Hi!
Thanks to everyone for all of the helpful comments and thoughts.
I will admit that I had not noticed that the rulebook classifies the
Teshnan Pantheon as a "common religion" rather than a "specialized
religion." But then why do they offer entire affinities, rather than
just feats? Those darned easterners are just so confusing.
Thanks,
David.
- In HeroQuest-rules_at_yahoogroups.com, "nichughes2001"
<nicolas.h_at_...> wrote:
>
> --- In HeroQuest-rules_at_yahoogroups.com, Greg Stafford <Greg@> wrote:
>
> > Having said hat, I believe that some entities from the East, who
have
> > a diferent ake on existence, do teach mixed magic and do have a
> > secret. However, the secret would always have to do with
Liberation of
> > Self, and be functionally useless to any game play.
> >
>
> Any great secret along these lines would be functionally useless in
> gameplay, not that great secrets are ever anything but useless in
> gameplay.
>
> A lesser secret on the path to liberation might be useful in gameplay,
> especially if the game emphasis is more on the matters it might
> relates to. I view Teshnan secrets as being fragments of freedom from
> illusion, some fragments are interesting but unlikely to come up in
> play others could be quite interesting in play. For example a martial
> school or path might have a secret that liberates its accomplished
> members from fear.
>
> In my musings on a Teshnan campaign my emphasis is far more on matters
> of character and ethics than in a typical Heortling campaign - success
> often depending more on virtue than on strength, cleverness or skill.
> With this emphasis secrets which are steps on the path to liberation
> might be far from useless within the narrative of a Teshnan campaign,
> although I daresay any passing Heortling or Praxian would regard them
> as such.
>
> ---
> Nic
>