The worlds best-known Heroquest

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Thu, 5 Jul 2001 10:01:14 -0700


Well, it's too hot to think seriously (the last week has all been in the 3-digit Fahrenheit, up to 113 in the shade, getting to all of 70 at night). I came up with the following Heroquest path based on what is, perhaps, the best-known heroquest in the 20th-21st century.

This heroquest is written with a broad brush, as I think most cultures can find a fit in here.

Station 1 - Crossing Over. This is an accidental HQ: crossing over is done by being in the wrong place at the wrong time as a 'rift' in the veil that separates the Otherworld from the central world comes by.

Station 2 - Orientation. The hero(es) find that he isn't in the 'real world' anymore. He must adjust his worldview to the new reality. Partially this is helped by a Benevolent Entity (BE). The hero has, as a side-effect of crossing over, eliminated a rival of the BE. He gains a token of this struggle. This token is the focus of a Malevolent Entity (ME), who wants it. This is a critical station, without the aid of the BE, the hero cannot complete the adventure. In fact, aggression towards the BE can result in death, or at least being stranded in the Otherworld with no way home.

Station 3 - Begin the Journey. The BE points out a pathway of mythical importance that leads to a Powerful Entity (PE) that can send/guide the hero back to the middle world.

Stations 4-9 - Encounters The hero will encounter several beings and events. Some will be friendly and be willing to join him, other will be hostile. These are very non-critical stations, and the BE will be watching over the hero, so there is no chance of complete failure in the quest, but the beings encountered will all add to the chance of complete success.

Station 10 - The Powerful Entity. The Hero must confront the PE and ask for aid in returning to the real world. Beings who joined the hero may have their own requests. The PE will give the hero(band) a task to perform involving the Malevolent Entity.

Stations 11-15. Encounters on the way to the ME. The ME is aware of the heroband's goal, and sends minions to capture and/or destroy the hero.

Station 16. The ME. The hero finally confronts the ME and performs the task given by the PE. This is a Critical Station, and can easily lead to the death or permanent imprisonment of the hero.

Station 17. The hero must return to the PE for his reward. The PE cannot grant the Hero's request.

Station 18 Self-knowledge and Crossing over. The BE leads the hero to self-realization, and by means of this knowledge the hero can cross back to the real world.

Click your heels together three times and say "There's no place like home"...

RR

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