Making up game rules for this could work IMO, but on the other hand is pretty meaningless, as it is very unlikely to ever be used in play.
> My understanding is that the only interesting stories about mystics
> are about those that failed (can I mention Sheng Seleris...) and
> then, for a time, wield extra-ordinary power. But their power is
> understandable in the context of the 4 existing systems.
Pretty much right, but I think there are two very different variants of failed mysticism. Sheng Seleris, Akorgat worshippers and others are deliberate failures, who abuse mystic ways to get great magical powers. But, in the vast time since great mystics like Mashunasan, I think there have evolved schools which are not failed or abusive but have accrued a number of misunderstandings which give them magical powers. These are useful in normal life, but ultimately detrimental when it comes to reach the mystic goal. I think martial arts schools, mystic alchemists and the like are found in this category. The magic would then come in theist, animist and wizardry form.
> Teshnos, Kralorela and the "mystical" East of Glorantha are
> certainly influenced by mystics and the path of the mystic is
> admired by most as the best, most pure, path to Transcendance. But,
> in the meantime, they have to feed their children, keep the village
> safe etc. And the best route to this is through one or a mix of the
> four existing HQ magic systems.
Absolutely, the practitioners of true, pure mysticism are extremely few and the debased form I posit above is still uncommon compared to "normal" religion.
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