The whole religion talk will probably lead to people arguing over how religion doesn't belong in HeroQuest at all. I took it more that OFFICIALLY it's not explicitly explained in there (except when it is... gods, afterlife, demons, spirits/ghosts, supernatural things going on not just "elemental magic" that they are not going to expunge from things already released in the remake line), not that somehow people can't allow those things if they want them. The old lore of HeroQuest, whether you took that from the Japanese HeroQuest, Marvel Winter Special, HQ Sticker Album, Dave Morris HQ novels, Legacy of Sorasil amiga game or simply the background of Warhammer Fantasy Battle/RPG circa 1989-1992 included plenty of supernatural and religious elements. The basic European game had Holy Water which the North American version lacked (and the Remake restored as a nod to the EU legacy that started it all along with several other items) while ROTWL in the NA edition added "sacred water" as a one-off item.
Whether this Monk is going to be a religious guy in your game or not, is completely up to Zargon. I can respect Encarmine's "wet cement" kind of head canon view, and at the same time see it as part of the wide strategy of deliberately leaving gaps in the narrative and some things kept ambiguous in the box and on the page, so that when you, the player step in, you can season it to taste. The people who only want to play what's official as written I guess will just have a more generic, perhaps blander experience, but if that's what they prefer, more power to them.
I'm more feeling empowered by this. So go world-build, write that quest (or campaign) that wraps up ROTWL and ROTDM... have at it! They want you to do it!
Sorry for the semi-rant, hope that didn't go to far with the rules on these topics.










= one hit
= one hit & pushback
= cancels one hit






