Here goes ....
HeroQuesting is a way to interact with the Myths of Glorantha in order to strengthen the Myths, weaken the Myths, change the Myths, destroy the Myths.
Some people have created new Myths through HeroQuesting. Orlanth performed a re-enactment of a Vadrus Myth to free Heler from the Blue Dragon, for instance, nicely creating a new myth for people to interact with. Gbaji cursed the Trolls by performing a HeroQuest where he tricked Kyger Litor into swallowing him, then eating his way out of her womb.
Most HeroQuesting is not as powerful as that, fortunately.
In a nutshell, without all the religious flimflam, what you do on a normal HeroQuest is:
1. You take a particular myth of your deity, or another deity but that is harder.
2. You perform a ritual to take you into the land of myth, normally the Otherworld, but it can take place in this world instead.
3. You then take the part of the deity, your companions take the part of the deity's companions and you re-enact the Myth.
4. The Myth is split up into different logical stages, called Stations.
5. You have to perform certain acts on each Station in order to emulate your deity's actions.
6. The better/closer you emulate the deity's actions, the better you are doijng on the HeroQuest.
7. When the HeroQuest has finished,you return to the normal world with the benefits/spoils/results of the HeroQuest.
That is all there is to a HeroQuest, really.
They get more interesting and complicated when you try and factor in the possible results of the HeroQuest, who is affected, who is opposing the HeroQuest and various other factors.
In the same way that you are playing the part of a deity, you will be opposed by other people like you, playing the parts of their deity. You may well find that you have met these people before, as you can quite easily get a number of HeroQuest Foes, who become tied to you in different roles. So, you fought Dagblad the Bad, on an Orlanthi HeroQuest ages ago, and every time you meet Zorak Zoran, that dastardly Dagblad keeps on turning up and trying to pund you into dust.
This can mean that a HeroQuest Foe can trick you into a HeroQuest when you are unprepared, by deliberately targetting you as a ritual foe. This is rare, but not overly so. You can also pull in your HeroQuest Foes into a HeroQuest in the same way.
The rewards you get from a HeroQuest depend on how you performk the HeroQuest, who is behind you and who you are performing the HeroQuest for. Normally, you know roughly what benefits you want from the HeroQuest before starting it.
Normally, if you do the Quest by yourself or with a small group, the benefits only affect you or your group. If youn do it with the backing of your clan or village, the benefits may well affect the whole clan or village. If you do it with the support of your whole cult, then the benefits affect the whole cult. Being supported by a nation benefits the entire nation.
Typical benefits from a successful HeroQuest might include:
1. Learning a new spell/skill
2. Gaining a permanent ability related to the Myth
3. Performing an impossible task
4. Gaining new allies
5. Healing a wound or removing a curse or a blight
6. Gaining a magical or special item
7. Gaining permission to do something normally forbidden by your cult
8. Becoming a Hero, Demigod or Deity
There are some general things that apply to most HeroQuests:
1. You will normally face foes of a similar power level to yourself.
2. You can become tied to others as HeroQuest Foes or HeroQuest Allies.
3. HeroQuests can fail as well as succeed.
4. You can get magical benefits or curses as a result of a HeroQuest.
5. HeroQuests for more than personal gain can result in the changing of the nature of a clan or nation.
6. HeroQuest Stations do not always go according to the HeroQuest script. They may be missed out, have different participants or give different benefits.
7. You may well succeed in a HeroQuest but come out cursed and beaten, or you may fail and come out blessed and unharmed.
In Gloranthan terms, every HeroQuest is a restatement of your faith in your deity and his actions in God Time. You do the HeroQuest to stregthen your deity's place in the world and to weaken his enemies. This means that if you deliberately fail a Quest or throw certain Stations then you are betraying your cult and deity. This is normally regarded as a Bad Thing.
What else?
Some people say you can't perform the same Quest more than once. I don't agree, personally. You can repeat the same Quest many times, every Sacred Time for instance, and get the same or different benefits from it.
Some people say you can't get out of the Quest that which you didn't take into the Quest. So, if you want a magical sword, you have to take a sword into the Quest in the first place. Once again, I don't agree. The terms of the HeroQuest dictate what is available on the HeroQuest. If you take a pair of magical sandals from Kyger Litor then you will be able to take the sandals worn by the Kyger Litor Priestess. So, I suppose she must have brought them into the Quest in the first place.
HeroQuests can be performed on several levels. The most common types are:
1. Practice Run HeroQuests
2. Holy Day Ceremonies
3. Sacred Time Ceremonies
4. Other Place Quests
5. Other Side Quests
1. Practice Run HeroQuests normally only benefit you or your companions and are the simplest HeroQuests to perform. They take place in the normal world and are ritual re-enactments of myths to get personal benefits. You might get a magical sword, a speaking herd beast, a wound healed, a beautiful wife or be able to kill an enemy on a Practice Run Quest. You won't be able to kill a deity or smash a mountain.
2. Holy Day Ceremonies are ritual re-enactments of Myths that take place on certain Holy Days. These are magically charged and can attract enemies who take part in the myths and defeat you. Bituran Varosh takes part in one of these when he helps the Priestesses of the Paps against some attacking trolls. If these go wrong, it can affect a whole temple and its congregation for a year.
3. Sacred Time Ceremonies take part in Sacred Time and are similar to Hold Day Ceremonies, except they normally affect entire communites, clans, tribes or nations. Everyone takes part in these and people try to put the world back together in the same way their deity did in the Godtime. This often involves a lot of danger, so Orlanthi sometimnes use the Summons of Evil to attract a dangerous foe so they can destroy it and ensure they aren't affected by the foe in the following year.
4. Other Place Quests take part in the very magical areas of Glorantha. So, someone HeroQuesting on Valind's Glacier, on the Moon, in Luathela, Vithela, in Magasta's Pool, in the Underworld, in the Sky World or on one of Orlanth's Cloud Castles are performing an Other Place Quest. The benefits on these Quests can be very large as they are taking place in the actual place of the Myth. Argrath performs an Other Place Quest when he defeats Kalikos on Valind's Glacier and sacks her Castle, bringing Winter to Sheng Seleris' Pentians in the Hero Wars.
5. Other Side Quests are the most powerful of the Quests as they try to change the myths of Godtime. How can you change a myth? Easily, you go in the GodTime, perform your HeroQuest and change what the deity actually did. The amount yopu manage to change it reflects the effect it has on the normal world afterwards. So, if you performed the Arming of Orlanth aqnd instead of giving him a sword, you gave him a Klanth instead, then you might have succeeded in Draconising Orlanth slightly. Of course, you would be under extreme pressure to give him a sword and, unless you were a powerful HeroQuestor, you might well be unable to give him a Klanth, or the Klanth you gave him becomes a Sword in his hands. Arkat, Gbaji, Nysalor, The Seven Mothers, Red Goddess and others have Quested on the Other Side and changed the Myths of the world, so don't let anyone say it is impossible. It is pretty difficult, though.
So, that's what HeroQuesting is, in my opinion. There's a lot more that could be said about it, though. For instance, you can do Experimental HeroQuesting, which involves changing the myths very slightly to subtly affect the outcome of the HeroQuest. So, Hon Eel appears in the High Hold Day celebrations of the Tarsh cult and proves herself to be worthy of inclusion, usurping the King and replacing him with his son and heir. Argrath's Trickster used a section of the Light Bringer Quest to gain access to Kalikos' Castle and sack it, using one HeroQuest inside another.
I hope I haven't confused you, but I've tried to keep it as rational and simple as I can.
There's a lot of mumbo-jumbo and flim-flam said about HeroQuesting and how each one is a new myth and a religious experience. Maybe, but only in a Gloranthan sense. If I want a religious experience, I go to Church where, believe me, I have had enough the scare the willies out of me. I don't particularly want a religious experience through playing a Roleplaying Game and I don't really want to understand more about religion or mysticism through gaming, thank you very much. So, I try and keep my HeroQuesting descriptions, my HeroQuests and the HeroQuest scenarios I run very firmly down to earth and always as part of a gaming context.
So, has that helped or has it just made things worse?