Wombat
First Post
Aust Diamondew said:I don't know much except greek heroes but I think Gilgamesh wasn't related to any gods (though he himself posseses near god like power).
Actually, Gilgamesh is interesting in that he was, according to at least a couple translations I have seen of the tablets, 2/3 god, which makes for an interesting spin. I have no idea how that particular figure was arrived at, but maybe his parents were oddly compliant...

Be all that as may be, we seem to be covering several different notions in this thread.
1) How many magical items should a character have?
2) How common are magic wielders in a campagin?
3) Are magical dingi available for purchase?
4) What are the implications in a low level campaign of high level wizards? Does this same criteria affect the world in the same manner as in a high level campaign?
5) How ubiquitous is magic? Does everyone in the world, including Joe Farmer, accept it?
6) Does the magic available appreciably alter the social, economic, and/or political structure of the world?
In many campaigns I have seen, there is little or no acknowledgement of high level spells at the beginning of a campaign, unless said spells are used to save the party's collective tuckus. This seems short-sighted to me. If big magics are going to be there in the world, acknowledge the fact from the beginning and have the world alter accordingly; conversely, if you have a world you really want and the magics would throw this out of alignment, alter the magic. It just depends with which end of the equation you takes as being "vital".
A few incoherent thoughts before I go to bed...
