(This is a completely personal view, so no-one get too
worked up about it)
I have a feeling that a fair chunk of Heortling common
magic are more than talents. There are so many sources
of magic around them that to pressume that it's Flesh
Man or nothing doesn't seem right to me.
Looking at the Antorling clan of Arfritha vale you can
see several sources of magic:
- Gouger's jaw. Dunno if the Cult of the Bloody tusk
is animist or theist these days but you could imagine
that parts of the jaw would be charms to do pig
related things as an adjunct or alternative to
Mralota. There might even be some extras you can get
if you sacrifice things to it...
- The clan name (they're the Apple Clan) and the fact
they're part of the tree triarchy implies that perhaps
there's some magic associated with trees, maybe even
growing apples. Maybe feats, maybe charms or
talisman's made from apple wood.
[Fine combo BTW, apples go very well with pork, um
decent gammon steak and a pint or three of cider - I
can see why my campaign set there... I digress, sorry]
- They live in Arfritha vale. Arfritha was a Goddess
during the God age, so she could be worshipped as part
of Ernalda, or, if she's effectively been reduced to a
daimon she could dish out earth related feats.
So, if a player said he wanted his character to have
the following common magic as feats:
- Talk to pig
- Applewood arrow
- Resist cider
- Know child born of the vale
- Plough vale
I don't think I'd mind too much.
Cheers,
Ash
- Rob <robert_m_davis_at_...> wrote:
>
> > Not sure what you're getting at here. But, yes, in
> my games,
> everyone who
> > has both common magic, and theism takes nothing
> but feats (and the
> same with
> > the other two specialized realms). I think this is
> not only fine,
> it makes a
> > lot of sense. Heck, their fascination with feats
> may be how a
> particular
> > character got interested in theism in the first
> place.
> >
>
> We were ruminating about, for example, an
> concentrated initiate of
> Humakt having 5 common magic feats to go with his
> affinities and
> taking anywhere up to +2 or +3 (10 or 15) for each
> common magic feat
> and maybe +1's from his affinities when the Devotee
> would maybe get
> a couple or three +2's.
>
> However that has somewhat been mitigated by looking
> at the common
> magic on offer and the heortlings seem to have all
> Talents, which I
> would then say as a narrator that heortling common
> magic would all
> (85%) be talents. Of course YGMV
>
> Regards
> Rob
>
>
>
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