
Grokken |
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Not everything the GM does has to be rooted in some rule in some book. You are the supreme arbiter of reality within your world, period. While weighed good sense is always prudent you can always have a variable in your back pocket to explain away circumstances that otherwise don't seem attainable or explainable. Ancient primal magicks, being born of remarkable destiny, learning your first spell at the precise moment of the alignment of the stars, etc etc. Some wonderful themes and monstrous villain origins can exist without coming from a sourcebook.
In the AD&D 2e campaign setting Dark Sun each city-state was led by a "Sorcerer King" or "Queen" who were between level 20 and 23 wizards/psions. Arguably they would be mythic in Pathfinder terms, (maybe even gestalt) but that's neither here nor there. These sorcerer kings and queens had dozens of "Templars" in their service who were granted divine spellcasting directly from their masters. These Templars could reach high level and therefore be granted up to 9th level magic. That sounds pretty damn powerful for only a level 20 character but it was fundamental to the campaign setting and therefore nobody questioned it.
There are meta variables that you can simply handwave away and allow it to be. I say as long as you're not cheesing your players, do what you want and have fun. If it furthers the fun of the campaign or provides a plot hook, run with it.
I agree, but I really dislike the "because I'm the GM and you are not." argument. If I can do it, then the players with the proper justification can do it as well. So, if I don't want the players to have access to something that might be game breaking... I need to be hands off too. But there are no real rules, just good guidelines.