Here is my current understanding of this factiod.
Heroquests normally occur in the Hero Planes. These (as we all know now)
are the previous eras of the mythological world.
In those heroquests the opponents for a particular task are variable to
meet the questers on a more or less equal level. The mechanic for this is
to be illustrated in a Sartar Rising! supplement in a scenario by Martin
Laurie and Wesley Quadros. The rewards change with the level of action.
A beginner is a follower in a mythic story, probably one of the faceless
masses. Such an event is common for people getting a Feat or Affinity
during worship. Foes can vary depending primarily upon the success or
failure of the leaders to respond to random events that are generally
predictable within known parameters. Typical foes are other members of the
opposition's faceless army. Heroquest Challenges are not always required,
and when they are they are often of minor commitment.
A mid-range participant takes a significant part of the story, as a leader
or a main character. Again, the foes are within a known range of
parameters, and these are tougher foes, often established heroes, demigods
or daimones. HeroQuest Challenges are almost always required, with
participants usually risking their entire Ability.
A key participant takes on the main role in a story. Opponents are known
and usually very powerful. HeroQuest Challenges are the reason for
undertaking the quest, and always require significant risks and
proportional rewards.
Heroquesting in t he Otherworlds World is different because the denizens
are much more powerful. Alien world modifiers are always relevant. The
stories are mythologically more significant than events in the Hero Planes,
with more far-reaching consequences for success or failure.
All three magic systems recognize types of Heroquesting performed within
their own Otherworlds, and recognize that they also share the battlegrounds
of the Hero Planes. Heroquesters can, and often do, quest in alien
otherworlds.
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