If they're concentrated (and an Evil Min-Maxer, boo-hiss) there's certainly that incentive, yes.
This has a certain logic to it, though: it's be fairly usual for, say, the Heortling, to have a preference for dealing with local hill-daimons to, water-spirits, for example.
> From what I can see most of the common religions or sources of magic
> tend to be talents and charms. hmmmm, (strokes beard sagely)
The 'generic' list (p29) is stated to be any/all of the four. Which isn't to say the PC has a _totally_ free, open-ended choice; it'd depend on their background what was 'likely'. (e.g. maybe for Heortlings, they're typically 'Flesh Man talents'.)
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