Re: Three Runes

From: L C <lightcastle_at_QtJ7BslwdAaVZGTlXpZok2lXo3poImhBw6pymsNaqtomnkz2QilaitJf14o34Tf5>
Date: Tue, 22 Dec 2009 00:19:15 -0500


Gavain Sweetman wrote:
>
>
> >>
> >Which then doesn't get awakened? Or does but uses Spirit magic?
>
> Sorry, I wasn't clear. Yes the runes are awakened and the Spirit Rune
> is used to become the Tradition Keyword.
>

Yeah, I think you made that clear elsewhere. (Long, twisty threads are sometimes problematic. ^_^ )

> > Not sure what you mean by a keyword derived from a keyword.
>
> So I have the Spirit Rune / Kolat Tradition at 2W and want to join the
> Seven Winds Practice. In the book you replace the Kolat Tradition with
> 7 Winds. Then if you player wants to become a shaman he needs to join
> the Seza practice, what do you do? What I do is to give them a second
> keyword for the 7 winds practice at their Spirit rune / tradition
> rating. This means that when the player wants to join the Seza
> practice to become a shaman he can again do so using the Spirit rune /
> tradition rating. Rather than limiting the player to being part of
> only one spirit practice.
>

mmm.... I'll have to look at the book and see what that looks like. I think in principle it makes sense to me. I don't know if there is supposed to be a limited number of practices you can be part of.

This all reminds me, I presume the book addresses the whole "age through the aspects of the god" kind of thing? (Like the Ernalda progression of Maiden, Mother, Crone). I mean, these gods don't always have the same runes, so that presumably means you change runes or add them as you go? Or since they are all "Earth" on one level, you just change them but maintain the link through your Earth affinity?

> >Theists have non-divine runes? (Is that in KoH?)
>
> That's in Heroquest p110. "Initiation increases your magical
> effectiveness. You may now use your affinities associated with your
> god directly, as you would any other ability." To me that means any
> runes that are not associated with your god remain in the "only used
> as augment" class.
>

*nod*
Yes, yes. That's how I read that too.
>
> So an orlanthi with air, movement and eternal battle when initiated to
> orlanth thunderous can use his air and movement runes directly but not
> his eternal battle. He must initiate to Urox to get full access to
> that rune.
>

That was something I asked in another post. So that implies people can initiate to more than one god, which makes sense I guess. (Devotion is still limited to a single god, right?)

> >> A god is complex enough to encompass the entirety of a rune, and if in
> >> doubt you can use divination to find out what to do in certain
> >> circumstances.
> >>
> > But most gods don't encompass an entire rune, do they? They are often
> > very limited parts of a rune with the exception of the "great gods" who
> > "own" runes. (And I'm even doubtful of that.)
>
> That is true, urox only has limited powers from the air rune.
>

Right. Good example.
>
>
> >> So it seems entirely logical to me why Theists use the rune directly
> >> and the other forms of magic don't, but all forms of magic can benefit
> >> from using runes.
> >>
> > So only theists have the full magic of the runes?
>
> No, I guess that they don't access the full runes only parts - even if
> they worship a god who owns the rune. I need to think more on this.
>
> I guess that the bottom line is that no mortal has full access to a
> rune - it is always done through some intermediate. Some routes are
> inherently more flexible than others.
>

Mmm...

In general, I've tried to view the situation as trading off flexibility for power. Limiting your options increases what you can do. (That seems to be the basic ruleset all the systems have in common.)

LC            

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