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General Tabletop Discussion
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<blockquote data-quote="TwinBahamut" data-source="post: 3985159" data-attributes="member: 32536"><p>Well, here are some fairly PoLish examples that I can think of...</p><p></p><p>For Wizards:</p><p></p><p>The PC was taught by some old hedgewizard who lived at the edge of civilization (AKA the hut at the edge of town). The wizard was not very powerful himself, and was only able to teach the young PC a few minor tricks. However, he discovered that the PC was a prodigy of incredible talent, who quickly learned everything the hedgewizard knew. Unsatisfied with the limited knowledge he can gain from the hedgewizard, the PC sets out to learn more for himself from traveling the world.</p><p></p><p>The PC's mentor was a powerful wizard, an archmage from long ago. However, the archmage detests the concerns of normal affairs, only interested in exotic magical research and the development of his craft.</p><p></p><p>The PC met a weird fairy in the woods, who offered to teach the young child the art of magic on a whim.</p><p></p><p>The PC teaches himself magic from studying a magic grimoire that was locked in a chest hidden at the bottom of the town well.</p><p></p><p>For Fighters, Rogues, Rangers, Warlords, etc:</p><p></p><p>Raw natural talent and self-training born from the necessities of a harsh world. Maybe had a little coaching from an average soldier of thief at some time.</p><p></p><p>For Clerics:</p><p></p><p>Devout study of ancient holy texts, and the guidance of an aging clergyman who offers guidance. Further inspiration comes from old stories and the guidance of a divine hand.</p><p></p><p>For Paladins:</p><p></p><p>All Paladins ever needed was the divine call to arms.</p><p></p><p>For Warlocks:</p><p></p><p>From mysterious entities who offer magical pacts, of course.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 3985159, member: 32536"] Well, here are some fairly PoLish examples that I can think of... For Wizards: The PC was taught by some old hedgewizard who lived at the edge of civilization (AKA the hut at the edge of town). The wizard was not very powerful himself, and was only able to teach the young PC a few minor tricks. However, he discovered that the PC was a prodigy of incredible talent, who quickly learned everything the hedgewizard knew. Unsatisfied with the limited knowledge he can gain from the hedgewizard, the PC sets out to learn more for himself from traveling the world. The PC's mentor was a powerful wizard, an archmage from long ago. However, the archmage detests the concerns of normal affairs, only interested in exotic magical research and the development of his craft. The PC met a weird fairy in the woods, who offered to teach the young child the art of magic on a whim. The PC teaches himself magic from studying a magic grimoire that was locked in a chest hidden at the bottom of the town well. For Fighters, Rogues, Rangers, Warlords, etc: Raw natural talent and self-training born from the necessities of a harsh world. Maybe had a little coaching from an average soldier of thief at some time. For Clerics: Devout study of ancient holy texts, and the guidance of an aging clergyman who offers guidance. Further inspiration comes from old stories and the guidance of a divine hand. For Paladins: All Paladins ever needed was the divine call to arms. For Warlocks: From mysterious entities who offer magical pacts, of course. [/QUOTE]
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