Re: Common magic

From: John Machin <trithemius_at_...>
Date: Sat, 5 Feb 2005 09:53:57 +1100


On Fri, 04 Feb 2005 15:20:07 -0600, Mike Holmes <mike_c_holmes_at_...> wrote:
> Could you be more specific with the problem? Is something "unrealistic"
> here? Or is it a balance problem for the players?

My original problem was the idea that what I then thought to be Heortling ancestor based magical abilities were lost after a person concentrates. I think this stemmed from an incomplete picture of Flesh Man on my part.

Are there other common magic traditions for the Heortlings? Tribal, or clan, or even bloodline, specific ones? That venerate the 'regular' ancestors (such as the ones who turn up from time to time in KoDP or that are mentioned in Thunder Rebels)? Are these ancestors sources of theistic magic? Does concentrating on theism, as our forefathers did (Heortlings seem a bit phobic about other sources of magic at times), really result in losing a connection with the ancestors, or just those weird ancestors that have not merged with the Storm Pantheon in some way?

I am not sure if this is a rules issue anymore - but I think it could impact on character creation a great deal. I suppose in a system where character creation involves writing more than numbercrunching the definition of "rules issue" must also expand.

-- 
John Machin
"Nothing is more beautiful than to know the All."
- Athanasius Kircher, 'The Great Art of Knowledge'.

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