orcs paladin, dwarven wizards and the list goes one.
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Re: Fixing "The Spirit Queens Torment"

Postby Zenithfleet » February 2nd, 2025, 12:25 am

I've been scratching my head over how to translate Spirit Queen's Torment into a questbook that would make sense in the old HQ setting.

Maybe the 'good orcs' were elves cursed to look like orcs?

I'm also tempted to make Silvana snooty and arrogant, to distinguish her from Mentor, and to pay tribute to the satirical Warhammer portrayal of elves. But classic HQ didn't include much of the Warhammer satire, so that wouldn't really fit either.

As Maalicia points out, the reuse of the base game's Quest treasures (artifacts) is a major problem.

But I can't resist picking up on some earlier discussion about whether orcs are evil...

Markus Darwath wrote:
Maalicia_Ironhoof wrote:It was actually Morgoth, that created the orc race... which was a core inspiration (along with a lot of Tolkien creatures - in the initial stages of development) for the orcs in the Warhammer Old World (which is the setting for the 1989 game canon), I never said Morcar/Zargon had anything to do with the creation of orcs, I was merely pointing out that somethings (places, races and creatures alike) can quite simply be considered "Evil".

As evidenced in humans, some people without influence or trauma simply enjoy cruelty and by some peoples standards are "evil".


I stand corrected on the Tolkien. It's been a very long time since I read The Hobbit and Lord of the Rings, and I just wasn't able to slog my way past the prologue of the Silmarillion (sp?) in spite of several attempts.

But you kind of make my point here. -Some- humans are just born evil, but not all, nor even all members of any readily identifiable sub-group. And you also allude to cultural differences as to how evil is defined. If orcs (and goblins) are natural intelligent creatures, as opposed to being created or summoned, then it makes no sense for them to all be inherently evil without exception. Fimir/Abominations and the 0MP undead, there's no problem with recognizing those as evil simply by existing.


I don't know, I think in a fantasy world you can imagine creatures who are all inherently evil without exception, by human standards. Or in more scientific terms, they're all psychopaths.

In the real world it seems doubtful that evolution would favour that, but in fantasy you can have all sorts of other explanations for why creatures exist.

The Skaven (rat-men) in Warhammer are a good example. They're an entire society of utterly selfish, scheming, vicious backstabbers. The only thing that holds their society together (more or less) is fear of the stronger Skaven above them, who are cowed into submission by the even stronger Skaven above them, who are scared of their leaders, and so on, all the way up to their god the Horned Rat, who once terrified the entire Skaven race into cooperating a bit more. They can work together out of shared greed and desire for power, for a while... but inevitably their grand plans collapse into anarchy because each and every one of them has a secret cunning plan to kill or enslave all the others and take over.

All of which makes them simultaneously horrifying and hilarious. Nobody cares if you kill a Skaven. Certainly not other Skaven. On the contrary, it means one fewer rival to worry about. :lol:

The Skaven aren't natural creatures--they were created by Chaos magic warping ordinary rats long ago. Being nasty little #$@%ers is baked into their being.

Anyway, what have you got against Fimir? How come it's okay for them to be all inherently evil? The Fimir are deeply offended by this slander! And they would like you to know that anything you may have read on the internet about their alleged nasty habits is pure propaganda! :p


Markus Darwath wrote:
Maalicia_Ironhoof wrote:The main point I am making is that AH have for the most part taken a grim fantasy setting and made it extremely tame with only a simple central archetype villain as the cause for all the evil in the world...


I disagree. I see plenty of people/creatures that are evil just by their own choice. Most of them ally with Zargon, but that has much more to do with the theme of the heroes as participants specifically in the fight against Zargon. There's plenty of room for evil that doesn't come from Zargon. In fact, I could be mistaken but I don't believe the civil strife in Elethorn for MotM and RotDM are specifically Zargon's doing. It arose from sinister ambition in a member of the elven royal family.
I guess I'm kind of saying that having all orcs be inherently evil is what actually makes the setting more tame and less grim and gritty, because there's never any moral quandary about butchering them on sight. Brutality is just offhandedly justified and sanitized "because they're evil."


This is a minor point, but one thing about Warhammer (which strictly speaking isn't HeroQuest, I know) is that it tended to refrain from saying "orcs are evil" or whatever. At least in the editions I'm familiar with. It might have been different in 3rd edition, from which HQ drew its inspiration, but by 4th edition it was reticent.

Occasionally Warhammer would use the word 'evil' for orcs in a paragraph of descriptive text, but it was a bit half-hearted. It didn't slap a big Evil alignment on them, the way old-school D&D tended to do.

Warhammer just said, "Orcs are violent, destructive, and love fighting. Do you have moral quandaries about butchering them on sight? That's nice. They don't have any moral quandaries about butchering you on sight. They think it's fun. And they want your stuff. They're pretty cheerful in their own way, they don't seem permanently sullen and bad-tempered like Tolkein's orcs, but they don't make good neighbours. That boss orc is getting yet another army together so he can burn down your city. What are you going to do about it?"

Similarly, the Skaven were shown to be selfish little psychopaths very clearly, without having to use the word 'evil' all that much.

I think the Dark Elves were the only ones blatantly and repeatedly labelled 'evil' for their sheer cruelty. Even more so than Chaos, because at least Chaos-worshippers were trying to please their dark gods, whereas Dark Elves just pleased themselves. And even that was qualified by the fact that, deep down, they hate what they've turned into. They're not naturally that way--they've made a choice. And at the back of their minds they know they've made the wrong one. But they refuse to admit it, and they double down on it, like a kid who knows he's doing the wrong thing and when he's told off he does it EVEN MORE JUST TO SHOW YOU!!! :lol: :shock:

Being a Dark Elf was more a state of mind than anything else. There were no good Dark Elves... because if a Dark Elf stopped acting like a Dark Elf he wouldn't be a Dark Elf any more. He'd be a 'good' elf again and would get the heck out of Dark Elfland, unless he was killed first for saying "hey, maybe all this murdering we're doing is a bit excessive".


Of course HeroQuest was its own beast, so all of the above is a tangent.

HQ's classic orcs are probably closer to Tolkein's in general vibe, if not looks, being apparently loyal servants of Morcar and Chaos instead of doing their own thing.

I don't get exercised about the changes to orcs that Hasbro has made if you're using the new Hasbro setting, which is more modern D&D-flavoured than old-school Warhammer flavoured. There's a tradition going back a few decades--maybe it shows up more in American fantasy rather than European fantasy--to say, "what if orcs were just another intelligent species?" in the same way as, say, elves and dwarves. Creatures you could imagine evolution shaping just as it shaped humans. More aggressive, maybe, but not automatically evil. In that case you would have a range of good/bad/whatever individuals. You see it in Warcraft, the Elder Scrolls video games and more recent D&D.

It derives from Tolkien in a way, but it's a reaction to Tolkien. It's about questioning Tolkien, saying "Do we have to think about it your way?"

But it may also be a direct response to older D&D (which of course is American) dismissing all orcs as evil so it's fine to kill them, without necessarily showing what they did that was so evil. If you read Lord of the Rings you come away with a sense of how and why orcs are nasty pieces of work--something the Jackson movies captured well in my opinion. But if you're playing a game you may just get a note saying "These guys are the bad guys" and that's it. "What, I'm just supposed to take that as a given? Where's the evidence?"

There are also political reasons why some people prefer the "just another bunch of guys" style of orc, and are uncomfortable with the "all orcs are baddies" alternative. But let's not get into that...
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Re: Fixing "The Spirit Queens Torment"

Postby SirRick » February 2nd, 2025, 12:56 am

We have seen now in First Light that there are more than one group of heroes going on quests for the good of the realm. Both the Game System and First Light give out mainly the same artifacts. The Spirit Queen’s torment could be another similar group working at the same time as the two others.

I believe SQT is easy enough for new groups to handle, but I cannot be sure, since I played through it on the companion app with experienced heroes. If it is easy enough for a new group, start with that and ignore both First Light and the Game System. That way you don’t have to worry about getting a bunch of repeat artifacts. So basically you (or the players) decide which quest book to start with.

Edit: Fixed some bad grammar. I was tired when I posted this before.
Last edited by SirRick on February 2nd, 2025, 7:51 am, edited 1 time in total.


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Re: Fixing "The Spirit Queens Torment"

Postby Kurgan » February 2nd, 2025, 3:56 am

The unreleased Dwarf Questpack was going to feature an "renegade Orc" in an early quest. In the Warhammer Fantasy world, Half-Orcs existed (see 3rd edition Fantasy Battle and 1st edition RPG of the time) and were either "neutral" or "evil" and could be mercenaries or allies to humans as well. So while it doesn't fit naturally with classic era HeroQuest, it does fit with the lore and background that loosely inspired HeroQuest.

If even Ogres can be hired as mercenaries in this lore, surely Orcs can too (classic era ATOH discussed it but didn't actually put in a rule for hiring Ogre mercs).

As it turns out, in SQT, most of the orcs are still the bad guys even if a few of them are good guys (and one who is optionally there is a straight up hero). But we've seen evil elves (even if most Elves you meet are good), and there were going to be evil Dwarves as well, and we've seen evil humans (whether wizards or non-magical types). And while undead are treated as evil monsters, in a sense there are neutral ones there too, as you can take control of them with the Bone Wand (and in the new lore, there are good guy skeletons, summoned by a certain magical artifact... reminds me a little of the army of the dead in LOTR).

Like all HeroQuest, it's easy enough if you want to tweak it to your liking. I think the new quest books were originally introduced to sweeten the deal for those who were buying the Mythic set, to give them something new to try after nearly three decades at the time, not really thinking about how well they stack up to be played right after the first 14 (+KK +ROTWL...).


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Re: Fixing "The Spirit Queens Torment"

Postby Zenithfleet » February 2nd, 2025, 5:33 am

Kurgan wrote:The unreleased Dwarf Questpack was going to feature an "renegade Orc" in an early quest. In the Warhammer Fantasy world, Half-Orcs existed (see 3rd edition Fantasy Battle and 1st edition RPG of the time) and were either "neutral" or "evil" and could be mercenaries or allies to humans as well. So while it doesn't fit naturally with classic era HeroQuest, it does fit with the lore and background that loosely inspired HeroQuest.

I didn't know that about the Dwarf quest pack! Thanks for the bit of info.

If even Ogres can be hired as mercenaries in this lore, surely Orcs can too (classic era ATOH discussed it but didn't actually put in a rule for hiring Ogre mercs).


Orc mercenaries can be accommodated. See below. The one or two Orcs who help you out at the beginning of SQT could either be Orc mercs, or magically disguised Elf/human scouts. The tone would be a bit different--you wouldn't trust them further than you could throw them--but in general it would work.

The issue for classic HeroQuest is more the idea of a whole group of Orcs building a temple, researching things, and generally acting like humans. Warhammer Orcs just ain't into dat thinky, buildy stuff. Wot a load of muckin' about. What ya does is, ya lets some uvver git build it and fink it. Den ya burns down 'is temple and nicks da fancy stuff wot he made. Dat's using yer 'ead.


On the subject of Orc mercenaries, 5th edition Warhammer Fantasy had an army book for 'Dogs of War', entire armies of hired mercenaries. Most of the regiments in the book itself were humans, but White Dwarf magazine included some bonus regiments. One of them was Oglah Khan's Wolfboyz. Not Orcs, but the rarely seen Hobgoblins (halfway between Goblins and Orcs) from out of the exotic East, riding wolves! They were effectively the Warhammer equivalent of Mongols.

There's also a story in the Dogs of War book about a pivotal event that took place in the early history of Tilea, the fantasy equivalent of Italy.

Tilea was invaded by a huge Orc and Goblin horde. The Tilean merchants hired the biggest mercenary army ever seen in the land to face them. The mercenary general noticed, as he watched the Orcs' camp, that the creatures had a tendency to squabble with each other. It was only their warlord who kept them under control.

The general hit upon the ingenious plan of hiring half the Orc army to fight the other half. |_P

Once half the Orcs were dealt with, the ones who had been hired were sent off to the frontier to beat up the other tribes of Orcs out there.

As a result of this great victory, Tileans have cheerfully employed many races as mercenaries. A soldier of fortune can always find work in Tilea.

(However, I seem to recall something in the book saying Orc mercenaries had a reputation as generally untrustworthy and rowdy, so they weren't really favoured. I can't find it right now and might be misremembering it.)


There's another bit in the book about an Elf who complains to his mercenary captain about the disgusting Ogres camped next to him. Right after he leaves in a huff, the Ogre leader turns up and complains about the Elves. :D

The whole book is a great read and worth tracking down if you can find it. Very much tongue-in-cheek, almost Discworld level.
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