To Shield the World
IV. 1187 by the reckoning of the Asur (497 Imperial Calendar)
Beginnings are not everything by the reckoning of your people; but there is still something to be said for the beginning you see before you, and the potentialities that spread out like the great plains of Ellyrion before you; after more than a thousand years of labor, it is done. The White Tower of Hoeth, from which will be trained the greatest mystics of this world, standing a proud and pristine needle aimed in great defiance towards the cursed Hell-Moon. Peerless are its many students; with a natural grasp, yes, of magic, but more than that, the gift of Hoeth and Hekarti (and they are Her gifts as much as they are His), 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.
The time of Bel-Korhadris has proven itself a second Golden Age for your people. The Druchii, driven back into their miserable cold pit at the hands of Tethlis, have suffered a grave—perhaps lethal—blow. The foothills of the Annulii have been cleansed by fire and sword of all manner of beasts, proving no more than singular, wandering abominations. The villages and cities burned have been, by and large, rebuilt, returning to their old glory. All is well, upon Ulthuan.
You have not reached the greatest titles which an Elf might claim yet, having only just graduated as part of the first class who could make use of the building after it was decided that rather than only a compendium of mystical learning and then a place for experimentation, it would also serve as a place of instruction for a more standardized curriculum as the various mystical traditions realized what threat they were under in a world worse than that which their parents entered. You are just a mage, not yet even fully instructed in the art of Qhaysh. Indeed, only just authorized to begin learning it, by virtue of finally comprehending—to a greater or lesser extent—the eight Winds of Magic which together form the building blocks of Qhaysh.
More importantly, right now, I have a question
Who, in fact, are you?
[] (Write in male elven Name, please no Legolas, Olorin, Etc. If you cannot think of a name, that is fine, I have some prepared. Name vote is separate from kingdom and first Wind)
[] Optionally, you may present a piece of art to act as a portrait; otherwise I will roll on the 4E character creation tables
Of which Kingdom do you hail?
(Choose 1)
[] Saphery, the land of Mages. They were among the first, taught by the Old Ones themselves, to learn the art of magic in all its scintillating forms; further this is the seat of the current Phoenix King. Magic runs thick and fat in this place, granting the lands an otherworldly beauty.
[] 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.
[] 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.
[] 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.
[] Eataine, land of Asuryan and of phoenixes. Travelers, seafarers, heroes one and all, they made many of the colonies which now allow you to protect the world. A green and verdant land by the seas, trade is its strength—from Araby, predominantly.
[] 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.
[] 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.
[] 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.
[] Cothique, the land of travel and sea. Though a harsh land, the people are kind; and you make the best adventurers and travelers, with a touch of wanderlust. Many—not all, the harbors are great, but many — of its people live in great underground halls, to protect from the weather.
[]Yvresse, the land of ghosts and mist. Depopulated by the brutality of the Sundering here one can always see a reminder of what was; and a signpost to what could be. Mist ridden and clothed in coniferous forests, there are always places to go and…reminisce.
But more important than any of that, you are a Mage, the first instructed in the White Tower. Young, having taken your first steps in to independence, and well suited to gain either the strength and clarity of purpose of an Archmage, they who seek mastery of High Magic, of Qaysh, the proper blending together of magic in its beautiful, prismatic, auroric form, that dance and sing with beauty. Or a Loremaster, who seeks mastery of the Eight Winds divided, and of much other knowledge besides, and to turn that knowledge to more peaceful ends. Not, that is to say, that you could not gain some knowledge of the Eight Winds as an Archmage; nor that you could not learn some secrets of High Magic as Loremaster: you are a High Elf, born to excel, raised for arete, and there is nothing you cannot do. But it is the focus that matters. An unaimed bow strikes no target and all.
In either case, the Winds of Magic themselves are a necessary precursor.
And that is why your parents ensured you first learned those portions of the true art. But they started you with one in particular; perhaps to balance out an unhealthy inclination that might otherwise persist by allowing you to learn an entirely different state of mind, perhaps to enhance a noble inclination in a state of mind that best suits it, perhaps simply because it was a useful wind, with many practical abilities.
(Choose 1, as an Asur mage it may be assumed that you will have mastery of the common spells of each lore, though not necessarily battle magic—so yes Acceptance of Fate, but no Soulblight)
[] 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.
[] 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.
[] Ghyran, the Lore of Life—as much a temperament unperturbed by the evils that abound as it is the growing and verdant forest. It is the Aethyric manifestation of the desire to nourish and the desire to be nourished, as well as the growth that results. Stereotypically used for the easy cultivation of farmland, the healing of simpler physical wounds both on and off the battlefield, and in caring for animals both monstrous and not.
[] 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.
[] Ulgu, the Lore of Shadows—as much the dark shadows of Nagarythe as the confusion a student feels as they attempt to work through the Divine Paradox. It is the Aethyric manifestation of loss and confusion. Stereotypically used for guerilla warfare, the dispelling and conjuring of mists, and thievery.
[] 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.
[] 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.
[] 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.
And so instructed, whatever path you choose to follow, Archmage or Loremaster. For all Asur are greatly skilled, and in many different fields of ability. Even the purest adherent of Qhyash will know much of the Winds divided. And even the Loremasters will learn to bind together the Winds to suit their needs as the demand comes. But to march as an Archmage is to sharpen yourself like a blade, shiny and keen, upon the whetstone of a single school of magic. And to be Loremaster is to become a fletcher filling a quiver with very many arrows indeed, each piercing and strong.
And that is why it has proven to be that an entire institution dedicated to educating lords of Qhyash—as well as the Order of Loremasters, a dedicated priesthood to Hoeth, being not young, seven-hundred years is a pretty appreciable time on even an Asur's scale, but certainly not old either—is much better, both of number and of ability, than closely guarded family secrets, passed down and at risk of being lost; how many times had you reinvented the wheel, magically speaking, coming to this point? How many prodigies needed to learn what was already taught because they had not stumbled on exactly the right teacher with exactly the correct skill and exactly the best chant? With so many dead, such was no longer sufficient to meet the demand to guard the world.
Thus had all culminated in this point: a long tower of marble, protected by the finest wards and enchantments and spells imaginable, by the new Order of Swordmasters, where the arts of magic are scrutinized and refined and where the next generation can be taught.
A generation which you are part of.
One day, as a mage, you will shape Ulthuan. Nobles will seek you out for your wise counsel. The enchantments you create over the span of the ages of your life will be great artistry, much beloved by those who wield them. Your enemies will learn to fear the spells you cast as one fears a sword in the hand of one who hates them; your allies will learn to see you as a reprieve, a friend and a boon in a world filled with ceaseless horrors and endless terrors.
One day, as a lord among mages, you will shape the world. Princes will seek you out for your sage learning. The enchantments you will create over the unfolding horizon of your lifetime will be wonders remembered into eternity, and to have them will be the envy of nations. Your enemies will learn to fear your spells as one learns to fear the great storms of the sea, which buffet and cast down armies and nations as easily as you would cast down a fly; your allies will learn to see you as a liberation and salvation from the evils that threaten them, bringing all the wisdom at your disposal as well as every power at your disposal.
Or perhaps that is only the arrogance and impetuousness of youth that says so much to you, and indeed as so many have you will meet your end at the edge of a Druchii blade, a Dwarf's hammer, or a Daemon's spear?
In any case, it is your two-hundredth birthday as construction on the tower finally draws to an end, and the scaffolding is pulled down. As one of the first mages properly taught in the tower, you will be the standard against which graduates are judged from now until the end of time.
You will prove worthy of the honor, or you will die trying.
Asur Culture Corner:
Hacalad Drathyr—a strong slur towards the Dwarfs, literally meaning "Future Dragon's bane" given on account of their burning the hatcheries of dragons in the Colonies, inspired by the victory of their "Prince" Snorri Halfhand in destroying the city of Kor Vanaeth, forever after weakening the lands of Caledor from the heights to which they once soared.
On the matter of Dragons:
Caledor has certainly better maintained the lore of dragons and is more capable of awakening them. However, the other Kingdoms of Ulthuan will, on occasion, produce a soul that resonates with the great beasts of the sky and whatever other meanness of spirit one might accuse the Caledorians of, if there is one place that they are in fact, clear eyed and untainted by pride, and benevolent too, it is in the care of the Dragons—if allowing an Elf of another kingdom to attempt to awaken the great creatures is the price that must be paid for another of the Dragons soaring the thermals, then they pay it gladly. Though they do require proof of good faith before the attempt is made, and the same vows must be sworn.
Or in short, while being of Caledor will be greatly helpful if you desire to ride a dragon, it is by no means a necessity.
On the matter of High Magic vs. Divided Wind Magic:
While a highly versatile method of spellcasting capable of feats beyond the magic divided, and while every High Magic Spellcaster, certainly of the High Elven paradigm, is a versatile and skilled spellcaster themselves on account of having to have some understanding of the other Winds and Lores, you will have a very bad time assuming that just because you wield High Magic and another does not you will definitely win that fight. There is a reason the Loremasters of Hoeth study Wind Magic instead of or with High Magic.
Please wait to post, I would like to reserve 3-4 as future threadmarks for further along.