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Since in fact I only use a very small part of the full myth for this quest, let's quote the little bit that's relevant. It may not make much sense on its own, of course.
"Hengall was the second son of King Vingkot. .....
When all the world was gone, and every man was alone, Heort went out upon the world. There, at the edge of the world, he met with Second Son, who told him of his great and terrible battle. He showed Heort his wounds, and the secret of the Star Heart, and told him the secrets of the I Fought We Won Battle.
Heort remembered that fight, and went on past the Second Son, and to the edge of the world. There he met the evil of his world, and won.
Whenever one of us is made a man, we all travel upon Heort's path. This is the path of Orlanth."
I omit Heort's later deeds, founding forts and acquiring the Law Staff.
The players are presented with the full myth for discussion before they
embark on their quest, so they know exactly who the Second Son is and why
he's out at the edge of the world.
They are, of course, on the HeroPlane, and this is a good time to tell them what the HeroPlane looks like, as explained elsewhere. In this case, they are in fact outside Heort's Stead (which is itself a shadow of Oralnth's Stead), in the Darkness. The Stead looks a lot like their own home, since that is probably what they expect it to look like. But it looks battered, as if it has been under attack for a very long time. Parts of the walls look as if they've been eaten.
The light is odd. That's because there's no Sun (Yelm is dead, remember?). The Sky Dome still gives some light (Elmal/Yelmalio is still here), and their home stead also seems to be a source of light (because that's where Elmal lives!).
There is a path leading west. The geography they can see, incidentally, should be that of the area they live, but as it was then. So for my Marshedgers, they're at the western edge of the Quivin Hills, with a river to cross before they reach the higher mountains to the west. The Upland Marsh does not yet exist.
One would hope that they follow the path.
They have a river to cross. There was once a bridge here, but all that's left is a bit of rope attached at each side. It's possible to swim it, but the current is strong and it's too deep to wade. Provided the party includes at least one strong swimmer and some rope, they should manage this.
They have a mountain range to ascend. Climb rolls, please. Again, this shouldn't be difficult.
In both cases, make a note of who helps who, and any criticals or dramatic moments. They may end up attracting the attention of any surviving gods, or acquiring spirit magic spells. And pay special attention if anyone tries praying. They're not initiates yet, so they wouldn't expect much effect in the first place, but some of the gods they might normally pray to are currently dead or at least in the underworld, and hence unavailable.
As they continue west, it gets darker. This is not due to the day drawing
to a close, as they are before Time here. This is them getting closer to
Chaos and the Edge of the World. Far away to the west, at the edge of what
they can see, is a light. As they get closer, they can see that it's coming
from a stead. They shoud reach it just as it gets completely dark.
"Halt, Strangers! Who comes this way, to a place which is not allowed to everyone? Do you come in friendship, or as foes?"
And we hope the players say: "Greetings, guardian. We come as friends."
"Greetings, then Strangers. You speak to the Lord of this place. I am Hengall Vingotsson. Tell me your names if you are friends."
And they do, we hope. Claiming to be his kin would be a little premature: that's what they're here to prove.
"You are welcome here, <insert names of all PCs>. I offer you hospitality here, in my house, and promise my protection to you and yours while inside. I offer you water, to quench your thirst."
"I accept this, with gratitude. I will not rob you, or bare arms, and I will speak ever of your generosity."
"Then you are welcome, guest. And I offer you more: a blanket to sleep under while you are my guest. This is a thing we offer only to friends, or those we would have as friends."
"I accept this, with gratitude, and I will speak ever of your generosity." (That's the standard response for the rest of this Greeting: they should be chanting in unison by the end)
"Then you are welcome, guest. And I offer you more: meat, to fill your
belly. This is a thing we offer only to kinsmen, and those as good as them."
(So he's accepted them as kin)
"Then you are welcome, guest. And I offer you more: salt, as token of
your honour. This is a thing which we give only to those who are great,
or who show promise of it."
(Well, they're PCs! Of course they're marked for greatness!)
"Then you are welcome, guest. And I offer you more: duty, which is offered
only those who would sit close to me, in my family."
(So he's accepted them as family. They're Vingotlings. Don't forget that bit about duty, though)
As they eat, Hengall will ask his guests about themselves. What are their aims in life? In what way do they think their world will be changed by their actions? This should help any players who have not yet sorted out their characters' goals, since Hengall gives good advice. He will try to lead them to the idea that not only can they change the world, they should. The only question is how.
He will ask them about their journey, and approve of their attempts to help each other. And then he will ask them who they would have called on for help if they had been alone, as everyone is, at the end. They may suggest praying to the gods, and he will point out the unlikelihood of the gods answering while dead. The answer, and the secret of the Star Heart, is that they should look for strength and light within themselves. The last air will be that within their own lungs: the last earth will be their own bones.
No doubt they will ask Hengall about his battles. He will tell them that the stead is attacked by chaos every night. So far he has been able to defend it.
The stead is under attack by wave after wave of low-level chaos. (Make up your own to suit each player: chaos-mutated trollkin, low-level undead, low-level broo, random squishy things, whatever silly figures fall out of the cupboard). Each individual opponent should be reasonably easy for the PCs to defeat, and the palisade means they only have to fight one at a time. But the sheer numbers mean that eventually they are going to get injured. (Just injured. If they get actually killed too fast, let Hengall rescue them, or they'll miss out on the plot!). When this happens, take the player aside and point out to them the chances of their surviving this fight, and the nice sturdy door in the hut, which they could shut behind them. Possibly point out that running for the door would let Chaos inside the palisade, and their friends would then be getting attacked from behind. We hope that they will make the right decision: to fight on. If they do in fact run for the hut, no-one else will ever know, and they will be safe there. Forever. With the rest of the universe vanished. Time to roll up a new character...
Back at the fight. By now everyone should have faced up to the possibility
of running away. The stead behind them fades into Nothingness. Everything
but the latest opponent and the ground around them fades into Nothingness.
And they're going to lose the fight. Carry it through, right up to the
point of declaring them dying, describe the pain, their senses fading as
they fall to the ground. For the entire party. Yes, really.
But the RQ Rules say that PCs get 1D3 spirit magic spells at the time of initiation. So they should have a chance of getting a spell from this quest. Quite what that will be depends on what they've done. Critical successes at any skill, or wildly heroic (if unsuccessful) attempts during the quest should give a chance of a spell that improves that skill, with the focus being any scars they gained in the process. If you can't think of a relevant spell, choose one from the appropriate deity. So a critical Climb might result in Strength from Ernalda, with the focus being a pebble from the mountains. An all-out attack on the Chaotics, when the PC has one hit point left and is bleeding heavily, might give them Fanaticism: with the scar in their chest from the spear-thrust that killed them being the focus.
If they helped mend Hengall's stead, the results will be reflected in the magical strength of their own home: they won't be able to see this directly, but the clan elders will.