Viktor Haag:
> I'm confused. I thought the 'sample common religions' provided
> example templates for these? i.e. worship of Donandar, Imarja,
> Lanbril, Seven Mothers, and Vai Madar Sa are all examples of
> religious practices that fall under the Common Magic keyword.
>
> (My take on it is this: you get 'Common Magic 17', and this
> provides the basis for whatever common magic you start with. 10%
> of your time must be spent dedicated to your Common Magic, in
> totality. Dedicating more time to particular aspects of Common
> Magic doesn't make much sense to me: I envision Common Magic as
> the sort of "everyman's religious practices"; if it took up more
> than a tenth of your time, then you'd presumably follow some
> other religious practice.)
Try looking at the Bison People homeland. There are two, apparently
independent sources of common magic available to them, both under the
heading of "Common Religion": The Survival Tricks and Cult Societies.
How does your understanding map to this? Would you say that Bison
People can take the Survival Tricks and as many Cult Societies as
they want for 10%? What if they then want to add Flesh Man common
magic--does this count as a further 10% or is it covered?