Actually, having looked up the runes of various characters mentioned in the Sartar books later, it would seem Tatius the Bright has the Magic rune.
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> On 4 May 2012, at 06:18, Daniel wrote:
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> > 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.
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> Strange, but then player characters often are.
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> I'd lean towards making this an expert in magic -- you might be able to detect it, analyze spells, or maybe even augment magic from a different realm than usual. I wouldn't want to be a generic "I can do magic" ability, even if it would be limited by the rating, and likely subject to specific ability penalties.
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> Its use in augments will be limited by the "keep it fresh" rule, so again it wouldn't necessarily be overpowering.
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> > 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.
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> Maybe you're a builder (even though that's usually the Motion rune)?
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> David Dunham
> Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
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