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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.
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 as he goes about Tor Enthlui.

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
 
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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.​
 
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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)
 
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Creation/Material Tiers
Tier 1: Entirely unenchanted, or very extremely lightly enchanted, works./Extremely common materials.

Tier 2: The uncommon, the strange, and the plain unusual. Dragon armor of Caledor and White Lion Cloaks, particularly on Named Characters since they have somewhat more kick./Things like White Lion Blood, perhaps not rare on the view of the globe but certainly not so consistent that you can throw it away barring rare edge cases.

Tier 3: A true rarity, the sort of thing that cannot be produced in large numbers. Anything in this tier should be assumed to be a one off, even for the High Elves, certainly past the First Golden Age./ Difficult to acquire or time consuming to produce or both, even on the scale of elves.

Tier 4: The kind of thing that, to put it simply, can change the shape of a life. The good become great, the great become excellent, and the excellent become unstoppable./Even the least of is something deeply refined and difficult to create or comes from immensely dangerous. Daemons' blood, Manticore poison, Dragon scale, that sort of thing.

Tier 5: The sort of thing that appears in myth and shapes the fate of nations. The Dragon Armor of Aenarion, the Spear of Kurnous, Destroyer: those weapons which unmake, that no armor can protect against, which slay even the servants of the divine; that armor which protects beyond protection, that no weapon can pierce, that even divinity cannot strike./At the least ripped from the body of the utmost rare creatures, at the most entirely unique and not to be repeated ever again in the turning of the world.
 
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Cytharai Worship in Ulthuan in the Time of Aethis the Poet (IE Here be Homebrew)
Cytharai Worship in Ulthuan in the Time of Aethis the Poet (IE Here be Homebrew)

Being a report on the cults of my home:

Addaidoth-
Fire worshipers. Wrathful, proud and raging, wielders of Aqshy in all its forms, steel clad and steel raging. They congregate around the great natural fires of Ulthuan, the volcanoes of Caledor where the dragons sleep; for that matter, the dragons themselves are sacred creatures to them as beasts of infinite fire, power, and pride. A more tolerated portion of the cult than may be considered average since they generally keep to themselves and when they don't are having it out with the enemies of Ulthuan more than they threaten the other Asur. The only exception is when the Cult of Vaul, who dislikes the competition they bring as craftsman, is on the upswing.

Anath Raema- Woodsmen, poachers, and serial killers galore. As such a melange suggests she is unpopular within Ulthuan, and in the time of Aethis the Poet (IE Now) is by and large banned; worship of her, just to keep a goddess happy is acceptable but strange but any time two or more followers of Anath Raema get together things get bad and nobody is overly fond of it. This is admittedly likely partially a result of the social pressure put on them, but on the other hand, that excuse only goes so far when you're skinning people. Lots of hunters within Yvresse pray to her, to help them hunt down the monsters that lurk in those misty place. Shockingly she wields Ghur.

Atharti- Not banned in all cases, but toeing the line more than somebody like Addaidoth for sure. The expected, of course, whisper praise to their goddess, but also literati, poets, musicians, and other artists, who take their pleasure in their creations; as well as enjoyers of sport and other leisure activities. It is not necessarily only a cult of the rich, but there is a reason so many rich debutants love it. Her lore in Ulthuan focuses on Ghyran, Chamon, and Aqshy. She is favored in Saphery, for they have a love of poetry there.

Drakira- Banned more often than not, though not, shockingly, as enforced as a ban may be against, say, Khaine. Deeply unpopular within Ulthuan, on the grounds that they regard themselves as, by and large, beyond the basal state of hate, of vengeance, of slaughter and blood-fued; leave that for the Haclad. This is not an entirely untrue statement, but nor is it entirely true, either, for in Nagarythe grudges (and not only against the Druchii) run deep and hot. Not currently being persecuted within most of the Ten Kingdoms. Her lore wields Ulgu, Shyish, and Aqshy, the shadowy treachery, the surety of vengeance, or bright hot hate. The common Shadow Warriors know her, though the Shadow Weavers are a very different story; for one, Loec tried to kill her which is not the kind of thing that makes friends.

Eldrazor- One of the more acceptable Cytharai cults. Not entirely unlike the Slayer Cult of Grimnir, in that they go into battle pretty well-unarmored (if dressed) in emulation of the oldest songs of honor duel warfare from before the incursion, where battle was between handpicked bodies of champions rather than major military forces and they seek worthy foes to fight. On the other hand, the Priests of Eldrazor are doing it to show off rather than because they feel any particular shame. As a historical curiosity the cult mostly lingers in Tiranoc, perhaps as simple a function as their chariot riding tradition making it less lethal to follow their ways. They do not like the Sisters of Slaughter and have a fierce, if professional, rivalry with the Eternity Guard. Their lore wields Hysh, Shyish, Aqshy, and Ghur.

Ellinilli- Not worshiped: Placated. Rage and death, death and rage, the broken kneel to him, hoping that in supplication they might convince him to spare them and, if they are truly lucky, turn his fathomless rage and his infinite hate against their enemies. His favor is mercurial but the results cannot be denied when they do work, if they work. Whispered prayers to turn aside are common in every home throughout Ulthuan, but his cult, such that is is, is varied, mostly on the grounds that it is hunted. He wields Shyish and Aqshy: The certainty of suffering and the sheer forces of destruction. Feared throughout Ulthuan.

Ereth Khial- Goddess of death, mistress of the Black Pit. Spurrned by Asuryan, she turned her vengeance against the elves, seeking to claim their spirits; she has found limited, but extant, success, at least among Ulthuan. Those who desire power, those who desire success, or those who fear the judgement of the Cadai run to her, promising themselves to her. In return, death follows her, Shyish leaking from them like a mist. Cults dedicated to placating her are mildly tolerated; those who would sell others to her, are burned out root and stem. Her cult is headquartered in Lothern.

Estreuth- Lord of Famine, Lord of Drought. He is placated and appeased with offerings of fresh food and wine in return for the hopes that he might avert his gaze, but a real, dedicated group of worshipers mostly sounds like a band of villains in the making and so are generally swatted apart when they arise. In the colonies, where things are consideraby wilder than they are on Ulthuan proper, he has more power, especially since he has proven useful in burning out the Beastmen by making the very forests they rely on for cover wither and die. His Wind is the Wind of Shyish and Aqshy, the endless Hunger of Aqshy.

Hekarti- Goddess of Conjurations and Dark Magic; that is to say, the goddess most attached to the actual casting of spells. Dark Magic is prohibited in Ulthuan for a number of very good reasons and so that portion of her is not allowed to be worshiped; however as the goddess of Conjurations, of actually casting magic, it is not particularly surprising for even the most Hoeth-Loving Mage to offer a whispered chant to her as they desperately try to control their magic. As the goddess of Conjurations all magic is blessed to her, and so she is wise in every wind. Her wild magic fits in well in Chrace, my home, as Tethia would tell you, though this means the Sorcerreses of Ghrond who come rage even more wildly than usual.

Hukon- God of Earthquakes. Destroyer, shatterer, earthshaker. Rites to ward off evil, rites to turn aside his gaze, are beloved and so to that end, cults so dedicated are allowed, though raw worship of him is not. His is the breath of Chamon and Shyish and Ghyran, for the metal and soil of the earth that he breaks and shakes and turns into a weapon as is his rite.

Khaine- Banned. God of Murder, god of strength. One who knows only the worship of blood and power, power and blood. His cult is struck down wherever it arises, for they are a band of animals and slayers. And yet on the other hand, how many warriors of Ulthuan have offered a silent prayer to him for might in battle? How many souls, merely trying to survive, bowed to him? And how many more resisted him? As a force of raw devestation there are notes of all of the winds captured in him, king of the Cytharai by the right of blood.

Mathlann- The god of the seas. Tolerated but not loved but by the sailors who offer obedience to him. In Cothique they know him, hopin he will return their loved ones rather than slay them out of a mercurial apathy towards even his followers. His breath is the breath of Ghur, Ghyran, Azyr, and Ulgu, for he is as multi-faceted as the seas he rules.

Nethu- Keeper of the Gate of The Dead. Son of Ereth Khial. Not loved but, indeed, perhaps the most tolerated of the Cytharai. He holds the line between life and death, demarkating the boundaries between the afterlife and the mortal realm, acting as the gatekeeper of Mirai, the land of his mother, a duty he keeps to honorably enough. Bearer of Ulgu, Azyr and Shyish. Rumors suggest Druchii agents manage to plant his symbol inside Asur official homes. Rumors are deeply stupid and should be ignored.

-Vardanis of Chrace
 
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Loremaster vs. Archmage
So I've dropped some notes on this here and there, but I figure I may as well actually get what I see as the big four differences between Archmages and Loremasters down in plain white electrons at some point and mark it for ease of reference.

Archmages:
-Qhaysh
-Ulthuan lore
-Pedigree
-Unlimited Power!

Loremasters:
-White Tower influence
-Foreign Lore
-Martial Prowess
-Esoteric Bullshit
 
The Ten Ancient Lores of Ulthuan
The Ten Ancient Lores of Ulthuan

The ten traditions the old Loremasters once studied, before being subsumed into the White Tower, into Hoeth. To study them is still to earn that dignity.

In alphabetical order:

Avelorn: The Seneschals, peaceful followers of The Everqueen from times now long gone wielding resplendent Hysh. They gladly aided the White Tower on the orders of their queen.
Caledor: The blind priests of Vaul, studying Chamon in Vaul's Anvil, where secrets of crafting are held and the best craftsmen congregate. It was a mean effort to gain even the secret of working Ithilmar from them.
Chrace: Beastwalkers, masters of Ghur, who helped establish the famed lion chariots. They, as well as many other Ghur scholars, opposed the foundation of the White Tower as deleterious to Ghur.
Cothique: The Storm Weavers and Mist Mages, seamen and travelers who learned, mastered, understood High Magic itself, that which arises from the seas, built upon a base of Azyr, rather than Aqshy and courage itself. They have fiercely maintained their independence from White Tower entanglements, though learning there is not impossible per se.
Eataine: Seakeepers, who ensure the lands are fed, that the beasts are kept quiescent, that the port stays healthy, through the use of Ghyran.
Ellyrion: Cinderseers, priests of Lileath, students of Her Aqshy, drawing upon a connection to her steed, Cindermane. They begrudingly but willingly shared the basics of their lore with the High Tower, though proper Comprehension and Mastery requires studying with them.
Nagarythe: Shadow-Weavers, whose lore first began in the Golden Age as a method of contesting Daemons as taught by Loec the Trickster Himself in His Ulgu guise rather than His Hysh, Loec of Music. Ythil was essentially the only Shadow Weaver to actively contribute to the White Tower, and there is a reason she now, instead, goes by the title Archmage.
Saphery: The Cult of Hoeth itself, of course, bearer of knowledge of all eight Winds and of High Magic as passed along--though changed--from the Slann, who themselves learned it from the Old Ones. They are the benchmark. They do also have what remains of Saphethion within their realm, and the knowledge it once held.
Tiranoc: Judges, holders of Shyish, those who remember. They preached of coming calamity, of the end, of destruction; and when the destruction came, they wore they would remember. They are tepid towards the White Tower.
Yvresse: The priests of Ladrielle the Wandering, workings of Ulgu, of ash, and of mist. As a mystery cult they do not willingly pierce the mystery for just anyone, though one may learn through efforts.

(This, as of 150 years after completion of the White Tower)

(I will have your standing with them on the front page up today)
 
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Introducing Spell Proposals
Now Introducing:

Spell Proposals!

To broaden the effective spell book and worth of foreign lore (And since if I keep waiting for you to actually finish your training as an Archmage or Loremaster I will be dead long before this can happen) I am now opening Spell Proposals, in this format:

Wind: Wind(s)/Dhar/Qhaysh
Comprehension: Mystic/Cardinal/Elemental/Other
Effect: Spell Effect

#Spell-Proposal
 
Great Mages of the White Tower
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

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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

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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

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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

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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
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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
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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

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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
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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
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