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I'm working on a Chalana Arroy heroquest, and since this forum did a great job helping me work the kinks out of an Odalyan heroquest, I thought I'd see if people could help me with this one. Here's the set-up: I'm running the Red Cow campaign, and one PC is a Chalanan. They discovered a place in the Staglands that is conducive to healing magic (basically +3 to healing magic tests). So Eindred (the Chalanan) wants to establish a shrine to Chalana Arroy there. (He's working on a way to keep the shrine safe, so we don't need to deal with that problem). He's thinking about doing a heroquest to prove that this spot is the place where Chalana Arroy performed one of her feats, the Hundred Healing, which I think is a nice use of a heroquest to strength the connection between a place and a specific myth. One of the problems that I think Chalanan quests run into is finding a way to make healing and peacemaking interesting in game terms. Healing is largely abstracted as a roll on the Harmony rune, so we need to add things to the framework or else the healing roll seems boring and mechanical. So that's one of the things I'm trying to accomplish here. Here's what I've got so far in terms of a myth: The Hundred Healing During the Lesser Darkness, when the Sun was dead but Chaos had not yet entered the world, Chalana the Peacemaker traveled the world, seeking to bring healing and peace to a world rocked with violence and feuding. Once, she came upon a dying man. With her soothing hands, she tended his wounds and saved him from death. While he was still weak, he told her that his people, the Red Wolves, had a mortal enemy, the Green Bears, who hated them because they were jealous that the Red Wolves hunted in packs while the Green Bears had to hunt alone. The Green Bears agreed that they would work together just once to kill the Red Wolves, and they had found him and forced him to tell them where they could find the Red Wolf tula, so that they could slaughter all the Red Wolves. He was too weak to warn his people, and so he begged her to find them and warn them. Chalana agreed that it was good to protect people from unexpected violence, and so she said that she would. She followed his directions, although the way was not easy, and eventually she came to the Red Wolf tula. It was too late to warn them, because the Green Bears had already begun their attack. There were many who were dying. Chalana the Healer could not stand by and allow the injured to die. So she healed the wounded that she found. The Green Bears saw what she was doing and told her “You must stop healing the Red Wolves, because we want them to die. They have been our enemies for generations. If you do not stop healing them, we will kill you.” But Chalana the Calmer was unafraid and refused to stop her work. She said, “I do not heal them because your claim has no merit. I heal them because all life is precious and I cannot bear to see it end. Death roams the world and it will devour Life until there is none left if we do not do all we can to keep Life in the world. If you kill me, there will be no one left to stop Death when it comes from you.” And the Green Bear chieftain was ashamed of what he had said and lost his will to kill her. Soon the Red Wolves were strong enough to fight back, and they attacked the Green Bears. Because the Green Bears were unaccustomed to fighting as a pack, the Red Wolves began to turn the tide, and soon there were many Green Bears dying and the Red Wolves were mocking their enemies. But Chalana the Healer could not stand by and allow the injured to die. So she healed the wounded Green Bears that she found. The Red Wolf chieftain saw what she was doing and told her, “You must stop healing the Green Bears, because we want them to die. They have attacked us when we have done nothing against them. It is wrong to heal those who attacked us without provocation. If you do not stop healing them, we will kill you.” But Chalana the Calmer was unafraid and refused to stop her work. “I have come to heal all who need it, and I did not heal you because I wished for you to win this fight. I healed you because every death makes the Darkness around us deeper and stronger, and I have pledged to bring light into the Darkness. If you kill me, there will be no one left to heal you when you need it.” And the Red Wolf chieftain was ashamed of what he had said and lost his will to kill her. And so as the Green Bears and the Red Wolves fought, Chalana the Healer healed the wounded on both sides, until she had healed one hundred warriors and none had died. Finally the Green Bear chieftain said to her, “Every time we defeat one of the Red Wolves, you heal him so that he may continue fighting us. They outnumber us and we cannot win this fight.” And the Red Wolf chieftain said, “The Green Bears are much stronger than us. One of their warriors can fight three of ours. Every time we defeat one, you heal him so that he may continue fighting us. We cannot win this fight.” Chalana the Peacemaker said, “Then if neither of you can win this fight, why are you still fighting? If you cannot win and cannot lose, you waste your efforts. The wise leader should find a way to resolve this.” The two chieftains saw that there was no point in continuing the struggle, and so they asked her “How can we make peace? There has been enmity between us for generations?” And Chalana the Peacemaker showed them that there was no need to fight each other at all. So my myth tries to provide a framework of stations that aren't all just 'heal the person'. A couple of the stations are (heal the first guy, heal the Red Wolves, heal the Green Bears) but she also needs to resist two efforts to intimidate her. I think the last healing is more of an endurance test, to find the energy to continue amidst the violence. And then she has to make peace by showing them that they don't need to fight. What I'm struggling with is two-fold. 1) the myth feels more like a folk-tale than a Gloranthan myth. It doesn't have any of the strange myth-logic that we find in the myths in KoDP (other than wolves and bears fighting and having to peace-make, which I stole from Issaries the Conciliator--when I run it, they will be literal animals). I'd like to make sure that it has a distinctly Gloranthan feel to it, but I'm not coming up with very much. Any thoughts about how to make it a bit more Gloranthan in its flavor? A second thing I'm wrestling with is that it's very linear. It has a very Do Thing 1, then Do Thing 2 feeling to it. Obviously myths are linear narratives as told, but I'd like to work in the HQ principle that heroquests don't always follow linear order, sometimes have metaphorical rather than literal stations, and so on. But once the quester gets to the fight, I don't see any way to vary the sequence of events or make them metaphorical without things getting really bizarre and abstract. For example, one suggested curveball for heroquests is to have the stations out of order or have a station missing, and I can't see a way to do that. Since this group of players is a bit novice (the Chalanan is totally new to Glorantha), I don't want things to get totally bizarre, but I would like have a decent curveball to offer them. Any ideas?