Voting is open
Created
Status
Ongoing
Watchers
393
Recent readers
155

In the second Golden Age of the Elves, a mighty institution for the experimentation, archival, and instruction of magic was created: the White Tower of Hoeth. This is the story of one of the first students of that institution.
Op

Voikirium

SV's Estalia Guy
Location
Ruritania Illinois
Pronouns
He/Him
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.
 
Last edited:
Character Sheet
Character Sheet
Vardanis of House Snowmane of Chrace
Description: As is usual of his House, Vardanis is both tall, standing six feet seven inches, and powerfully built, with eyes of aquamarine and yellow blond hair. His hair is kept long and loosely braided and in defiance of the Sapherian norms and embrace of his Chracian heritage, he is clean shaven. He is most often seen wearing a robe of amber under a sleeveless overcoat of blue silk and a cloak of white. He accessorizes with trinkets of the various winds of magic--brown Ghur, red Aqshy, purple Shyish, gray Ulgu, blue Azyr, green Ghyran, yellow Chamon, and white Hysh--such as his belt, beads in his hair, and rings, though this may be ignored if you find that easier to draw. He often carries an unadorned if well-made walking stick that doubles as his staff.

Traits:
Primeval Fire: Your...dedication, to stopping the Druchii, to facing them, to fighting them, has grown further. As has the desire to surpass their wicked works. It truly does not matter whether or not the Druchii are going extinct; you will fight them because they must be fought. For two AP invested, gain one extra progress for all actions dedicated to facing Druchii. In battle against Druchii or their allies or servants, +30 to all your rolls. +20 against Chaos in combat. Gain Focus: Preparing for War. Narrative effects
Heaven Servant: You have been touched by the heavens, in both the religious and more literal sense of the term. (3 AP invested into actions involving things linked to Azyr and/or the sky gain one extra AP, +25% chance for one extra AP to be invested into options involving the Heavens, in either sense, Cadai or the Skies))
Beastly Heart: For every 3 AP invested in an action involving beasts, gain 2 extra progress. Beasts included all animals, and anything involving Ghur

Crafting Capability: 1 AP invested currently allows you to copy an item worth 20 points in the High Elves Armybooks from 6th, 7th, and 8th edition with some exceptions, or acts as a bonus when creating fully unique items such as Teclis' sword. Copying is more reliable but the unique has a (much higher) ceiling.
Magical Comprehensions:

Aqshy:
Cardinal
Azyr: Elemental, Cardinal, Mystical, Emperor of the Heavens
Chamon: Cardinal
Ghur: Cardinal, Mystical, Elemental, Emperor of the Heavens
Ghyran: Cardinal
Hysh: Cardinal
Shyish: Cardinal
Ulgu: Cardinal

Known Spells:

Aqshy's Aegis: The caster, anyone the caster touches, or who are touching those touching the caster become immune to fires both magical and mundane.
Boiling Blood: The target's blood begins to boil.
Burning Vengeance: The target will feel a burning need for vengeance against another target specified by the caster for a year and a day.
Cauterize: Laying bare hands upon a wound, you may sear it shut (This can be used for similar tasks).
Choleric: A designated target can be forced to feel a great anger towards another target.
Conflagration of Doom: A massive storm of fire falls upon an area of 48 yards, burning until everything within the area is dead. NB: The White Tower is likely to lecture you for unwise usage in a particularly pointed manner.
Crown of Fire: A majestic crown of shimmering, beautiful flames dances over your head, covering you in an aura of command.
Curtain of Flame: The caster creates a 4 yard tall, 12 yard long wall of fire.
Fire Ball: You create a number of fire balls.
Hearts of Fire: Nearby allies are filled with a fiery aura of courage and bravery.

Curse: You lay a broad but weak curse against a foe, laying misfortune upon them. (Emperor of the Heavens)
Clear Sky: You clear a single cloud or, on an entirely overcast day, a portion of the skies. (Emperor of the Heavens)
Fate of Doom: Using a lock of hair or blood acquired from the target, you can lay a grievous doom and horrendous fate upon an enemy by actively altering the skeins of fate for them. This is incredibly dangerous magic (Or at least...it should be), and the White Tower will know if you use it. (Emperor of the Heavens)
Lens on the Sky: You create a magnifying lens that floats in the air before you. (Emperor of the Heavens)
Lightning Bolt: You toss a lightning bolt at the enemy. (Emperor of the Heavens)
Lightning Storm: You summon a (very small) lightning storm from the Aethyr itself. (Emperor of the Heavens)
Omen: You may read the stars to discover whether this is a good or bad time for the attempt; Asuryan and Lileath alike may choose not to speak, however. (Emperor of the Heavens)
Project Spirit: You may project your spirit from your body, though are otherwise generally bound by physical law. You must return to your body before the spell ends.
Signs in the Stars: You may write extremely simple and crude messages in the very stars themselves. The White Tower will know if you do this, and disfavors frivolous use of such potentially powerful magic. (Emperor of the Heavens)
Starshine: Magical starlight illuminates the area, revealing all that is within and banishing darkness both mundane and magical. (Emperor of the Heavens)
Windblast: A summoned wind strikes the foe, hopefully knocking them over. (Emperor of the Heavens)
Wings of Heaven: Summoning winds, you are carried by them for a time. (Emperor of the Heavens)

Breach the Unknown: You learn the material composition and special properties of an object.
Enchant Item: You can lightly, temporarily enchant an object to better serve its purpose; form must follow function.
Fault of Form: You sabotage an enemy's weapon for a time.
Guard of Steel: You summon shimmering orbs of steel to protect you.
Law of Gold: You suppress the magical abilities of an item for a time.
Law of Age: You make the effected object brittle.
Secret Rune: This spell can be used to either write or to see a secret message.
Silver Arrows of Arha: You conjure and then toss magical silver arrows that disappear upon use.
Tale of Metal: By touching a magical object you look into its past.

The Beast Unleashed: You unleash the noble savagery of your allies. (Emperor of the Heavens)
Calm the Wild Beast: You calm one animal. (Emperor of the Heavens)
Claws of Fury: Your nails sharpen into claws and you take a wild aspect. (Emperor of the Heavens)
Crow's Feast: You summon a cloud of crows to attack your enemies, less wild and less fearsome than Flock of Doom. (Emperor of the Heavens)
Form of the Raging Bear: You turn into a bear. (Emperor of the Heavens)
Form of the Ravening Wolf: You turn into a wolf. (Emperor of the Heavens)
Form of the Soaring Raven: You turn into a raven. (Emperor of the Heavens)
Master's Voice: You make one animal follow your orders. (Emperor of the Heavens)
The Talking Beast: You may speak when transformed or you may allow an animal to speak. (Emperor of the Heavens)
Wings of the Falcon: You grow wings strong enough to fly. (Emperor of the Heavens)
The Beast Broken: You break the wild spirit of an animal that is usually domesticated, like a dog. (Emperor of the Heavens)
The Beast Made Well: You heal an injured animal. (Emperor of the Heavens)
The Boar's Hide: Your skin becomes tough as a wild boar's. (Emperor of the Heavens)
Cowering Beasts: Thunderously rebuking your foe you fill them with fear. (Emperor of the Heavens)
Cruelty's Desserts: Any intelligent creature that is cruel to animal you cast this on becomes oddly repugnant. (Emperor of the Heavens)
Form of the Puissant steed: You transform into a destrier. (Emperor of the Heavens)
Leatherbane: By the simplest touch you can wither away all the leather someone is wearing. (Emperor of the Heavens)
The Ox Stands: You fill your allies with an ox's stubborness, allowing them to shake off fear and terror. (Emperor of the Heavens)
Repugnant Transformation: You meddle with the form of your foe, revealing their true, odious, nature, hair sprouting out and the gift of speech fleeing as they act in odd and foul ways. (Emperor of the Heavens)
The Winter's Long Slumber: You can induce a state similar to hibernation in a willing individual. (Emperor of the Heavens)
Wyssan's Wildform: You unleash your wild will, your form changing to suit it. (Emperor of the Heavens)

Curse of Thorns: You cause thorns to sprout within the body of an enemy.
Earth Blood: You may heal yourself by drawing on the earth's energy though you must be standing on natural earth.
Earth Gate: You may disappear into, travel through, and then reappear out of natural earth.
Ferment: You may turn any liquid into a mildly fermented beverage of your choice.
Geyser: You unleash a blast of water from the earth strong enough to stun and wound.
Leaf Fall: You surround yourself in a whirling storm of leaves that make shooting you much more difficult.
Trees' Rustle: You may speak with trees.
The Wilds Undisturbed: You can easily without leaving any trace travel through wild country.
Winter Frost: You coat everything in an area in a thick layer of frost.
Wood Shape: A willing creature may take the shape of a tree.

Boon of Hysh: You heal the target.
Clarity: You shield the mind of an ally from unwelcome effects.
Dazzling Brightness: You unleash a burst of light that dazzles those that see it.
Eyes of Truth: You see through all illusions both magic and mundane.
Inspiration: You let Hysh flow through you and guide your mind through a vexing problem.
Light of Purity: A fire, from candle to campfire, is imbued with such restorative properties as to allow those within its light to resist the vexes of Nurgle.
Pillar of Radiance: You concentrate Hysh into a bright pillar, burning, scorching and smiting anything it touches. The White Tower is displeased if this is used on any foe not born of and suffused with Dhar.
Power of Truth: By speaking honestly, the target become more convincing. Correctness is not tested, only that the target truly believes what they are saying.
Radiant Weapon: You temporarily sheathe a weapon in Hysh, making it more baneful to Daemons though this cannot be hidden.
Shimmering Cloak: You cover yourself in glowing Hysh to protect yourself from missile attacks.

Acceptance of Fate: You are left utterly fearless, putting aside the dread of death.
The Animus Imprisoned: You imprison the soul of your target. The White Tower will be extraordinarily unhappy if you use this without the most pressing and appropriate cause.
Death's Messenger: You emanate an aura of dread and menace.
Deathsight: You can see spirits and souls that are normally invisible.
Knocks of the Departed: You may ask one question of the dead and in return receive an answer in the form of a number of knocks.
Limbwither: You deaden a target's limb.
Reaping Scythe: You summon a scythe of amethyst energy.
Steal Life: You suck out the life essence of a foe and in return use it to heal yourself.
Ward Against Abomination: Lesser undead may not come within 20 yards of you, and greater undead may be repelled.
Youth's Bane: You immediately age an enemy, weakening them under the ravages of time.

Cloak Activity: You may perform one action but appear to be doing one completely different.
Doppelganger: You may take on the appearance of any other humanoid, biped creature under 10 feet.
Eye of the Beholder: You can make items appear either valuable or worthless as you choose.
Illusion: You may create an illusion.
Mindhole: You make the target forget you even exist.
Mockery of Death: You make the target appear dead.
Shadow Knives: You summon knives of shadow that ignore armor.
Shadowsteed: You summon forth a horse of shadow that can act as a mount.
Shroud of Invisibility: You become invisible for a time.
Throttling: You throttle the target with inky tendrils of shadow.

Rebuke of the Warp: you may remove minor mutations caused by Dhar. (Emperor of the Heavens)
Focus
Prepare For War: The Druchii ought to be fought, not for your sake, but for the sake of the world, and because they are the kind of thing that must be fought.

Brass Foe: You will face Khaine, and his followers, and his Slaves, to free all elven kind from his cruelty and his bloodshed. (+10 Against all followers of Khaine, modifies Primeval Fire)

Standing and Favors
Chrace: 8 Standing, 90 Favors
-He's a good son of the land he is. His relations are downright unfortunate, though.
Standing Reward: May hunt for a White Lion pelt from the pack of Tor Gard

House Snowmane: 9 Standing, 20 Favors
-On the one hand he continues to argue with Madame Cireon and Lord Dalos making him few friends, but on the other hand he did manage to impress the Phoenix King and so help secure our continued existence. What to think?

Archmages of Ulthuan: 4 Standing, 10 Favors
-Not without potential, and he works to meet it, but the path is long and arduous.

Loremasters of Hoeth: 4 Standing, 10 Favors
-Adroit and skillful in handling the Winds before the Phoenix King, but those were no true spells.

Saphery: 4 Standing, 10 Favors
-A skillful wielder of magic, to be expected of one instructed in our White Tower.

Eataine: 2 Standing, 0 Favors
-Found and drove out Druchii from our shores!

Caledor: 2 Standing, 0 Favors
-Found and drove out Druchii from our shores!

Tiranoc: 2 Standing, 0 Favors

Avelorn: 2 Standing, 0 Favors

Yvresse: 2 Standing, 0 Favors

Ellyrion: 2 Standing, 0 Favors

Cothique: 2 Standing, 0 Favors

Nagarythe: 2 Standing, Pending Favor Debt

Cult of Asuryan: 3 Standing, 5 Favors (+5 Per Turn)
-Located the Temple of Asuryan in Chrace and let us harvest the Celestial Chalcedony therein.

Objects of Note
Cynathyal/Deathclaw: A masterfully made sword, if one sometimes surpassed. Every blow that strikes true strikes deadly, as surely as a griffon's claws. (+15 to all combat rolls)

1 Egg (A magical egg, its contents unknown)

1 Power Stone, Azyr (A pure gem that is made of Azyr, the Wind of the Heavens)
1 Power Stone, Ghur (A pure gem that is made of Ghur, the Wind of Beasts)
1 bar of Ithilmar (The best metal on the planet, found only on Caledor)

Possible Reagents:
0 Moraidyr Shell, Shyish
0 Aesvarinor Eggs, Aqshy
0 Fractal Rocks, Hysh
0 Sunsteel Ingots, Chamon
0 Celestial Chalcedony, Azyr
0 Shockshrooms, Azyr
0 Forest Stones, Ghyran
0 Elqenyi Ingots, Ghur
0 Mistflower, Ulgu
 
Last edited:
Mechanics
Mechanics

Requests & Commissions: Actions that are built around going around and doing (or building) things. Could be joining an army to help put down an uprising in the Annulii, could be building a magic sword, really the sky's the limit.

Research And Development: Where you learn things, like how to use a new lore of magic.

Magical Comprehension: The three ways to divide and understand a Wind of Magic: Mytiscally, Elementally, and Cardinally. (Further exposition locked behind Magical comprehension action)

Focus

All Elves are a passionate, focused group, even obssessive in the worst of cases: the Long March, Arathion's single minded determination to restore the Dragon Armour of Aenarion, and Malekith's grasping, reaching, bloody desire for Ulthuan all stem from this same source. Vardanis is relatively mild in his case: he can put aside his Focus, for a time, to work on some other, potentially more immediately important, work but at the end of the day he has projects and obsessions, as any elf should. If they are not worked on he will get twitchy and irritable until eventually sacrificing the possibility of some other work. The longer he has gone without doing work related to a focus, the greater the odds of a meltdown wherein Vardanis will take a certain amount of AP and do some work to soothe said Focus. For the sake of all our sanity, this will happen in Turns proper rather than Turn results: He knows himself well enough to keep from making a promise then failing to keep it.​
 
Last edited:
Creations of Note
Creations of Note
That which you have created, weaving through with your magic.​


Ma-thil: A simply constructed greatsword, roughly as tall as you, with the Eltharin symbols of Elthrai and Elui wrought on its opposing faces. It has a silver and amber blade, a guard shaped like a Phoenix's wings, and a pommel shaped like the moon. Enchanted such that, once per battle its wielder may move faster and strike harder than even mere mass would suggest. Currently wielded by Methelian, Bladelord of Hoeth.

The Death of Draugnir: A play describing the death of Draugnir, the Father of Dragons, and Asuryan using his remains to forge Ulthuan on the surface, though it is also a meditation on the need to create glory out of tragedy and propaganda for the sake of the Phoenix King Aethis. To truly perform it requires a Wizard, or Wizards, skilled in each Wind of Magic.

Cynathyal/Deathclaw: A two handed scimitar, blade shining white as can be. The sword's crossguard and pommel are crafted out of gilded metal. It's hilt is made out of dark brown wood, sourced from Chrace (duh). The crossguard holds two Ruby gems at it's center (one for each side), reminiscent of freshly spilt blood, crimson, yet pure. The hilt is wrapped in dark red leather, while a tassle of white lion hair hangs from the pommel. it's name is written along the fuller of the blade, in flowing elven script. (+15 to all combat rolls)
 
Last edited:
If you've got any questions, now would not be a bad time though I am likely to fall asleep soon but I'll answer them when I wake up.

If you want to yell at me for not finishing Estalia quest yet, you know what that's fair.
 
Great Mages of the White Tower New
Great Mages of the White Tower

Leaders of the White Tower. All know Qhaysh, but an elf should be graceful and not constantly throw around the greatest of power.

High Loremaster Nathea Orcbane

First High Loremaster of the White Tower, Master of Qhaysh and Master of the Winds Divided. Of House Whiteblade, of Saphery, and of potency.

Standing: -1

--

Aqshyoith Kaywaeyn Redrose of Avelorn

In short, leader of those mages who specialize and focus on primarily Aqshy, ensuring the Curriculum is to par and constantly seeking new Lore.

Standing: -1

--

Azyoith Aesaith Starpeer

Leader of the Azyr Mages. You scarcely haunted her classrooms in the century you studied at the White Tower, an insult she has not forgotten. It does not help that she is of Ellyrion.

Standing: -2

---

Chamoith Faenor Ironwill

Leader of the mages who focus on Chamon, heir to the House of Ironwill, student of their deeper secrets, including the sole-Chamon form of Arcane Unforging that has become their bargaining chip. Bane to the Dawi Zharr (And only them???), having unmade many of their bleak works. Hails from Tiranoc.

Standing: 0

--

Ghuroith Inith Spiritcaller

Leader of Ghur researchers, you have actually spoken with her once or twice though admittedly it has been a few decades. She must have thought you were at least above average, having let you study all three portions of the Wind rather than focusing only on Cardinal as they all but make students endure for Winds they have less of a grasp of. Deep loathing of Beastmen by all accounts. Hails from Eataine.

Standing: 2
--
Ghyraith Allanon Worldhealer

Expert in Ghyran from the Shadowlands, from Nagarythe. He works tirelessly to rebuild the broken kingdom. His work has thrown him into conflict with the Norscans, and for all he is more peacefully inclined Dwellers Below covers a multitude of sins.

Standing: -1
--

Hyshoith Malanir Citydelver

Resident of Saphery who has studied the ruins of Sapethion and guides the mages of Hysh, protecting curriculum and brolically railing against the Druchii.

Standing: 1

--

Shyoith Iyrtu Daemonbane

From Caledor, but a master of the Wind of Death and leader of those who study it. Wars against the Daemons, and if you were to believe him he is only ever ten years from finally inventing a spell to kill them proper.

On the other hand, a hundred years ago, it was twenty.

And of course, even something that only disincorporates a Daemon is very bad for mortals.

Standing: 0
--

Ulgoith Ythil Loecborne

Leader of Ulgu Mages, from the Shadowlands, from Nagaryth. Happy that you managed to bumble your way into casting out the Dark Elves, mad you still haven't completed studying the Scroll of Challenge.

Standing: 2
--
 
Last edited:
[] (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)
Well, there goes all my names.
If you've got any questions, now would not be a bad time though I am likely to fall asleep soon but I'll answer them when I wake up.

If you want to yell at me for not finishing Estalia quest yet, you know what that's fair.
If we wanted to yell at you for starting another quest we would have already done so for all the Rune omakes you made. Seriously though I'm excited for this and it will be a blast.
 
Unsure about elf stuff, but:

[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.

I think I like the theme of being one of the first students at the White Tower, the academic undertaking above all academic undertakings, and being a specialist, not in any of the Winds of logic or reason or enlightenment or curiosity, but of passion.

(also there are other WHF quests/stories on the site following Ulgu, Shyish, and Ghur users, but nothing currently focused on a high-level Aqshy specialist.)
Which option let us kill the most dwarves?
bruh
 
[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.

Seers can have a massively outsized impact through providing knowledge at just the right place, and by acting as a hero's guide. Although that's not to say that having precog capabilities isn't going to massively help out in the whole scry-and-fry combo or with poking people to death. Regardless, I just find them really damn cool as well at the end of the day because you can just troll people so hard with future sight.
 
Last edited:
[X] Vardanis
[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.

is this plan voting or just choice voting.
 
Last edited:
As a note, Wind and Kingdom and possibly other stuff in further Chargen will synergize, though there is a synergy for each of them so don't let that frighten you off from potentially interesting combinations that you might, otherwise, regard as "unoptimal" or whatever.

Also I feel I should thank @torroar for helping me keep up my interest in WHF in the first place.

And I believe that's it until and unless anybody has any questions for me.
 
[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.

is this plan voting or just choice voting.
Plan voting, please. I'm sorry I didn't mention it, but in my defense, it is past 12.
 
Please no hate crime posting, I'd prefer not to get yelled at by irate mods (they scare me)
alright sorry that was stupid of me.

[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.

The kingdom of the TRUE Ruler of the elves.

[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.

Because I think it funny
 
Plan Forged in Fire

[X] Name: Araxes
[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.

Let's gooo. Really excited to see another Asur Quest.

I'm personally hoping to become a dragon rider as well as enchanter/maker of magical artifacts, hence why I'm voting for Chamon and Caledor. Not to mention the Anvil of Vaul is in Caledor as well.
 
The OP says this, though:

Which I took to mean that everything was separately voted on, so I tossed a vote toward Aqshy (since I have no strong opinions about anything else).
Name is separate, but Wind and Kingdom are together, if that makes sense?

So to fully clarify with two votes that I will consider valid, though Asuryan aid me in counting them later, and I am sorry that managed to mess this up already:

-[] Name
-[] Plan (Kingdom and Wind)

OR

[] Plan (Name, Kingdom, and Wind)

Am I clearer now? Honest question, no arcy sarcasm intended.
 
Am I clearer now? Honest question, no arcy sarcasm intended.
Yes.

[x] Plan Bright Student
-[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] 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.

Because soulcake picked Avelorn and following his lead has always paid off, it has the word "bright" in the description, and I like puns.

@Solarion be advised that your plan won't tally right unless you follow the

[*] Plan name
-[*] thing one
-[*] thing two

format
 
Last edited:
[X] Plan Unexpected Combination
-[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
-[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] 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.

I don't think I've ever seen a Ghur-focused protagonist in quests, so it seems like something fun. I like Soul's name though and can't think of anything myself (that isn't silly like calling him Simba or Mufasa haha) so I'll go with Vardanis for that one.
 
I will say that I don't have a problem with being cheeky and doing something like translating a LOTR name from Sindarin or Quenya or whatever else into Eltharin. I just want it to be slightly less obvious than a nuclear bomb, you know? (Or for that matter a name from X thing from its conlang to Eltharin)
 
[X] Name: Suryavar
[X] Plan: Old MacAsur Had A Farm
-[X] 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.
-[X] 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.
 
Voting is open
Back
Top