Common Magic Chestnut cracked (for us)

From: Sam Elliot <sam.elliot1_at_...>
Date: Tue, 10 Aug 2004 11:20:21 -0000


Folks, in our game, we wrestled some with common magic for characters in the Far Place, starting with explaining the Blue Foot stuff, and the end result led to some comments such as "Marvellous, simply marvellous" from Paul Albertella, "Now I finally understand common magic" from Jane Williams. That sort of thing.

I'm posting what we got so far in case anyone else likes it. I think it starts to become properly interesting like this and can imagine CM leading to full-scale worship for an individual, or t'other way round even. Big tip of the hat to our Far Place guru John Hughes.

Sam.

Common Magic

Common Magic is a spectrum which includes:

The same common magics might be found in one place associated with an organized religion or other grouping, in another standing alone as useful, common even, magic.

In game terms, neither concentration nor advancement in any religion lead to an automatic loss of common magic and there is no otherworldy restriction on their use. However, an organized religion may well impose or expect restrictions on the use of common magics. Similarly, an individual may well cast them aside, either by discarding any physical elements (with some charms or spells), or by simply forgetting or denying them (feats or talents, say).

Use of common magic from without a concentrated individual's pantheon, practice, church or whatever, may, for specific in-game reasons, be detectable as a form of pollution of the soul by the relevant practice spirits, daemons, priests, reprisal spirits, or even by the individual him- or herself. On the other hand, there might well be consequences to abandoning these magics – for example it could be seen as churly to abandon talents gifted by the Lady of the Wild (see below).

Improvement costs for common magic depend entirely upon the nature of concentration and are accordingly either 2 or 1 HP. Common magic may be made active by expending 1 HP, provided the individual is concentrated in that type of magic. Making any common magic active therefore requires a proper in-game justification and may require rites, relationship rolls and so on. For this reason, heroes start the game with no active common magic unless they are specifically concentrated on common magic.

General Far Place Essential Survival Magic

Far Place Talents (Giant Stomp, Rainsee, Harvesttime)

Far Place Feats (Lost Sheep, Found Sheep, Lucky Sheep, Mudslide, Be Nice To Yelmali, Be Nice To Elmali, Grit Teeth)

Far Place Charms (Ginijji Go Home)

Far Place Spells (Grow Flower Grow, Big Grub)

Far Walker / Animal Twins Common Religion ("Bluefoot")

Commonly in the Far Place, but especially among hunters of the Tovtaros tribe, a part of the adulthood rites is a form of initiation, by participation in an ancestral heroquest, into this common religion. This leads to the receipt of gifts, originally Odaylan but made communal by the Animal Twins. Successful questers tattoo their feet and move about barefoot even in the depths of winter. The ceremonies are led both by Odaylan priests or devotees and by shamans or kolatings. This dual nature is reflected in the fact that feats or charms may be gained, though an individual will usually gain one or the other rather than both. On rare occasions, Wildling Talents, gifted by the Lady of the Wild, are revealed, although these may emerge in infancy or remain latent well into adulthood.

Far Walker Feats (Walk Without Tracks, Walk On Snow, Walk On Mud, Conquer Hill, Tough Feet, Cozitoes, Ignore Rain, Walk On Waaalk O-o- on, Lay Off a My Blue Plaid Trews – stops the mud from getting the clothes dirty, You'll Never Walk [to] Alone)

Animal Ancestor Charms (Sense Animal Ancestor, Animal Twin, Sense Ancestor, Walk Like [Named Animal – leaves animal tracks])

Lady of the Wild, Wildling Talents (Lick Wounds, Run Rabbit Run, Sniff Out Food, Call Animal Guide, Prick Up Ears)

These feats, charms and talents are ofttimes found among those who would not call themselves Far Walkers, say in the lowland clans or even among the Torkani, the Durulz or Uz hunters. Although rare, this is an example of how common magics may disseminate from their region of origin and be found elsewhere as relatively minor tricks without the associated worship (see Uraka Man-Mother below).

An individual who is devoted within the Storm Tribe may well choose to surrender these magics. Devotees of Orlanth would likely keep most of the feats, unless perhaps they were godi or priests, while a Humakti, Uroxi or Elmali would not. An Odaylan, meanwhile, would take pride in displaying his blue feet below his matching (spotless) trews.

Ancestor Worship

An important activity for Orlanthi, this has yet to be dealt with adequately, I feel.

Ancestor Worship Charms (Ancestor Name, Hear Ancestor Anger, Clan Rock)

Chalk Man

Magic associated with the sacred valley Chalk Man Vale

Chalk Man Charms (Spirit Ward, Worship Chalk Man, Find Vale – locate oneself with respect to the Vale)

New Fwiends

A set of assorted magics gifted by the Durulz when the Tresdarnii began to treat them as fwiends rather than as a nuisance (see Duckboards on Questlines). Some were subequently perverted rather by the big folk.

New Fwiends Spell (Walk Over Cwacks – the original duckboards, engraved runes on the duckboards)

New Fwiends Feats (Love Me Tinder, Still Bill [halting Durulz singing and, conveniently, invoices])

New Fwiends Charm (Like Water Off A Duck's Back)

Far Walking Exporters Trade Association (FWE, pronounced "phooey!" and not to be confused with the EWF ("Youf"))

A loose aggregation of Far Place merchants, the FWE will supply some useful feats to one another when they meet.  

FWE Feats (Contact Merchants, Sound Sartarite, Uz Trail)

Office of Duck Appeasers (ODA)

Some rather officious folk in Alda-Chur (call them lawyers) found they were having difficulties communicating with their Durulz counterparts (call them wawyers) and so wrote a book of spells to be used as social lubricant at select moments in meetings, and named it the Book of Durulz. Much of the material within has been found to have uses beyond the confines of boardwooms.

ODA Spells (Appease Duck, Laugh At Wepartee, Understand Durulz Speech, Find And Replace W's, Act Iwwitable Too, Powapoint Pwesentation, Don't Look So Big)

Durulz Survival Initiative (DSI)

An assortment of common Durulz magics of particular use in dealing with big folk

DSI Feats (Confusing Blather, Hide In Cigar Smoke)

DSI Charms (Make Fwiends With Stwangers, Squawk Away Bad Magic)

DSI Talents (Wepel Wain And Dirt)

Uraka Man-Mother

Long before Man sought to sterilize the world's essence by forging it into script, before he invented gods and imagined he knew their desires, before even he learnt to talk to the spirits of living things, he lived in harmony with the elements and they were his friends. Over ages, those elements have been stolen, shaped, abandoned, bastardized, but their spirits remain as broken, disparate things which remember when they were one with Man. Some among the Men remember how to talk with these elemental spirits and how to keep them alive.

An ancient, ancient Majestic Spirit, Uraka Man-Mother's runes are Man, Harmony and any and all of the Elements. Historically, having been most repressed in the West, it was there that her worship became most organized, in underground brotherhoods, most notably of smiths and masons. It is in the West, therefore, that her worship is strongest, as full animist traditions whose members attend church as devoutly as the next man or woman, but who secretly harbour elemental spirits and lovingly maintain them through their professional activities.

In Dragon Pass, Uraka Man-Mother is but a memory, but her charms are to be found as common magic passed as secret rituals between certain of the specialised professions, even though these people are unlikely ever to have heard of Uraka.

Uraka Smithying Charms (Feed Fire, Lightning Cup, Caress Metal) (More when I can find the original…)

Uraka Boatman Charms (Wetwood Glide, Tinkling Stream)

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