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A Minor [[Outer Mystery]] inititing the path to the [[Nature Mysteries]] of [[Merinita the Founder]] - or, some say, of the accursed [[Diedne]]. It provides communion with a certain aspect of nature.  
A Minor [[Outer Mystery]] initiating the path to the [[Nature Mysteries]] of [[Merinita the Founder]] - or, some say, of the accursed [[Diedne]].<ref name=HoHMC>''[[Houses of Hermes: Mystery Cults]]'', "House Merinita", "Nature Mysteries - Nature Lore", pp. 103-104</ref> It provides communion with a certain aspect of nature.


Presented in [[HoHMC]] 103-106, Nature Lore is an extension of the [[Forest Lore]] rules of [[Guardians of the Forest]] (on page 37), providing more rules, details, and the option of communing with other aspects of nature (such as Weather, Animals, or so on). Like Forest Lore, Nature Lore allows the magus to "Walk the Path" to obtain certain rewards (see [[GotF]] 37-39), and the rest of the [[Nature Mysteries]] may be initiated in this manner.
The Mystery grants a Supernatural Ability, also named ''Nature Lore'', that is customized to a specific form of natural environment. The [[Forest Lore]] Ability introduced in the Rhine Tribunal Sourcebook is [[Guardians of the Forests]]<ref name=GotF>''[[Guardians of the Forests|Guardians of the Forests: The Rhine Tribunal]]'', "Chapter 4: The Forest", pp. 35-39</ref> is explicity stated to be one of the various possible forms of Nature Lore.
 
The more general Nature Lore offers more rules, details, and the option of communing with other aspects of nature (such as Weather, Animals, or so on). Like Forest Lore, Nature Lore allows the magus to "Walk the Path" to obtain certain rewards,<ref name=GotF /> and the rest of the [[Nature Mysteries]] may be initiated in this manner.<ref name=HoHMC />
 
==== Opinions and Commentary ====
 
Nature Lore has been criticized as overly powerful. At high scores, the nature maga gains not only knowledge ("lore") but also is able to locate raw vis, communicate with and command its denziens, and so on. This problem is exacerbated by the fact that many "(Nature)" options are quite generic and accessible (all wild animals, the sky...), and that the score is always considered three less outside of the home region. Thus, a maga with 7 in Water Lore can communicate with any sea or river creature, locate raw vis in any magical body of water, and so on. This is not only powerful, but also seems inappropriate as different environments are not connected to each other.
 
If this is a concern for your game, an alternative you might consider is to treat Nature Lore as [[Wilderness Sense]] in appropriate locales, with a -3 outside the home region. Maintain also the Ability's general use as an [[Area Lore]], but not the supernatural rapport with the place. Instead, Nature Lore would function similarly to [[Cult Lore]], opening up the ability to initiate further Mysteries by "walking the path". These would include [[Animal Ken]] (or suitable variants), [[Ways of the Land]], [[Voice of the Land]], [[Spirit Votary]], and so on.


==== See Also ====
==== See Also ====


* The [[Cult of Vesta]], [[Huntress in the Wood]], and [[True Merinita]] all make use of this Mystery.
* The [[Cult of Vesta]], [[Huntress in the Wood]], and [[True Merinitae]] all make use of this Mystery.
==References==
<references />
[[Category:Mysteries]]

Latest revision as of 14:25, 8 September 2014

A Minor Outer Mystery initiating the path to the Nature Mysteries of Merinita the Founder - or, some say, of the accursed Diedne.[1] It provides communion with a certain aspect of nature.

The Mystery grants a Supernatural Ability, also named Nature Lore, that is customized to a specific form of natural environment. The Forest Lore Ability introduced in the Rhine Tribunal Sourcebook is Guardians of the Forests[2] is explicity stated to be one of the various possible forms of Nature Lore.

The more general Nature Lore offers more rules, details, and the option of communing with other aspects of nature (such as Weather, Animals, or so on). Like Forest Lore, Nature Lore allows the magus to "Walk the Path" to obtain certain rewards,[2] and the rest of the Nature Mysteries may be initiated in this manner.[1]

Opinions and Commentary

Nature Lore has been criticized as overly powerful. At high scores, the nature maga gains not only knowledge ("lore") but also is able to locate raw vis, communicate with and command its denziens, and so on. This problem is exacerbated by the fact that many "(Nature)" options are quite generic and accessible (all wild animals, the sky...), and that the score is always considered three less outside of the home region. Thus, a maga with 7 in Water Lore can communicate with any sea or river creature, locate raw vis in any magical body of water, and so on. This is not only powerful, but also seems inappropriate as different environments are not connected to each other.

If this is a concern for your game, an alternative you might consider is to treat Nature Lore as Wilderness Sense in appropriate locales, with a -3 outside the home region. Maintain also the Ability's general use as an Area Lore, but not the supernatural rapport with the place. Instead, Nature Lore would function similarly to Cult Lore, opening up the ability to initiate further Mysteries by "walking the path". These would include Animal Ken (or suitable variants), Ways of the Land, Voice of the Land, Spirit Votary, and so on.

See Also

References

  1. 1.0 1.1 Houses of Hermes: Mystery Cults, "House Merinita", "Nature Mysteries - Nature Lore", pp. 103-104
  2. 2.0 2.1 Guardians of the Forests: The Rhine Tribunal, "Chapter 4: The Forest", pp. 35-39