Re: Three Runes

From: Peter Metcalfe <metcalph_at_m7pkkT-4QZ97cZMWiepZpmIV5HuQDRBqNoXgWnnawEzppEknzm1m07SEpYQLKNayG27>
Date: Tue, 22 Dec 2009 21:15:18 +1300


Todd Gardiner wrote [as a reason for distinguishing between lay membership magic and common magic]

> Because not everyone know lay membership magic. Only those initiated into
> theist cults know it.

But that's an argument based on only one data point. The Orlanthi are automatically initiated into a theistic religion thus they would get affinities as a matter of course. They are not initiated into a spirit tradition so they do not get a spirit tradition knowledge to hold their charms but have them as stand alone abilities. The information on the sorcery is even more obscure because the appendix was focused on wizards rather than ordinary Malkioni. And the only other source - Sartar: Kingdom of Heroes - is all about Orlanthi.

> But everyone has a few charms (or knows how to make simple ones) and tiny
> spells have been passed down within professions and often people are just
> born with innate magical talents. All of which are acquired before
> initiation. And without connection to the Otherworlds.

And what is to stop theistic abilities from being acquired before initiation and without connection to the otherworlds as the average Orlanthi does with charms but the Praxian spirit worshipper does not?

Just give them breakout abilities (S:KoH p13 and 77) based on their rune and make them standalone abilities (ie they have their own rating instead of being dependent on an affinity rating). There's only two questions that need answering 1) a snappy name for these breakabout abilities and 2) how the local non-theistic culture (Malkioni, Praxian, other) view these abilities.

--Peter Metcalfe            

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