[X] Vardanis
[X] Plan Lion King

Edit; Happy to say this quest didn't appear when I was about to go to bed, unlike some people coughRAcough

Anyway my long term hope is we learn High Magic, because it sounds fun
 
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[X] Plan: The Once and Future Mage
-[X] Avelorn, the land of the Everqueen. Here things are as they were in the times of your forefathers, and the land is bright, and all is well. Plays and poetry that take days and weeks are performed here in great festivals in honor of the gods.
-[X] Azyr, the Lore of the Heavens—as much the lashing rain and smiting lightning as the astrologers who peer into the heavens. It is the Aethyric manifestation of inspiration and seeking, particularly the unreachable. Stereotypically used for seeing into the future, navigation of ships at sea, and the calling down and turning aside of weather.

[X] Plan All-Seer
- [X] Tiranoc, the land of memories and oaths. Much was taken from you, but unlike the bitter Hacalad Drathryr you will build a better future rather than cling to ancient memories. Mountains and their valleys are, for the moment, all that remains; but there are, as ever, plans and ambitions.
- [X] Azyr, the Lore of the Heavens—as much the lashing rain and smiting lightning as the astrologers who peer into the heavens. It is the Aethyric manifestation of inspiration and seeking, particularly the unreachable. Stereotypically used for seeing into the future, navigation of ships at sea, and the calling down and turning aside of weather.


they will have teachings of millennia to fall back on, for in their wisdom your elders and their elders and their elders kept a keen record of all they had learned and known and taught and so they, too, can teach you, unlike fools who might not spread what they have learned.
Suck it, Runelords!
 
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[X] Vardanis
[X] Plan Lion King
- [X] Ghur, the Lore of Beasts—as much they who live on their own seeking to survive in the day to day as the great lions of Chrace. It is the Aethyric manifestation of the lives of beasts, and of the things that act like beasts. Stereotypically used in simple living, the care of creatures both animal and monstrous, and to hunt under the auspice of Kurnous.
- [X] Chrace, the land of forest and lion. The defenders of the Phoenix King, aside from Nagarythe itself, no other kingdom knows the depths of noble rage as you do, for the Druchii ever march against you in their invasions. It is a wooded, shadowed land, stalked by lions and other beasts that make you strong.
 
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[X]Name: Anarion

[X] Plan Where the Wild Things Are
-[X] Ellyrion, land of horsemasters and wild things. There is no creature you cannot learn to understand and in time, bond with, and in bonding with them make your strength theirs and their strength yours. The plains are wide, the sky is open, and the sun is bright.
-[X] Aqshy, the Lore of Fire—as much the great balls of fire raining down from the sky to the great rage in the heart of the Mage who seeks revenge against those who have wronged them. It is the Aethyric manifestation of passion, and of the warmth and heat that it causes, both literally and figuratively. Stereotypically used by the most warlike mages to wreak great havoc upon the foe, to restore emotional health to those fallen into bleakness, and as great public orators.

When Aethis the Poet took reign, most of Ulthuan fell into indolence, only Ellyrion remained ever watchful. And while their prince lost his wealth and honor due to the machinations of the Court, they were finally vindicated when the Phoenix Court was found infiltrated at the highest level by the Druchii and Aethis himself was slain at their hands.

I guess being part of Ellyrion at this juncture would be the path of least resistance if we want to make changes. Being part of the nobility of other states would find little political support for anything warlike we would try to do.
 
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[X] Plan All-Seer
- [X] Tiranoc, the land of memories and oaths. Much was taken from you, but unlike the bitter Hacalad Drathryr you will build a better future rather than cling to ancient memories. Mountains and their valleys are, for the moment, all that remains; but there are, as ever, plans and ambitions.
- [X] Azyr, the Lore of the Heavens—as much the lashing rain and smiting lightning as the astrologers who peer into the heavens. It is the Aethyric manifestation of inspiration and seeking, particularly the unreachable. Stereotypically used for seeing into the future, navigation of ships at sea, and the calling down and turning aside of weather.

[x] Plan Bright Student
- [X] Aqshy, the Lore of Fire—as much the great balls of fire raining down from the sky to the great rage in the heart of the Mage who seeks revenge against those who have wronged them. It is the Aethyric manifestation of passion, and of the warmth and heat that it causes, both literally and figuratively. Stereotypically used by the most warlike mages to wreak great havoc upon the foe, to restore emotional health to those fallen into bleakness, and as great public orators.
- [X] Avelorn, the land of the Everqueen. Here things are as they were in the times of your forefathers, and the land is bright, and all is well. Plays and poetry that take days and weeks are performed here in great festivals in honor of the gods.
 
[X] Vardanis
[X] Plan: The Once and Future Mage
[X] Plan All-Seer

@Voikirium can you elaborate on what makes High Magic so much more effective and desirable than single wind magic that the Asur are willing to dedicate so much time an effort to learning it? Where does Dark Magic fit in?
 
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[x] Plan: Hop in boys, we killing some Druchii
- [X] Shyish, the Lore of Death—as much the ending of a life upon a sword as the last grain of sand falling through the hourglass. It is the Aethyric manifestation of the passing of time and of death. Stereotypically used to smite the undead, to converse with the dead to gain knowledge, and to seek the knowledge of that which must be.
- [X] The Shadowlands, Nagarythe, the land of chill and shadow. War still rages between yourself and what remains of Malekith's bitter rebels; but you will endure, and you will make Aenarion proud. It still bears the scars of the Sundering, left bleak and shadow wreathed; but that only ensures you remember that once you were the wealthiest.
 
[X] Vardanis
[X] Plan: The Once and Future Mage
[X] Plan All-Seer

@Voikirium can you elaborate on what makes High Magic so much more effective and desirable than single wind magic that the Asur are willing to dedicate so much time an effort to learning it? Where does Dark Magic fit in?
It is without a doubt the most versatile and artful of the Lores of Magic, capable of doing anything (though it is possible practically for a single-Wind Lore to be more effective for any given task) given enough time and focus and commitment and well, there's a lot you can say about elves but "time and focus and commitment" are not things they lack. It encourages a healthier mindset by its nature, one of harmony. Because it grows versatility by its nature.

But most importantly because it is beautiful, the bright glimmer of Aqshy and Azyr, the shimmering shades of Chamon and Shyish, the purity of Hysh and Ghyran, the dulcet tones of Ghur and Ulgu all working together in absolute harmony.

And Dark Magic is to throw all of that away, forever, an entire rainbow of infinity turned into a void smear, for a little power now.
 
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It is without a doubt the most versatile and artful of the Lores of Magic, capable of doing anything (though it is possible practically for a single-Wind Lore to be more effective for any given task) given enough time and focus and commitment and well, there's a lot you can say about elves but "time and focus and commitment" are not things they lack. It encourages a healthier mindset by its nature, one of harmony. Because it grows versatility by its nature.

But most importantly because it is beautiful, the bright glimmer of Aqshy and Azyr, the shimmering shades of Chamon and Shyish, the purity of Hysh and Ghyran, the dulcet tones of Ghur and Ulgu all working together in absolute harmony.

And Dark Magic is to throw all of that away, forever, an entire rainbow of infinity turned into a void smear, for a little power now.

That was almost poetic!

Btw how much influence would Ulthuani politics have on our actions? Pretty sure there would be some influence as it's elves...
 
[X] Lanros

[X] Plan All-Seer
- [X] Tiranoc, the land of memories and oaths. Much was taken from you, but unlike the bitter Hacalad Drathryr you will build a better future rather than cling to ancient memories. Mountains and their valleys are, for the moment, all that remains; but there are, as ever, plans and ambitions.
- [X] Azyr, the Lore of the Heavens—as much the lashing rain and smiting lightning as the astrologers who peer into the heavens. It is the Aethyric manifestation of inspiration and seeking, particularly the unreachable. Stereotypically used for seeing into the future, navigation of ships at sea, and the calling down and turning aside of weather.
 
That was almost poetic!

Btw how much influence would Ulthuani politics have on our actions? Pretty sure there would be some influence as it's elves...
That, I would like to keep close to my chest. I will say, to anybody worried that this is about to go full Game of Thrones, that it will follow more "Building cool magic items/Doing cool magic things so that you look good" rather than like, scheming and conniving since you're a mage and it's really hard to get mad at people for doing cool things.
 
I would like to make the argument for the Lore of Light. Good healing and offensive options all together, it covers a lot of ground effectively while many other lores are much more limited. Life does just healing, fire is purely offensive, etc.

I think Caledor is an interesting pick not just for the dragon thing, but because it would make learning Asur crafts easier, and being a master creator of enchanted artifacts could be a great asset. Not to mention all the other fields of study available to the craftsmen of the high elves.

[X] Plan Bring the Dawn
-[X] Caledor, the land of dragons and of craftsmen. Though the dragons may sleep, your ability and your honor does not. Rugged mountains bowling sparse valleys hide the great mineral wealth that the finest artists in all of creation use to make wonders.
-[X] Hysh, the Lore of Light in all of its forms—as much the enlightenment of reading and finally understanding some ages old scroll from the time of your forebears as the light of the sun and the pure moon and the stars. It is the Aethyric manifestation of light, and all that light represents. Stereotypically used to rebuke the undead and the forces of Chaos, to heal the sick by driving out the daemons, and to teach through the illumination of the mind.
 
though it is possible practically for a single-Wind Lore to be more effective for any given task
So to make this somewhat more concrete:

Gene Eric the Shyish Lord Magister is shockingly good at voiding the warranties on life. Just scary good. We're all proud (and a little scared) of you, Gene.

Yes, Anyr Andom the Archmage is not as good at killing people certainly. But he sure is a lot more useful if you need a dollop of healing, just a smidge, really, or to make an ally stronger, or really just anything aside from killing a dude; and given enough time, he can forge a spell that will also let him kill real good, if still possibly not as good as the literal metaphysical embodiment of Things Die through High Magic: a little spritz of Aqshy here, a tiny bit of Azyr there and boom, lance of fire wrapped around a core of ice that never melts, thrown like a spear. Very good, Anyr.

And of course, since he is conversant with all eight Winds nothing's keeping said Archmage from just. Learning some Shyish spells. Go for it, Anyr. But of course there are only so many hours in a day, so practically he is still likely to lag behind in killing even as he remains more generally useful.
 
[X] Plan Bring the Dawn
-[X] Caledor, the land of dragons and of craftsmen. Though the dragons may sleep, your ability and your honor does not. Rugged mountains bowling sparse valleys hide the great mineral wealth that the finest artists in all of creation use to make wonders.
-[X] Hysh, the Lore of Light in all of its forms—as much the enlightenment of reading and finally understanding some ages old scroll from the time of your forebears as the light of the sun and the pure moon and the stars. It is the Aethyric manifestation of light, and all that light represents. Stereotypically used to rebuke the undead and the forces of Chaos, to heal the sick by driving out the daemons, and to teach through the illumination of the mind.

[X] Plan Forged in Fire
-[X] Caledor, the land of dragons and of craftsmen. Though the dragons may sleep, your ability and your honor does not. Rugged mountains bowling sparse valleys hide the great mineral wealth that the finest artists in all of creation use to make wonders.
-[X] Chamon, the Lore of Metal—as much of the metal form as those things which share its tendency towards impermeability, improvement and solidity, for both better and for worse. It is the Aethyric manifestation of logic in all its forms, quantification, instruction and learning, and the desire to apply that learning. Stereotypically used to create potions, to craft both weapons and armor of simple but potent attributes, and in learning new techniques and improving those already known to any art.

DRAGONS.

That is all, that is my argument.
 
I would like to make the argument for the Lore of Light. Good healing and offensive options all together, it covers a lot of ground effectively while many other lores are much more limited. Life does just healing, fire is purely offensive, etc.
Azyr is also pretty polyvalent. There's offense (lightning bolts and comet of Cassandora), buffs, debuffs and information gathering (seeing the future and divination in general). I'd very much prefer that kind of game.

Also, I'm very curious to see how playing someone who can see the future will turn out. And I don't want to see Caledor or the more famous kingdoms. Let's explore Tyranoc.
 
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Azyr is also pretty polyvalent. There's offense (lightning bolts and comet of Cassandora), buffs, debuffs and information gathering (seeing the future and divination in general). I'd very much prefer that kind of game.
I'm loathe to miss healing. That's potentially a literal lifesaver. It's also an easy way to make a living and earn goodwill if our mage ever travels.
 
[X] Plan Bring the Dawn
-[X] Caledor, the land of dragons and of craftsmen. Though the dragons may sleep, your ability and your honor does not. Rugged mountains bowling sparse valleys hide the great mineral wealth that the finest artists in all of creation use to make wonders.
-[X] Hysh, the Lore of Light in all of its forms—as much the enlightenment of reading and finally understanding some ages old scroll from the time of your forebears as the light of the sun and the pure moon and the stars. It is the Aethyric manifestation of light, and all that light represents. Stereotypically used to rebuke the undead and the forces of Chaos, to heal the sick by driving out the daemons, and to teach through the illumination of the mind.

Hysh + Dragons?

Hell yeah.

[X] Plan Forged in Fire

[X] Plan Lion King
 
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[X] Vardanis
[X] Plan Lion King
[X] Plan Forged in Fire

Ghur doesn't always get the love it deserves so I'm voting for that, but I also like dragons.
 
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