Why would Hysh and Azyr somehow be more "compelling" than the goth hippy plan? The only thing necessary for what you seem to want (exploring the politics of Naggaroth and the tension between sorceress and Khainites) is voting for Har Ganeth. I also don't get your opposition to us getting "shuffled off into the pre-existing grab bag of Dark Elf nature is Evil". Dark Elves ARE evil, and it's literally impossible that our protagonist here isn't evil as well. You don't make it to become a sorceress by being 'good': being good gets you killed in the ruthless politics of the Dark Elves.
Do you think for a moment I think I'm voting for the nonexistent good path? I meant the Dark Elves have a motif of 'Nature is evil, we've enslaved it, and now its going after you'- it's why their roster is complete with exotic warbeasts, and why they pretty much *always* have a corrupted or malevolent species of creatures seen elsewhere. And I even said I didn't think Hysh+Azyr was novel. I think its compelling because its a vote to play the game all Druchii play of knives and dark in the dark scheming, but in a different way. Hysh makes us a threat and potential counter to other Sorceresses while Azyr lets us do our own planning while still being weak at the conventional scheming our rivals will likely be getting up to. Azyr+Hysh is playing the 'conventional' Sorceress power politics in an unusual way- I see that as having more interesting potential than getting sucked into the various warbeast breeding/control programs going on.

My issue with Ghur+Ghysh is that it's liable to have us engage with the Sorceress politics as a whole *less*, and direct us towards some already established Dark Elf abuses of nature. My point wasn't that the nature of Dark Elves was evil, and more that the Dark Elves are almost always shown as being exceptionally capable of putting nature to evil use. It's a really common motif for the Dark Elves in Warhammer Fantasy, whether that be enslaved Hydras, Doomreaver warships, Gorgons, Dark Pegasi, Black Dragons etc. I dislike evil Disney Princess because I think a lot of people are ignoring that its a concept that already gets a fair amount of play in Warhammer Fantasy.

I don't think this was an attempt to misrepresent my argument, and I'm sorry I was so misunderstood- so I'll be clear. A Druchii that specializes in subjugating beasts and nature and using them to oppress others and aggrandize themselves is not something you have to look particularly hard to find.
 
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[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
 
[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
 
Doing the regular dark elf thing, taking control of nature and making it evil sounds cool imo, don't suppose you know of a dark elf quest that does that?

Although at the moment looking at votes, the combo of winds we'll have (green+white) it seems like our magic focus would be on: (medicine, biology, herbs, poisons, & hallucinogens) + (protection, purification, enlightenment, & destruction), which might = Making medicine, plants, poisons, etc. that either aren't effected much by magic or are very affective against it.

Too tired right now to think what else that combo could do or the current winning weaknesses (red+purple) might indicate, might make an edit later, but for now I'm going to sleep. Also remember that Dhar is our third focus no matter what!
 
Although at the moment looking at votes, the combo of winds we'll have (green+white) it seems like our magic focus would be on: (medicine, biology, herbs, poisons, & hallucinogens) + (protection, purification, enlightenment, & destruction), which might = Making medicine, plants, poisons, etc. that either aren't effected much by magic or are very affective against it.

Too tired right now to think what else that combo could do or the current winning weaknesses (red+purple) might indicate, might make an edit later, but for now I'm going to sleep. Also remember that Dhar is our third focus no matter what!
Probably we can become healers who can cure unwanted mutations caused by Dhar or in combination Ghyran and Dhar on the turn cause the desired mutations.
We can even combine these two approaches to create Dhar mutations and remove unnecessary side effects with Hysh.
 
So, winning plan has strong Life & Light. These look like the rebel choices.

Somewhat dissapointing.
 
[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 Fire
[X] [Weak] The Lore of Death

I am a big fan of the evil Disney Princess theme.
 
So, winning plan has strong Life & Light. These look like the rebel choices.

Somewhat dissapointing.

While specialising in those two lores brings certain stereotypes to mind in the eyes of your fellow Sorceresses, they are still taught by the Convent, and you are still a Dhar specialist as well. There's no choice here that sets you down a rebellious path, not so early.
 
[x] Har Ganeth, City of Executioners
[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

Sometime ya just want to invoke some good old light is not good.
 
Weak in Death and Fire... with the most direct non-Dhar offensive options off the table, she'll probably lean more heavily on poisons and RAYS OF BURNING LIGHT. Or, well, Dhar.

(It feels intuitively that Hysh, being light, should be good at range, but I'm not familiar with the actual mechanics of any iteration. Either way, she's less passionately in-your-face and morbid, and more suited to philosophy and caring about things that grow, so something tells me she'll be rather indirect and reliant on Do You Wanna Piss Off The Poisoncrafter for a Sorceress, unless getting in their face is really needed.)

(Unless the vote swings last moment, that is.)
 
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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 Life
[X] [Weak] The Lore of Death
 
Crevasse - The wizard strikes a staff on the ground and a low rumbling starts, rising to a crescendo as a huge crevasse opens in a place of the caster's choice, within 48 yards. The crevasse is 3 yards wide, 10 feet deep, and a variable amount of yards long. Anyone on the area of the crevasse when it opens, as well as vehicles such as coaches and horses, will fall in automatically though people inside the vehicles and those on the edge of the crevasse can avoid falling in. Afterwards, the earth snaps shut and those trapped in the crevasse are buried alive.[5b]

The Dwellers Below - This spell can only be cast outdoors, or on the lowest level of the building if indoors. Small hummocks form in the ground surrounding the target group, and in each mound a doorway opens. From each doorway pours a horde of tiny, shriveled, brown-skinned creatures. They grab the victims and pull them back into their mounds below the earth. This spell can be cast on any individual or group. Captured individuals are not killed but are imprisoned and tortured by the brown creatures for between one and six hours. Eventually they are released at the point where they were taken from, covered in soil, with worms crawling in their hair, and somewhat mentally unhinged. No one knows where these creatures take the captives; simply digging to find them never, ever works. If the wizards know then they are not saying, and many suspect that they themselves have no idea of what these creatures are.[5b][5c]

The Hands of Karkora - The Hands of Karkora may be cast against any individual or group within 48 yards. It can only be cast outdoors, or on the ground floor if indoors (assuming there is no cellar, basement, abandoned mine-workings, Skaven tunnels or similar below). The grown beneath the target begins to seethe as hundreds of hands claw their way to the surface and seize the legs of the target, holding them fast for the duration of the spell or dragging the victim below the earth.[5a][5b]

I've always wondered why these are classified as Hysh spells? Everything else on the spell list I understand but these seem to have nothing to do with light?

EDIT: Huh? The Dwellers Below is also a Ghyran spell?

The Dwellers Below - Gnarled creatures emerge from the ground, their steely strong fingers tearing at the foes' flesh, clutching their limbs and dragging them down to who knows what fate.
 
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[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 Shadows
[X] [Weak] The Lore of Death
 
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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
 
Has anyone done a quest with an Aqshy mage? It seems to be shunned by voters most times I've seen a vote like this, but I think it would be fun to explore the Bright College and the crazy hijinks of a Bright college journeyman or something.
 
Has anyone done a quest with an Aqshy mage? It seems to be shunned by voters most times I've seen a vote like this, but I think it would be fun to explore the Bright College and the crazy hijinks of a Bright college journeyman or something.

It is extremely funny to me that you would ask this.

(I have run several. Of Wolves and Witches is where it starts.)
 
Crevasse - The wizard strikes a staff on the ground and a low rumbling starts, rising to a crescendo as a huge crevasse opens in a place of the caster's choice, within 48 yards. The crevasse is 3 yards wide, 10 feet deep, and a variable amount of yards long. Anyone on the area of the crevasse when it opens, as well as vehicles such as coaches and horses, will fall in automatically though people inside the vehicles and those on the edge of the crevasse can avoid falling in. Afterwards, the earth snaps shut and those trapped in the crevasse are buried alive.[5b]

The Dwellers Below - This spell can only be cast outdoors, or on the lowest level of the building if indoors. Small hummocks form in the ground surrounding the target group, and in each mound a doorway opens. From each doorway pours a horde of tiny, shriveled, brown-skinned creatures. They grab the victims and pull them back into their mounds below the earth. This spell can be cast on any individual or group. Captured individuals are not killed but are imprisoned and tortured by the brown creatures for between one and six hours. Eventually they are released at the point where they were taken from, covered in soil, with worms crawling in their hair, and somewhat mentally unhinged. No one knows where these creatures take the captives; simply digging to find them never, ever works. If the wizards know then they are not saying, and many suspect that they themselves have no idea of what these creatures are.[5b][5c]

The Hands of Karkora - The Hands of Karkora may be cast against any individual or group within 48 yards. It can only be cast outdoors, or on the ground floor if indoors (assuming there is no cellar, basement, abandoned mine-workings, Skaven tunnels or similar below). The grown beneath the target begins to seethe as hundreds of hands claw their way to the surface and seize the legs of the target, holding them fast for the duration of the spell or dragging the victim below the earth.[5a][5b]

I've always wondered why these are classified as Hysh spells? Everything else on the spell list I understand but these seem to have nothing to do with light?

EDIT: Huh? The Dwellers Below is also a Ghyran spell?

The Dwellers Below - Gnarled creatures emerge from the ground, their steely strong fingers tearing at the foes' flesh, clutching their limbs and dragging them down to who knows what fate.
out of date 1e rpg info from before the colour magic paradigm was actually established which the wiki includes uncritically because its a bad wiki
 
Do you think for a moment I think I'm voting for the nonexistent good path? I meant the Dark Elves have a motif of 'Nature is evil, we've enslaved it, and now its going after you'- it's why their roster is complete with exotic warbeasts, and why they pretty much *always* have a corrupted or malevolent species of creatures seen elsewhere. And I even said I didn't think Hysh+Azyr was novel. I think its compelling because its a vote to play the game all Druchii play of knives and dark in the dark scheming, but in a different way. Hysh makes us a threat and potential counter to other Sorceresses while Azyr lets us do our own planning while still being weak at the conventional scheming our rivals will likely be getting up to. Azyr+Hysh is playing the 'conventional' Sorceress power politics in an unusual way- I see that as having more interesting potential than getting sucked into the various warbeast breeding/control programs going on.

My issue with Ghur+Ghysh is that it's liable to have us engage with the Sorceress politics as a whole *less*, and direct us towards some already established Dark Elf abuses of nature. My point wasn't that the nature of Dark Elves was evil, and more that the Dark Elves are almost always shown as being exceptionally capable of putting nature to evil use. It's a really common motif for the Dark Elves in Warhammer Fantasy, whether that be enslaved Hydras, Doomreaver warships, Gorgons, Dark Pegasi, Black Dragons etc. I dislike evil Disney Princess because I think a lot of people are ignoring that its a concept that already gets a fair amount of play in Warhammer Fantasy.

I don't think this was an attempt to misrepresent my argument, and I'm sorry I was so misunderstood- so I'll be clear. A Druchii that specializes in subjugating beasts and nature and using them to oppress others and aggrandize themselves is not something you have to look particularly hard to find.

Thanks for clearing things up. As you said, my intent wasn't to misinterpret your argument.
 
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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 Fire
[X] [Weak] The Lore of Death
 
Vote closed
Scheduled vote count started by Maugan Ra on Nov 2, 2023 at 10:05 AM, finished with 118 posts and 86 votes.
 
Well, it seems that Har Ganeth, strength in life and light, weakness in fire and death has won. While light is a bit odd to have, it might have some unexpected resonance with Har Ganeth and the cult of Khaine. Hysh is the wind of religion after all.
 
If you stack the Ghyran & Hysh travel spells, our MC can basicly zip around the battlefield and fire lasers from every position.
 
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