Jump to content
Sign in to follow this  
Stoatbringer

"Magic & Social Structure: A Magic-Based Society" by David Dunham

Recommended Posts

Have not read the article in question, but I certainly enjoy David Dunham's work.

Are you using the default Magic World setting, out of?curiosity

Share this post


Link to post
Share on other sites

Are you using the default Magic World setting, out of?curiosity

Its better to use the bit of setting provided, but that doesn't stop me from expanding on it, or even changing some part of it. After all, there is some leeway in the setting anyway, like the phenomenon behind Cruach for example. I like the idea of Mithran Beleghir, a king tutored in magic by the elves, and would like some ideas on a society where magic of the elvish type is something that brings high status, or is something that the high in that society actively seek out to emulate their king.

Share this post


Link to post
Share on other sites

Its better to use the bit of setting provided, but that doesn't stop me from expanding on it, or even changing some part of it.

I'm not sure using the Southern reaches is better or worse than any other compatible setting. In my case I have so many setting ideas in my head I'd probably start with my own and add elements from the Southern Reaches (e.g. rival lords, eldritch fey, a port city).

Share this post


Link to post
Share on other sites

I only asked because these things vary by settings.

In a general sense, sorcery has a limited buy in. You need POW 16 to be a sorcerer. Therefore, those who can cast spells enjoy a bit of notoriety. Additionally, those who can keep sorcerers on retainer also get a social bump since they are influential enough to keep a pet sorcerer or two.

As far as the sorcerer themselves go, it depends on what they can do. In general, sorcery spells are not devastating. They have a very narrow focus of effect. For the most part they are not permanent or even have a very long duration.

Drum and Beleghir undoubtable prize different types of spells. I think it's fair though to say that the inhabitant's alliances with both the dwarves and the elves respectively have imparted some amount of sorcerous knowledge amongst the populace.

Share this post


Link to post
Share on other sites

I'm not sure using the Southern reaches is better or worse than any other compatible setting. In my case I have so many setting ideas in my head I'd probably start with my own and add elements from the Southern Reaches (e.g. rival lords, eldritch fey, a port city).

It is better for me to start with the Southern Reaches. In the past I have made up whole continents, drawn maps and written histories for my games, but I don't have the luxury of lots of time any more. The Southern Reaches is a good place to start, but if my scenarios last long enough they will need an expanded area. Which is why I'm on the lookout for monographs like Lords of Tarsa, which looks like it could be tacked onto the Southern Reaches with minimal effort.

Share this post


Link to post
Share on other sites

I only asked because these things vary by settings.

In a general sense, sorcery has a limited buy in. You need POW 16 to be a sorcerer. Therefore, those who can cast spells enjoy a bit of notoriety. Additionally, those who can keep sorcerers on retainer also get a social bump since they are influential enough to keep a pet sorcerer or two.

As far as the sorcerer themselves go, it depends on what they can do. In general, sorcery spells are not devastating. They have a very narrow focus of effect. For the most part they are not permanent or even have a very long duration.

Drum and Beleghir undoubtable prize different types of spells. I think it's fair though to say that the inhabitant's alliances with both the dwarves and the elves respectively have imparted some amount of sorcerous knowledge amongst the populace.

Lets not forget that the reprinted Elric! Advanced Sorcery rules may become available soon for this setting, and with them comes the possiblity of some remarkable spellcasting feats. Which leads to foreshadowing in scenarios so that my players should have heard tales of mighty mages and wonderful wizards that can perform thaumaturgy beyond the normal levels.

Share this post


Link to post
Share on other sites

Decadent summoners and the mysteries of deep magic. I'm a sucker for powers systems. What I'm most looking forward to is the Nephilim rewrite. I'd love a hermetic magic system to throw into the mix.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...