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Ritually wed to the Witch King, the Sorceresses of Naggaroth are among the most powerful, feared and ruthless spellcasters in the world. You've given much for a chance at such a life, but it will all be worth it in the end. It has to.
I - The Tower of Despair
Location
London, England
Well is Karond Kar named the City of Despair, for nowhere in all the world does the air itself hang so thick with misery and abject surrender. The wind howls without cease, the icy rains never relent, and what little can be glimpsed of the city proper speaks only of slavery and death, from the tormented statues that line the bay to the flitting shadows of harpies that cluster around the looming towers. In the decks below, the mere rumour of what awaits them in this place has the cargo moaning in fear and sorrow, their voices but the latest verse in a song that has echoed across these waters for millennia.

Stood at the prow of the ship, face to the wind and back to the crew, you force yourself to smile. Why would you not be happy, after all? You're coming home.

"Ah, a fine sight, is it not?" The captain of the ship is a cringing worm of a man, always trying to buy your favour with word and deed and ostentatious gifts. You have seen this man leap headfirst across the gap between ships while a maelstrom rages, laughing as he goes, yet now he wrings his hands and chooses each word with fearful, expectant care. Good. "Nothing like the sight of home after a long year upon the sea."

"So glad to be rid of me, captain?" You say coyly, just for the chance to watch him flinch. It feels good, in some ways. You know why he fears you so, took great pains to ensure it over the course of this voyage. Every twitch and shiver is a mark of your success, yet you cannot help but wish it were not necessary. It has been a lonely few months since you first set sail. "Worry not. My baggage is ready, my transport arranged. Bring us to the dock and I shall depart to trouble you no more."

He will be remaining in port for some time yet, passing inspections and paying tribute to the harbour lords and their distant masters, handing out payment to the crew and preparing his wares for market, but you will have no part in any of that. The flesh trade and all its flaws and foibles is a thing best endured at a distance if at all, and you'll have no part of it that is not forced upon you. Thankfully, there are few indeed who would ever dream to press upon a Sorceress a part she does not care to play.

"I would never dream of such disrespect, my lady," the captain lies as easily as he breathes, shaking his head and rubbing unconsciously at his left wrist. The marks you left there will never fade, but frankly you think he is lucky to have any hand left at all. Many among your sisters would do far worse to one who dared lay a hand upon that which was not his… but ah, you have ever been a soft touch. "Still, I wish you well on your travels. The road to Ghrond can be a harsh one at any time of year."

"Ghrond?" You snort, shaking your head, "Oh, Captain. All this time together and still making such assumptions."

You've been to Ghrond but once in your life, called to that dark tower in the north by the need to swear your vows and formalise your initiation into the Sisterhood, and if the fates are kind you'll never go there again. The wealth and power of Ghrond are beyond compare, the arcane knowledge and dark secrets hidden in its libraries drawing the most skilled and ambitious Sorceresses in the land year upon year, and all of them dance to the will of a single woman. To dwell within Ghrond is to yield oneself wholly and entirely to Morathi, and no matter what pretty lies her favoured pets tell themselves, you know you will never get back what you surrender to get there.

You're not so foolish as to believe that your small Convent is entirely free of Morathi's designs or that it could ever exist independently of her will, but distance provides some comfort, and as for the woman in charge… well.

Article:
All sorceresses within Naggaroth are students and subjects of the Dark Convent of Ghrond, but many of them live and work far afield from Morathi's personal fiefdom, either in private towers or vassal convents home to a few dozen women at best. Which city does your Convent call home?

[ ] Naggarond, The Tower of Cold
Heart and soul of the Land of Chill, Naggarond is a city of constant intrigue, the ambitious and powerful ever scheming against their rivals as they rise and fall in the esteem of Malekith. The Convent stands half a pace apart from this festering nest of vipers, providing their mercenary services to any who can afford their extortionate prices… or for free, to those currently in the Witch King's favour.

[ ] Clar Karond, The Tower of Doom
A sprawling metropolis set amid endless forests of black pines, Clar Karond's mighty shipyards form the core of an industrial powerhouse. The Convent is often called upon to provide enchantments and expertise to the local artisans, and many find themselves deeply entangled in matters of finance and industry.

[ ] Karond Kar, The Tower of Despair
Slaver's Gate is the Druchii's primary point of contact with the wider world, the launching point of every invasion and slave raid in Naggaroth's bloody history. The Convent's most notable clientele are the slave masters, who have many uses for mind-altering magics and spells for the healing and reshaping of flesh.

[ ] Har Ganeth, City of Executioners
Held holy by the Cult of Khaine, the City of Executioners is renowned for its inviolable laws and draconian punishments. The Convent here is small and rarely employed, seen by the Cult as an imposition by their nominal head and eternal rival Morathi, which suits the resident Sorceresses just fine.

[ ] Hag Graef, The Dark Crag
Sometimes referred to as the 'Second City' of Naggaroth, Hag Graef's vast mines and mighty armies make it a force to be reckoned with. By far the most common occupation of the sorceresses who study here is war, though those related to one of the Eight Families are oft called upon to aid in their bloodline's ascent.


A few more words are exchanged, then the captain makes his excuses and departs. Honestly, when he approached you with his plan you thought him a rather bolder kind of man, for what coward would seek prey guarded by magic and hire a sorceress to overcome it? Well, perhaps he thought himself a bolder kind of man as well, one now ruing his earlier ignorance and hubris. You're no accountant, but between the losses among his crew and the relatively paltry handful of slaves now occupying the holds beneath the deck, you'll be surprised if this voyage managed to turn a profit.

Not that you care, of course. You've got your payment, levied in coin and your pick of the loot now safely stowed away in the bag at your side, and once you leave this ship behind you need think no more of it. A productive if somewhat unpleasant season, ended now with the return to Naggaroth and with it your studies and your service.

The docks are getting closer now, the thronging crowds of patrons, sailors and slaves turning towards your ship with empty hearts and hungry eyes. Some few of them have spotted you already, you know. What do they see? What thoughts are running through their heads, what venom and what lies, what cold intent or bitter hate do they harbour in the miserable depths of their…

You stop. Inhale. Take hold of the writhing thread of magic within your heart and crush it, turning fearful passion and animal panic to hot, murderous power. The dhar coils through your chest, runs through your blood, cradles your mind. It warms you better than any fire, wards you surer than the finest armour. What does it matter what any of those people, nay, those insects think? You are above them all. What does it matter what schemes they plot? Your power leaves theirs in the dust. You are a Sorceress of Naggaroth, a Bride of Malekith, and you will not be denied.

Satisfied, you turn your back upon the city and make for your cabin, seeking the treasures contained within. The corsairs flinch back as you pass and even the wind moans as it touches your skin, and this too is good. This is how it should be.

(Isn't it?)

Article:
In the teachings of Ghrond, magic exists naturally in the form of the Eight Winds, and can be forced into the singular unity of Dhar by the will of a skilled practitioner. While the Hated Asur strive for balanced mediocrity in their spellcasting, the Druchii understand that all are not equal, and favour speciality and areas of focus.

For a more developed breakdown of what each Wind encompasses (both its magical and mundane applications), their use and perception in Naggarothi society, see the following post.

You favour three winds, one of which is Dhar. Choose two others to be areas of particular focus and natural inclination; these skills will start at rating 5 and generate a hit on a 3+.

Choose Two:
[ ] [Strong] Aqshy, the Red Wind of Fire
[ ] [Strong] Azyr, the Blue Wind of the Heavens
[ ] [Strong] Chamon, the Gold Wind of Metal
[ ] [Strong] Ghur, the Brown Wind of Beasts
[ ] [Strong] Ghyran, the Green Wind of Life
[ ] [Strong] Hysh, the White Wind of Light
[ ] [Strong] Shyish, the Purple Wind of Death
[ ] [Strong] Ulgu, the Grey Wind of Shadows

In addition to the above, you also count two lores as being areas of weakness, either due to neglect or personal weakness. These lores will start at rating 2, and only generate hits on a 5+.

Choose Two:
[ ] [Weak] The Lore of Fire
[ ] [Weak] The Lore of Heavens
[ ] [Weak] The Lore of Metal
[ ] [Weak] The Lore of Beasts
[ ] [Weak] The Lore of Life
[ ] [Weak] The Lore of Light
[ ] [Weak] The Lore of Death
[ ] [Weak] The Lore of Shadows

Name and personal background, along with additional lore on the Dark Convents and how they work, will come in the next update.
 
Mechanics - The Eight Winds (And One)
Mechanics – The Eight Winds (And One)

As a Sorceress of Naggaroth, your capabilities and inclinations are reflected through a magical paradigm, that of the Eight Winds of Magic. Each is represented as a numerical value, ranging from 1 (bare novice) to 10 (Supreme Sorceress) as follows:
  1. Novice - You have learned to touch and perceive this wind, and shape it into the simplest cantrips. You have a child's understanding of the associated topics.
  2. Initiate - You can shape true spells of this wind in controlled circumstances and have a student's understanding of the relevant scholarship.
  3. Competent - You are confident enough to make minor alterations to existing spells and compensate for errors or environmental conditions, or to pass an impromptu test on the intellectual topics.
  4. Adept - You have designed at least one new spell or ritual of this discipline and performed it in the field. You have performed research and written a paper on a related topic.
  5. Veteran - You have grown truly comfortable with this wind, and can weave improvised spells from it as needed with some expectation of success. You are respect as an authority in the academic fields of your chosen pursuit.
    1. At this level, and every odd level hereafter, you gain your first Mundane Perk. This reflects a particular area of speciality within the intellectual and social applications of your chosen lore.
  6. Expert - You have a comprehensive understanding of this lore and its uses, enough to teach others should you consider them worthy. Those seeking information or advice come to you with their coin purses held ready.
    1. At this level, and every even level hereafter, you gain a Magical Perk. This reflects a favoured spell or some other magical speciality that falls within the purview of your chosen Wind.
  7. Prodigy - Your skill with this wind has made you worthy of note by the most prominent spellcasters of Naggaroth. To consult with you on related topics is a social coup in its own right.
  8. Master - You have reached what most consider the pinnacle of the art, and if you don't command a convent or similar enclave of your own, people will wonder why. The mightiest elves in Naggaroth compete amongst themselves for the honour of having you as their advisor.
  9. Champion - When the Sisterhood teaches initiates of its greatest members, your name and speciality are what they use as examples. The mere mention of your opinion is considered enough to settle any debates on this topic.
  10. Legendary - In this field alone, you stand peerless under the heavens, counting only Morathi your superior in magic and the Witch King as higher authority in matters of fact... and even that admission is more political than truthful.


This value may also be bolstered in certain circumstances by magical items, supporting allies, useful minions etc.

Your skill in a particular Wind may be improved by investing Milestones in its development. It takes ten milestones to raise a Wind from one tier to the next.
  • Favoured Lores require six milestones to advance.
  • Unfavoured Lores require fifteen milestones to advance.

Milestones can be obtained through plot developments, or through omakes and other fanworks. Some will be automatically assigned to a given lore, others can be distributed as desired by the one who earned them.

The Eight Winds (and one) are as follows:

Aqshy, the Red Wind
  • The Lore of Fire is concerned with summoning and controlling fire in all its forms, and with inciting and manipulating passionate expressions of emotion. Traditional Sorceresses study it for pure destructive splendour and battlefield slaughter, disdaining the more subtle and emotional spells.
  • Aqshy is referenced for actions based on art or creative expression, and to charm, inspire or seduce others. To be ruled by one's emotions is a sign of dangerous weakness in Naggaroth, and so those who are so swayed will often seek to reassert themselves with public displays of discipline and domination.

Azyr, the Blue Wind
  • The Lore of Heavens is based upon knowing the unknowable and manipulating the sky and heavens above, giving rise to spells of prophecy and weatherworking. In Naggaroth such things are strongly associated with military pursuits, either advising generals as to the position and intent of their enemies or binding the winds to fill the sails of the corsairs.
  • Azyr bestows knowledge of astronomy, meteorology, and military strategy, and is employed whenever long-term thinking and an awareness of possible outcomes is required. Naggarothi culture typically puts such foresighted minds in subordinate and advisory roles, aiding and serving those with the necessary "Will to Rule".

Chamon, the Gold Wind
  • The Lore of Metal revolves around transmutation, imbuing one material with the properties of another or forcibly transforming them to spectacular effect. Such magics are considered solidly respectable and worthy of pursuit, but without particular favour or disdain associated with mastery or lack thereof.
  • Chamon is associated with alchemy, metallurgy, and architecture, and to a lesser extent any situation requiring stoic patience and the ability to endure hardship. Such pursuits are always in demand across Naggaroth, with the creation of enchanted items being a reliable staple of many a Sorceress' career.

Ghur, the Brown Wind
  • The Lore of Beasts grants the ability to understand and command animals of all kinds, to transform the flesh, and to bring forth the primal instincts that lurk in the hearts of all living beings. Using such magic to control terrifying monsters or make useful beasts of the weak is lauded, but to transform oneself is frowned upon, and to work such magics upon a fellow elf risks offending the very notion of racial superiority that underlies much of Naggarothi culture.
  • Ghur is required for any task that involves dealing with animals and wild beasts in some way, or for scouting and wilderness survival. Traditionally, Druchii do not so much tame and domesticate as enslave and dominate, and the acceptable use of this knowledge is similarly limited.

Ghyran, the Green Wind
  • The Lore of Life is the magical embodiment of nature itself, vibrant and fecund, and of the fertile earth and nourishing water from which that life springs. It is rarely studied by Sorceresses of any skill, who disdain the kind of 'drudge work' that a noted practitioner might be called upon to provide.
  • Ghyran reflects skill in medicine, biology, and herb lore. Save for certain niche kinds of horticulture, typically related to poisons and hallucinogens, such pursuits are regarded as lowly work in Naggaroth, more suited to the less expendable kind of slaves.

Hysh, the White Wind
  • The Lore of Light is the aethyric manifestation of all that light means to mortals: protection, purification, enlightenment, and the destruction of the unclean. Specialising in this lore is a dangerous choice, for Hysh is most effective against ones fellow Sorceresses, and pursuit of mastery is assumed by many to be a declaration of hostile intent.
  • Hysh governs all actions concerned with philosophy, abstract metaphysics, 'pure' thought exercises and religion. For reasons of politics the Dark Convent is a strictly secular organisation, and most forms of higher thought and religious philosophy are subordinate to the state.

Shyish, the Purple Wind
  • The Lore of Death draws strength from the inevitable march of time and the finite nature of mortal life, giving rise to spells that end life, imprison or interrogate souls, and manipulate the flow of time itself. The Lore is highly favoured by the Druchii, for it contains some of the most terrifyingly effective combat magic imaginable and offers paths to domination and secret knowledge even death cannot prevent.
  • Shyish is required for all actions concerned with the dead, be it an autopsy or a work of historical analysis. Such works have a limited audience; Naggarothi history is subordinate to the Witch King's narrative and changes at his whim, while few have much interest in the 'slave races' or those too weak to survive to the present day.

Ulgu, the Grey Wind
  • The Lore of Shadow draws upon not merely the absence of light, but all forms of confusion, doubt, and uncertainty, from illusions to thought control. It is beloved among the Dark Convent, and a Sorceress who cannot master the shifting wind of shadows is likely to be labelled as a crude amateur no matter her other accomplishments.
  • Ulgu is used for all acts of stealth, deception, and misdirection. Naggarothi culture prizes the subtle blade and the cunning mind as signs of strength and worthiness, but also admires the brazen courage required to discard such games and win regardless.

Dhar
  • Dark Magic discards all natural inclinations and associations of the Eight Winds in favour of crushing them into a single volatile core of Dhar. In terms of raw power and destructive potential it is entirely unmatched, and few other magics lend themselves so well to spells of transgression, domination, and corruption. It is consequently the favoured lore of any Sorceress worth the name, and the foundation of all their most advanced magics and rituals.
  • Dhar conveys knowledge of daemons, monsters and all things twisted and transgressive, and can be employed to dominate, enslave, and overawe one's peers and rivals. Mastery of this approach is synonymous with political success and social cachet within Naggaroth.
 
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Mechanics - The Dark Convent (Piety and Renown)
Mechanics – The Dark Convent

The Dark Convent is a deeply political institution and a foundational pillar of Malekith's rule. All Sorceresses are ritually wed to the Witch King upon their formal graduation, and for a culture so steeped in blood-right and the importance of ancestry such a decision is momentous indeed. A sorceress shall have no heir save that which Malekith sires upon her – a feat never known to have occurred in all the ages of Naggaroth – and any land, resource, or title she inherits shall by law and custom become that of her husband. Consequently, it is intangible forces like piety and renown that Sorceresses value the most, and that the Convents expend most of their time and effort in pursuing.

Piety

As wives of the Witch King, all sorceresses are expected by law and custom to work towards the betterment of their husband's fortune, reputation, and realm. By extension, a suitably devoted wife is entitled to call upon the aid and resources of the same without question or review, unchecked by any authority save that of Malekith himself (or more likely a more senior bride).

Every notable deed you perform in service of Malekith, or those acting on his orders, grants you a point of piety. For example, agreeing to accompany a Dreadlord as he raids one of Ulthuan's colonies grants one point, playing a pivotal roll in the battle grants another, and murdering the Dreadlord when he proves unworthy of the Witch King's trust grants a third. The more significant the contribution, the more significant the piety reward.

The Dark Convent consists of Malekith's many brides and is lead by his mother; consequently it is treated as an extension of his household, and serving the interests of another sorceress or the Convent as a whole can also be a source of piety. One might plunder arcane texts and mystical treasures from foreign mages to be offered as tribute, provide tutelage to another sorceress in matters mystical, place personal skills and resources at the disposal of one's sisters or avenge slights against the honour of the Convent.

Piety can be spent on securing resources and allies, with each point expended buying one "thing" – an audience with a prominent official, a posting somewhere desirable, and the funding or material supplies necessary for a particular experiment would all cost one piety. The primary limitation is that what is purchased must come from or involve the Convent or a member of the ruling class or state institution – this category is more expansive in Naggaroth than in many nations, but still far from universal.

Having a sizeable stockpile of unspent Piety increases the chances of coming to the personal attention of Malekith, who wishes to meet such a devoted and selfless servant. This is, to put it mildly, something of a gamble.

Renown

Any Naggarothi with a brain knows to show respect a sorceress, but for most that is where the matter ends – some polite words, a bow or two, and a quiet hope that the dangerous woman moves along to bother someone else. It is in hopes of more than this that a sorceress pursues fame and renown.

Renown is measured on a 100pt scale, broken down into ten "steps", and generally indicates how likely it is that someone has heard of you and cares what you have to say. The scale runs as follows:
  • Anonymous (0-9) – Rank and file soldiers, civilians without rank or title.
  • Unremarkable (10-19) – Squad leaders, overseers, those trusted with some measure of authority.
  • Accepted (20-29) – Unit leaders, business owners, those in prestigious roles such as corsairs.
  • Noteworthy (30-39) – Petty nobles, commissioned officers, those who own land and property.
  • Respected (40-49) – Ranking nobles, ship captains, officers trusted with independent command.
  • Admired (50-59) – Victorious commanders, self-made men, masters of their art.
  • Feared (60-69) – Army generals, Black Ark admirals, rulers of cities and other positions of prominence.
  • Dreaded (70-79) –Champions of Naggaroth and its way of life, those who have not merely attained wealth and power but held it in the face of foes and rivals.
  • Infamous (80-89) – Those tested and deemed worthy by Malekith himself.
  • Dark Legend (90-99) – Druchii who have achieved feats unequalled by any other Naggarothi in history.
  • Mythical (100) – Malekith and Morathi.

As a general principle, attempting to engage with those more than two steps your senior is incredibly risky, near suicidal, while deigning to treat personally with those more than two steps below is considered degrading.

Renown is gained by actions publicly attributable to you, the more dramatic or spectacular the better. Renown also fades over time, as other, more interesting figures seize the limelight and stake their claim on history.

Certain actions require a specific renown threshold to undertake, and others require you to 'stake' renown on success before beginning. These options will be explicitly called out as and when they arise.
 
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Character Sheet
Thystra Whitestone
Sorceress of Har Ganeth

Piety: 2
Renown: 32 (Noteworthy)
Daughter of White Stone: Bonus when interacting with commoners and other lowborn, or the Cult of Khaine as a petitioner. Penalty on interactions with nobles, or attempts to command the Chosen of Khaine.

Magical Equipment
  • Hunting Hawk Blade
    • This dagger is enchanted to fly like a living thing, responding to your thoughts and emotional impulses. Left unsheathed and unattended , it will automatically assault anyone within eight paces.

Servants and Minions
  • 'Yara', Enslaved Dryad
    • +1 to your effective Ghyran rank for actions taken within your quarters in the convent of Har Ganeth. Will kill anyone who enters your quarters while you are not present.

The Eight Winds (And One)
  • Aqshy, Lore of Fire: 2 (Initiate) (0/15)
    • Unfavoured
  • Azyr, Lore of Heavens: 4 (Adept) (0/10)
  • Chamon, Lore of Metal: 3 (Competent) (0/10)
  • Dhar,Lore of Dark Magic: 6 (Expert) (0/6)
    • Favoured Wind
    • Mistress of My Soul. Thystra can use Dhar to immediately remove all doubt, fear, regret and other unwelcome emotions from her heart.
    • Magical Perk: ???
  • Ghyran, Lore of Life: 5 (Veteran) (0/6)
    • Favoured Wind
    • Unmarred Flesh. Thystra specialises in subtle work, allowing her to perform cosmetic surgery and cure the most grievous of injuries without a scar.
  • Hysh, Lore of Light: 5 (Veteran) (0/6)
    • Favoured Wind
    • Student of the Canon. Thystra did not halt her study of the faith at the bounds of heresy. She may apply this skill to knowledge of non-elvish gods, faiths and religious practices without penalty.
  • Ghur, Lore of Beasts: 4 (Adept) (0/10)
  • Shyish, Lore of Death: 2 (Initiate) (0/15)
    • Unfavoured
  • Ulgu, Lore of Shadows: 3 (Competent) (0/10)
 
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[X] Har Ganeth, City of Executioners
[X] [Strong] Ghur, the Brown Wind of Beasts
[X] [Strong] Ghyran, the Green Wind of Life
[X] [Weak] The Lore of Light
[X] [Weak] The Lore of Fire
 
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This is an interesting idea, but there is no way I can show more then a shadow of Dark Elf monstrous cruelty, sadism... Well there are a lot of adjectives that can be applied to the dark elf atrocity bingo card of murder, slaver, rape, magical experiments and sacrifices.

Coming anywhere close to doing it 'justice' would have the mods banning this thread so fast your head would spin. So let me know when you try this idea on a site that won't have the mods losing their shit.
 
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I assume this isn't plan voting.

[X] Clar Karond, The Tower of Doom

[X] [Strong] Ghur, the Brown Wind of Beasts
[X] [Strong] Ghyran, the Green Wind of Life

[X] [Weak] The Lore of Death
[X] [Weak] The Lore of Shadows

lets be unconventional
 
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[X] Clar Karond, The Tower of Doom

[X] [Strong] Chamon, the Gold Wind of Metal
[X] [Strong] Ghyran, the Green Wind of Life
[X] [Weak] The Lore of Death
[X] [Weak] The Lore of Shadows
 
This is an interesting idea, but there is no way I can show more then a shadow of Dark Elf monstrous cruelty, sadism... Well there are a lot of adjectives that can be applied to the dark elf atrocity bingo card of murder, slaver, rape, magical experiments and sacrifices.

Coming anywhere close to doing it 'justice' would have the mods banning this thread so fast your head would spin. So let me know when you try this idea on a site that won't have the mods losing their shit.

You'd be surprised. I've written explicit sex scenes, torture and human sacrifice on SV before. 'bout the only thing allowed on, say, QQ that I can't do on SV is paedo shit.

Somehow, I think I'll survive.
 
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[X] Clar Karond, The Tower of Doom

[X] [Strong] Hysh, the White Wind of Light
[X] [Strong] Azyr, the Blue Wind of the Heavens
[X] [Weak] The Lore of Shadows
[X] [Weak] The Lore of Beasts


I call this. "Plan Space Cadet", someone who firmly has their head in the clouds and somehow makes it work through a combination of casual foresight and sheer positive thinking.

Or, I guess you could call it "Orihime if she was contractually obligated to be all slinky and sultry and not very good at it really"
 
[X] Clar Karond, The Tower of Doom

[X] [Strong] Hysh, the White Wind of Light
[X] [Strong] Azyr, the Blue Wind of the Heavens
[X] [Weak] The Lore of Shadows
[X] [Weak] The Lore of Beasts
 
[X] [Strong] Chamon, the Gold Wind of Metal
[X] [Strong] Ghur, the Brown Wind of Beasts

[X] [Weak] The Lore of Fire
[X] [Weak] The Lore of Death

No particular opinion on the city.

...huh, I essentially just chose the indirect combat options (alchemy and beasts) while disdaining direct combat.
 
I like the idea of a complete feral cat of a Sorceress, no thoughts only hustle and animal cunning

[X] Har Ganeth, City of Executioners

[X] [Strong] Ghur, the Brown Wind of Beasts
[X] [Strong] Ulgu, the Grey Wind of Shadows
[X] [Weak] The Lore of Death
[X] [Weak] The Lore of Heavens
 
[X] Clar Karond, The Tower of Doom
[X] [Strong] Hysh, the White Wind of Light
[X] [Strong] Azyr, the Blue Wind of the Heavens
[X] [Weak] The Lore of Shadows
[X] [Weak] The Lore of Beasts
 
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[X] Har Ganeth, City of Executioners

[X] [Strong] Chamon, the Gold Wind of Metal
[X] [Strong] Hysh, the White Wind of Light

[X] [Weak] The Lore of Death
[X] [Weak] The Lore of Shadows
 
[X] Clar Karond, The Tower of Doom

[X] [Strong] Ghyran, the Green Wind of Life
[X] [Strong] Ghur, the Brown Wind of Beasts

[X] [Weak] The Lore of Fire
[X] [Weak] The Lore of Heavens

Flesh shaper time baby
 
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[X] Clar Karond, The Tower of Doom

[X] [Strong] Chamon, the Gold Wind of Metal
[X] [Strong] Ghyran, the Green Wind of Life

[X] [Weak] The Lore of Death
[X] [Weak] The Lore of Shadows
 
[X] Hag Graef, The Dark Crag
[X] [Strong] Hysh, the White Wind of Light
[X] [Strong] Ulgu, the Grey Wind of Shadows
[X] [Weak] The Lore of Death
[X] [Weak] The Lore of Heavens

If they want to see Hysh mastery as a threat, let it be a threat.
 
My instant reaction to this thread;

"Mwahahaha".

No, more manic then that.

Also; I'm not about to sleep, but I am working
 
I like how this introductory post already captures deeply mixed and subtly miserable energies from the POV character. That trained self-assurance in the face of how much of the Druchii's domain and day to day exists at the sufferance of the terrible wills of their leaders... or even more terrible foundations. I'm sure it's not indicative of concerning trends at all that only using dhar seems to make it comfortable for her.
 
[X] Clar Karond, The Tower of Doom
[X] [Strong] Hysh, the White Wind of Light
[X] [Strong] Azyr, the Blue Wind of the Heavens
[X] [Weak] The Lore of Shadows
[X] [Weak] The Lore of Beasts
 
[X] Clar Karond, The Tower of Doom

[X] [Strong] Shyish, the Purple Wind of Death
[X] [Strong] Ulgu, the Grey Wind of Shadows
[X] [Weak] The Lore of Life
[X] [Weak] The Lore of Light

I'm calling this combo "Full Ham," because why not be a stereotypical evil sorceress focused on wielding Dark, Death, and Shadow magic to the exclusion off all that is Light and Life?
 
Har Ganeth, City of Executioners

[X] [Strong] Aqshy, the Red Wind of Fire
[X] [Strong] Ulgu, the Grey Wind of Shadows
[X] [Weak] The Lore of Light
[X] [Weak] The Lore of Heavens

We are the flame. We are the shadow of fire.
 
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