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Magic? MAGIC!

[x] - 5. Saphery. Once upon a time, Saphery was a completely poor and unremarkable land, until the White Tower of Hoeth, the greatest magical academy in the entire world and one of the few places where scientific research in magic continues, was built here. Teclis politely declined the prospect of becoming king, and then you came out, and although you are far from being a genius, you are still a powerful magician who in other lands would have been given the status of an archmage, and your knowledge is extremely extensive, you could be considered a scientist . But like any native of the white tower, you have no real physical strength, and your genius is side by side with quirks that are little understood by anyone outside your lands. But is that any comparable price to pay for having the power to control reality itself?
 
[X] - 2. Caledor is another prosperous inland principality - if it is appropriate to call it that, because the Forge of Vaul is located beyond the mountains. The formal ruler of this state is High Prince Imrik, but Caledor can send several candidates for the post of Phoenix King at once, unlike other principalities, because before Caledor the Great it represented several states. Caledor has always been second among the principalities, only occasionally occupying a leading position, but its power is unfortunately slowly declining, for most of the dragons are now sleeping and only a few are still sitting on dragons. However, you are one of them. In addition, choosing a Caledorian would pacify Ulthuan's most opportunistic province, and any potential candidate was likely trained as a potential general. But at the same time, the princes of Caledor are the most arrogant nobles in this world, and even other elves are not very pleased with them, and they will especially not be pleased with favoritism towards their own kingdom.

[X] - 7. Nagaryte. The Land of Twilight, the tormented land once ruled by Aenarion and ruled by Malekith, are two highly controversial figures in elven history. In fact, you are nothing more than a deputy to Alit Anar, the true king of your people, who ruled these lands during his absence. But he never appeared in the year after Finubar's death, and so the others saw fit to choose you in his stead. You know war like no one else. You have seen the war, its true form. Not archery and not noble horsemen in shining armor, but carnage, and this is a familiar thing for you. You have fought in many battles, whether they were secret or open, and even visited the cities of Naggaroth. But the trust of other lands in fellow traitors is very doubtful and limited, and you will have to go through a lot to dispel the halo of the traitors, and your native lands have always been, though rich in resources, but a barren land subject to regular raids.

Edit: So happy we're finally getting another Elf civ esque quest especially one set in WHF
 
Vote closed
Yes, I decided to shorten the vote a little, since the winner in essence has already become obvious, given the significant superiority.

Scheduled vote count started by Karlov on Aug 9, 2022 at 4:51 AM, finished with 26 posts and 26 votes.

  • [X] - 5. Saphery. Once upon a time, Saphery was a completely poor and unremarkable land, until the White Tower of Hoeth, the greatest magical academy in the entire world and one of the few places where scientific research in magic continues, was built here. Teclis politely declined the prospect of becoming king, and then you came out, and although you are far from being a genius, you are still a powerful magician who in other lands would have been given the status of an archmage, and your knowledge is extremely extensive, you could be considered a scientist . But like any native of the white tower, you have no real physical strength, and your genius is side by side with quirks that are little understood by anyone outside your lands. But is that any comparable price to pay for having the power to control reality itself?
    [X] - 7. Nagaryte. The Land of Twilight, the tormented land once ruled by Aenarion and ruled by Malekith, are two highly controversial figures in elven history. In fact, you are nothing more than a deputy to Alit Anar, the true king of your people, who ruled these lands during his absence. But he never appeared in the year after Finubar's death, and so the others saw fit to choose you in his stead. You know war like no one else. You have seen the war, its true form. Not archery and not noble horsemen in shining armor, but carnage, and this is a familiar thing for you. You have fought in many battles, whether they were secret or open, and even visited the cities of Naggaroth. But the trust of other lands in fellow traitors is very doubtful and limited, and you will have to go through a lot to dispel the halo of the traitors, and your native lands have always been, though rich in resources, but a barren land subject to regular raids.
    [X] Caledor
    [X] - 7. Nagaryte.
    [x] - 10. Yvresse. Although this principality has its own unanimous ruler - Eltharion the Grim, but he was absent from his campaign against the greenskins for more than a year, so you temporarily took his place. Yvresse was once a really rich and influential principality, which was populous and prosperous. Until the horde of Grom Punch came and wiped out the prosperous principality from the ground, ruining its capital and exterminating many inhabitants, and only Eltharion with his Misttwalkers put them to flight. Eltharion will be obviously surprised by the change in hierarchy, but perhaps it would be better for him to devote himself to his own war against the greenskins, is he unlikely to mind? And while many of the Misttwalkers will go with him, there will be those who will stay. And although Tor Ivresse is destroyed and devastated, it cannot be denied that the mists of Ivresse are still standing, reliably protecting the principality from possible attacks.
    [X] - 8. Chrace. This Northern Principality is a cold yet fertile land of rugged mountains and dense forests from which you hail. This land is Ulthuan's first line of defense against enemies, but it is by no means a fact that they are a lesser threat here compared to local living creatures. You are a mighty warrior who is familiar with both wild beasts and raiders, and was able to tame many of the first category and kill from the second. As some people joke, you are even taller and more strongly built than Tyrion himself, and although this is a joke, it is only part of the joke. But at the same time, your land is primitive compared to other principalities, because the local population lives independently and almost uncontrollably from the aristocrats, whose power here is weak, and therefore managing the lands is clearly not your talent. And the location of the royal court here will make it a desirable target for any attack.
    [X] - 2. Caledor is another prosperous inland principality - if it is appropriate to call it that, because the Forge of Vaul is located beyond the mountains. The formal ruler of this state is High Prince Imrik, but Caledor can send several candidates for the post of Phoenix King at once, unlike other principalities, because before Caledor the Great it represented several states. Caledor has always been second among the principalities, only occasionally occupying a leading position, but its power is unfortunately slowly declining, for most of the dragons are now sleeping and only a few are still sitting on dragons. However, you are one of them. In addition, choosing a Caledorian would pacify Ulthuan's most opportunistic province, and any potential candidate was likely trained as a potential general. But at the same time, the princes of Caledor are the most arrogant nobles in this world, and even other elves are not very pleased with them, and they will especially not be pleased with favoritism towards their own kingdom.
    [x] - 6. Tiranoc. Once upon a time, Tiranoc was the richest land of the elves, because it was from here that ships departed for the New World, where your greatest colonies once were. However, Malekith's rebellion put an end to this prosperity, it caused great damage to your realm and practically reduced it to ruins when the waves of the sea swept it away. Since then, years have passed and Tiranoc began to slowly recover in the hope of someday regaining full power, and you had a hand in this restoration. Moreover, the local aristocratic houses are ancient, respected throughout Ulthuan and loyal to the would-be king, believing that he will prove to be the new Bel-Hamon, explorer-king. But at the same time, high successes will not be expected from you, and your native land is far from being as rich as other provinces, because it is only being restored.
    [X] Saphery
    [X] Avelorn
    [X] - 3. Ellyrion
    [X] - 5. Saphery
    [X] - 9. Cothique
 
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Turn 0 - part 2
You are a native of the magical Principality of Saphery, the place where the most powerful magicians among all the elves live. And although the most famous place in the entire principality, the White Tower, is under the rule of Teclis, everything else in the principality is subject to you, since you are the prince chosen by the local aristocrats.

This gives you a few special traits just based on your lineage.

Wizard King: You are a magician, which at least significantly raises your understanding of the occult part of the universe. Not to mention that you can use your knowledge in a wide variety of areas, depending on what you specialize in. [Bonus to Education, penalty to Personal Combat Skill]

Disciple of the White Tower: You cannot be compared to the great sages and archmages of the White Tower, who know the history of almost the entire civilized world. Even so, you are far superior to most in your knowledge. [Unlocks new options, Education bonus]

Weirdness: Like many powerful mages from Saphery, you have some... oddities. Perhaps this is the influence of the winds of magic on your psyche. Perhaps this is a feature of the local atmosphere. But one way or another, by the standards of other elves, you are distinguished by amazing tactlessness and disrespect for diplomatic customs. [Penalty to Diplomacy]

****

In addition, you have 3 points to spend on your special traits in addition to those listed above, and you MUST choose your magic specialization.

[] - Specialize in Fire Magic: Your area of specialization is the most aggressive and destructive of all magics, and is considered in some places also the most blessed, since fire is closest to the great serpents of Caledor. [Free option]
versus
[] - Specialization in Metal magic: the most non-magical magic, because in addition to directly interacting with the winds of magic, you also studied alchemy, thanks to which you are capable of certain things even without ordinary means. [Free option]
versus
[] - Specialization in Shadow magic: you are secretive and do not really appreciate the desire for wealth and elegance that other elf aristocrats are accustomed to, preferring simplicity and practicality to them. [Free option]
versus
[] - Specialization in Death magic: oddly enough, even elves are afraid of death. Perhaps even more so than humans, for your people are well aware of the threat that lurks for your souls in the Empyrean. You are the guardian of this holy moment that separates life from the afterlife. [Free option]
versus
[] - Jade Magic Specialization: as many joke, you should probably have been born in Avelorn, given your ability to channel magic energy into growth and restoration. [Free option]
versus
[] - Amber Magic Specialization: You are often confused with your brethren who use the green wind of magic. However, although your wind also appeals to life, it specializes not in the smooth growth of plants, but in the fury and aggression of predatory animals. [Free option]
versus
[] - Sky Magic Specialization: Sky Mages are the most dreamy and detached from reality of all magicians, and for good reason, because your wind of magic sometimes allows you to see into the future. [Free option]
versus
[] - Light Magic Specialization: This magic is extremely ancient and is one of the most effective means of defense against demons, but it is also valued for its healing abilities, which can only be surpassed by Jade magic. [Free option]
versus
[] - Specialization in High Magic: this is the pinnacle of understanding of magic, inaccessible to any mortal people except elves, since only elves can fully understand all the winds of magic. You do not necessarily know how to use other winds of magic, but you have at least a theoretical understanding of them, which allows you to use higher magic.
versus
[] - Lack of Specialization: Like the Guardians of the White Tower, you forfeited specialization in any particular wind of magic, and instead studied them all. You certainly don't match the skills of an archmage, and don't even come close to Teclis' talent. Yes, your abilities are fragmented and weak, but they are universal.

[] - Dedication to Hoeth: Hoeth is not only the god of magic, as the ignorant people believe. He is rather a god of skill and requires not only mental development, but the harmonious improvement of the body and mind. Therefore, you not only improved your own body in training, but also learned how to use a blade from the Sword Masters.

[] - Scholar of the White Tower: You not only studied magic in the White Tower, but also studied many non-occult sciences, from history to the basics of military strategy, and can rightly consider yourself one of the most learned elves in all of Ulthuan.

[] - Friend with [write-in nation]: prior to your election as king, you traveled the world and were able to meet representatives of one of the human nation or non-human people, including very influential representatives of this nation. You have friends and allies among them.

[] - Enemy with [write-in nation]: over the past centuries, you have met in battles with representatives of this particular nation or people more than once. Thanks to this, you have a much better understanding of their military affairs, but at the same time, they remember their enmity with you.

[] - Courtier. You have served in the court of one of the previous Phoenix Kings, and as a result, you are a good diplomat and schemer.

[] - Duelist. You have never tolerated insults, and since you are a good fighter, you were able to survive your own arrogance, although you have many enemies.

[] - Linguist. In the White Tower you studied the languages of many younger peoples and their customs. Of course, this does not mean that you are really good in their culture. Or that you don't consider them a primitive people who need Ulthuan's guiding hand. But at least you know the fact that they don't like being told this to their face.

[] - Architect. Among other things, you also studied architecture in the White Tower, moreover, your own palace was built exactly according to your drawings, which you can rightfully be proud of. Your skills both directly in construction and in cost planning are higher than expected.

[] - Companion of Teclis. In fact, you hardly know Teclis directly, but you were among the elves who went to the Empire to teach the first human magicians. Since then, you know more about people and their largest state, apart from other advantages.

[] - Strategist. In the White Tower, you studied a lot of information about the famous battles of the past, at least on a theoretical level, we will learn war not just as chaotic battles, but as a game with many different options with different benefits.

[] - Economist. Oddly enough, but even elves-aristocrats have to study the economy, although in their case it is almost impossible to go bankrupt. So they rather study it with the aim of the most rational use of resources in order to achieve the best result.​

****

Please vote by plan!
 
I hate to nitpick, but doesn't High magic absolutely require the user to be skilled in use of all 8 winds and is impossible otherwise?
 
I hate to nitpick, but doesn't High magic absolutely require the user to be skilled in use of all 8 winds and is impossible otherwise?

As far as I remember the rules of the board game, only slaan can, when using high magic spells, forget them and change them to spells of any other wind of magic.

In addition, many High Elf characters who wield High Magic cannot use certain other types of magic according to the rules of the board game. For example, Alariel has access to High Magic, but not Death or Fire magic.

But if I'm wrong, I'll be glad to hear it.
 
As far as I remember the rules of the board game, only slaan can, when using high magic spells, forget them and change them to spells of any other wind of magic.

In addition, many High Elf characters who wield High Magic cannot use certain other types of magic according to the rules of the board game. For example, Alariel has access to High Magic, but not Death or Fire magic.

But if I'm wrong, I'll be glad to hear it.
High magic requires you to pretty much master the eight winds before you start learning it.

Being a Sapherian prince pretty much means you are an archmage and use high magic. Magic is might, and all that.
I actually didn't expect the option to specialize in a single wind at all. It's not something you'd find in Saphery: High magic is the ultimate goal of the Sapherian magical tradition. It is also absurdly more powerful (and difficult) than the eight winds individually, because it doesn't have conceptual limitations.

On tabletop, high elf mages can only pick up a single lore for game balance reasons (and sanity). Even the Slann are limited in the same way. It would make gameplay a slog if every elf mage knew 63 spells.

Article:
Magic courses through the blood of Sapherian Elves, and all of the realm's princes are also mages of awesome power.


[x] Plan best king on paper
-[x] Specialization in High Magic
-[x] Scholar of the White Tower
-[X] Courtier
 
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[X] Plan: The Wolf of Saphery Street
-[X] Lack of Specialisation
-[X] Scholar of the White Tower
-[X] Economist

We're from Saphery, so knowing as much magic as possible is the norm around here for one of our station. Over-specialising would probably do more harm than good at this point anyway. Because of our (possible over)reliance on magic, the more combat heavy traits would be a bit wasted, so we may as well lean into the skills that make us a better overall ruler.
 
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[] Plan: The Wolf of Saphery Street
-[] Lack of Specialisation
-[] Scholar of the White Tower
-[] Linguist
-[] Economist

We're from Saphery, so knowing as much magic as possible is the norm around here for one of our station. Over-specialising would probably do more harm than good at this point anyway. Because of our (possible over)reliance on magic, the more combat heavy traits would be a bit wasted, so we may as well lean into the skills that make us a better overall ruler.
You have too many points.

Lack of Specialization costs one of our 3 points, while a single lore is free.
 
[X] Plan: May as well be from Nagarythe
-[X] - Specialization in Shadow magic
-[X] - Dedication to Hoeth
-[X] - Courtier
-[X] - Strategist

Toying with the idea of an intrigue/martial build to deal with enemies from within and without.
 
I think specialization in 2 winds would be narratively interesting, but based on what early plans, that's not something people want to do.

Psssht, limiting ourselves to only TWO aspects of the Great Weave? What are we, one of those cheap human spellslingers?

Nah I get where you're coming from, it's just that we're gonna want to keep our options more open in the early days. Maybe we'll be able to specialise/branch out more later on
 
High magic requires you to pretty much master the eight winds before you start learning it.

Got it, thanks for the clarification! I was just guided by the fact that the same Alariel has access to High Magic, but does not have access to some other types of magic, and therefore I made such a conclusion.

In any case, if you choose one of the types of magic as an area of specialization, you will be a third-level spellcaster. And if you are left without a choice of specialization, then only the second, but with the ability to use spells from different winds of magic equally effectively. However, this will be canonical, since the Loremasters of Hoeth can also be a maximum of the second level.

Either way, you are the equivalent of a lord within a board game.

I think specialization in 2 winds would be narratively interesting, but based on what early plans, that's not something people want to do.

Let's just say that you can do the simplest things with other winds of magic, especially if you choose High Magic. But it's one thing to be able to light a fire with magic or hide yourself with an illusion, and it's quite another thing to summon a comet from the sky that can break through a fortress wall.

By the way, a funny detail. As you might guess, your choice of the kingdom of Ulthuan has resulted in some options being available to you while others are not. Most aren't really that interesting and just offer stat bonuses under a different name. But Yvresse, for example, gives you Grim Resolve, which allows you to re-roll the worst dice.

And accordingly, some of the options are opened in accordance with the selected principalities and distinctive features, while others will be closed. Just because you, as the inhabitants of a certain principality, will know some things from the very beginning, including dead ends, which are created to divert your attention.
 
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