Re: Infinity, Stasis, Magic in S:KoH

From: Richard Hayes <richard_hayes29_at_rxO4cgG__CNUcMrhYQExKoz_m_wlegEVHkHPExma7qMlfyxtJoSZIqefXHdb>
Date: Fri, 4 May 2012 14:09:42 +0100 (BST)


Stasis also has some practical applications in combat, especially for a soldier in a shield wall (whether he is a Heortling or a Pelorian). But it is a very un-Orlanthi (and un-Helering) way to fight. Might be tolerable for an Elmali though. Or a Rigsdal worshipper? (I gather a rare few souls worship Rigsdal as a main god, rather than as a sub-cult of another god).  
Whilst he wouldn't usually have the discipline (or place in a regimented military structure) to fight in a shield wall, I could sort-of imagine an unusual Uroxi having this affinity, to denote great resilience (and maybe a "bloodied but unbowed" or "no retreat, no surrender" ability to keep fighting when lesser men would have dropped, if necessary by drawing power from the Earth itself).   
Stasis also have some application in relation to certain crafts -- old RQ used to associate it with masonry, working with stone (stasis was almost a form rune for stone as well as a power rune)and alchemy -- so it might be okay for a Heortling working in these areas.  
Lhankor Mhy might work too -- until the Law rune caught on, his 'old' runes were Stasis and Truth. The change is an improvement, but it shows that it isn't too great a stretch. Would the Stasis/Magic combination suggest a Lhankor Mhy sage/alchemist who knew sorcery?  
As might Asrelia.
 
Agree that Infinity probably should be reserved for Heroes, Superheroes, True Dragons and maybe other Immortals  
Richard Hayes

From: David Cake <dave_at_glQnHRgO6t_QAAPDeh9eMPjRt-IVPq8tsBJ32mGt2BZR7iTYFxXqvowNhF1qLPEBfdlV87iGil9ZxLzNBg.yahoo.invalid> To: WorldofGlorantha_at_yahoogroups.com Sent: Friday, 4 May 2012, 13:00
Subject: Re: Infinity, Stasis, Magic in S:KoH

On 04/05/2012, at 6:18 PM, Daniel wrote:

> A prospective player just asked me what would happen if an Orlanthi were to awaken one of those three runes during initiation rites. I'm curious to hear your opinions.
>
> Personally I think that Magic, relatively useless as it is, might still function as a sort of jack-of-all-trades affinity to help enact magic and connect with the Otherworlds. It may indeed be a sign of a great future magician, though it does seem like a strange thing to have.

    Magic isn't that uncommon, but also not that useful for most. It isn't a crisis if an Orlanthi has a rune that isn't used as an affinity for a cult - in fact, that is usual.

> Stasis, though, really doesn't seem like something an Orlanthi would normally get. I can see it in conjunction with one of the 15% cults. I wonder if it also helps one get along with dwarves. It certainly won't make you popular among your own people.

    It is an Opposed rune for the cult of Orlanth, so yeah, not so good. It doesn't necessarily mean you are an enemy, but it does mean you can't join Orlanth, so you are going to be in some sort of weird minority cult. There really isn't a well known cult that uses it directly, so likely they will join some other cult that finds it compatible (Lhankor Mhy, perhaps Asrelia).     Or they could travel to Pavis and join the Flintnail cult! Even Flintnail doesn't grant a Stasis affinity, so the Rune is pretty useless in game terms. Which is kind of odd, it being a Power rune, most of which are quite magically useful.

> I rather doubt one can awaken the Infinity rune during adulthood initiation rites; if only because from a MGF perspective that'd make someone much more powerful than the other characters. It does seem more like an endgame thing to be unlocked after a very involved heroquest, perhaps by walking the path of a God or of a SuperHero, or by seeking out draconic wisdom.

    I'd agree that the Infinity Rune would be an extraordinary thing to awaken at initiation, and would indicate a connection to some extraordinary power.     Cheers

        David


Yahoo! Groups Links

[Non-text portions of this message have been removed]            

Powered by hypermail