[quote=@Darkraven] So all our characters would have some knowledge of magic? If my pikeman knows some magic, he'll probably know the least amongst everyone in the group. He's a pikeman, but he's also a town guard and therefore a volunteer with a domestic occupation that he's equally capable in. So the magic he knew will probably have a civilian/domestic origin and use, just that it would have to be bent towards use in the field. I'm thinking he could have a relative who was a healer and he/she'd taught him a bit of it. Either that, or I'm thinking he could be a shopkeeper, and peddles trinkets amongst other things like tools and wares, and some of those trinkets could be protective charms, which would make him an enchanter, but by no means a powerful or even adept one. [/quote] This is the worry that I hoped to avoid with my initial aversion to magic. I don't want anyone to feel like their character needs to be more powerful or more adept in anything, just because other characters seem as if they might be more useful. Of course, if you [i]like[/i] and [i]want[/i] magic, it's allowed. However, all characters are encouraged to be completely underprepared for what might be in store for them. Think of it this way: the more powerful the character is when they start, the more stuck they are in their chosen profession. Clean-slate, powerless characters will probably be more likely to find cool stuff, learn stranger magic, find themselves in more unpredictable situations, and essentially develop in weird and powerful ways as the story goes on. Those that begin with power will continue to use it in the way they're used to, and may be less open to alternatives. In short, your character does not [i]have[/i] to have any idea that magic exists at all. Seriously, whatever you want to add to the world, whoever you want to play, do that without any concern for anyone else. ;)