I'm def not taking that bet. Alith Anar himself would most assuredly bite someone if it meant he was even one centimeter closer to wiping out Maliketh, Morathi, and the Druchii as a nation
[X] Plan Bring the Dawn
-[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] 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.
[X] Plan Forged in Fire
-[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.
[X] Plan Bring the Dawn
-[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] 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.
[X] Plan Forged in Fire
-[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.
For us SVers who love to learn and expand our repertoire, sounds ideal.
It also deals a lot with fundamental forces which could, thanks to the elven mind, in turn open further ways of manipulating the other Winds by manipulating the natural forces they are attracted to.
Not to mention potion and elixir creation for handling wounds and things that would normally be the purview of other Winds.
And if we choose to be from Caledor, we have closer proximity to Ithilmar and the metals our work and craft demand.
I'm sure people will be very interested in high quality shinies and equipment.
Hysh though deals with the mind, which is kind of essential given the dragons are stuck in sleep, and is a Wind that flows easily, even as far from the poles as the equator.
[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.
[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.
[X] Plan Bring the Dawn
-[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] 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.
[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.
[X] Plan Forged in Fire
-[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.
[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.
[x] Plan: Hop in boys, we killing some Druchii
-[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] 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.
[X] Plan Want Dragons, Learn Dragons
-[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] 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] Plan: The Once and Future Mage
- [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] 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.
[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.
[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] Magnificent Majestic Magic
- [X] 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.
-[X] 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.
[X] Ride along with our friends
-[X] 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.
- [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] The Ship-Kings, The Lords of the Seas, the Asur of the Great Ocean
- [X] 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.
- [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.
It seems like we have become Catman, defender of the beasts of Ulthuan. Hopefully we defy the typical elven form and become swole as fuck. We'll be beating the dwarves at their own game!
- [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.
You awaken to the dormitory that has, by and large, been your home away from home for these many years past, now, being neither too small nor too large, on the last day of your instruction, odd thoughts flowing past. You never did quite manage to get past the Sapherian penchant for austere and imposing architecture and make it all the way your own: the cold smooth marble stone of the floor and of the walls still peaks past in a few spots, the windows are a bit more whorling and delicate than you would really like (though you must admit they do let in the sun well) and you'd like the fireplace to be a fair bit bigger. More annoyingly than letting through clear air as had been the case in the first twenty years of your life, the stink of magical experiments wafts through from the many floors above and below you, not always unpleasant but always attention grabbing. And there are not nearly enough plush furs for your taste: it is cold this near the sea, and you are not half so pretentious about your comfort as some from the Kingdom might be.
But.
It does have your mark now, as sure as the sun shines overhead. Books of Aethyric theory fill the singular, massive bookcase that is your right, which is not particularly unique though you have not met many who have so dedicated themselves to the Wind of Ghur (More's the pity: many of these people would be much happier if they spent a bit more time feeling the grass beneath their feet and the wind in their hair rather than arguing over some relative minutia of this or that Wind of Magic) but there are other, more unique marks of your life.Rather than simple wool and linen your bed's blanket is thick elk fur, worked soft and pliant, and the beast's antlers hang over your door. A hunting bow is propped up to one side, and a quiver of sharp arrows next to it with considerable care. The rug in front of said fireplace that needs to be bigger is the skin of a bear, a gift from your sister.
All somewhat stereotypical, of course, for a worker of Ghur. You will not deny that even the Beastwalkers of Chrace themselves bear such to mark that which is their magic, and nor are you ashamed of that heritage: the Sapherians may present themselves as the masters of magic, perhaps, but many monsters of the bleak of the Mountains of Annulii have been slain by the claimed strength of those walkers, throwing themselves into battle with such might.
Less stereotypical are the statues and models created in simulation of the animals which create the Wind in the first place, worked out of the finest clay by your unwavering hands. Anatomical studies, sketched out and waiting to be studied further and eventually inked, held in journals out on your desk, waiting for the bright daylight so that you can see much better to continue working on them. The shape of the wing of a falcon annotated, following its flesh and the sculpted muscles underneath the bright, dawny feather, autopsied after the beast died. The head of a White Lion (the beast, that is), examined in most intricate detail, such that you could forge one a new tooth for its jaw if necessary, living and breathing as you examined it (very. carefully). A study upon a rabbit's ears checking each and every portion of it to see how it functions, the way the folds channel the noise. A diagram of a centipede, a spider, a butterfly and more for those slight things too have the mark of Ghur. More than merely animals, as beasts of Chrace they are particularly healthy.
The pain of magic is that you can hardly say for certain whether it is directly because you have studied the anatomy of animals, or merely because you have filled your mind and your thoughts with the great beasts of the forests and of the plains and any such thing would work no matter how scholarly, but it has made your grasp of the Amber Wind much more potent than it should be. Of course, there is nothing saying it can't be both: this is, after all, magic, not Runes: you don't get it the easy, straightforward way.
[Gain Magical Comprehension Cardinal, Elemental, and Mystical of Ghur]
[Gain Trait: Beastly Mind(If research involves Beasts, for each three actions invested, gain one additional progress]
And far, far less stereotypical for a mage of Chrace is the icy statue carved in the shape of a snowflake that constantly leaks mist, located in your room's right corner. The slightly electricity blackened rod of copper that bears the whorling marks of lightning, blasted into it by the forking arcs of sky fire. A windsock of flowing silk, tied around your railing, colored sky blue and ice white. Pride and shame war within you to see all of that which you have had to construct, strewn about the balcony.
Pride of course, that you had mastered it at all. Azyr flows around them, the mark of the heavens in certainty. By your efforts you had made the ineffable, confounding and flowing Wind do something at least, which was certainly nothing to sneeze at. The wheel of magic is hardly ironclad, but it does reach at a greater truth in so very many cases and certainly in yours. The mindset of seeking the future, of looking to the heavens, of considering higher aspirations, is a poor match for the mindset honed by Ghur, with its immediacy, its bright life, and that its greatest aspiration is to survive, to live, to flourish. Managing to find harmony in your mind between the two of them is not nothing. Many lesser wizards never could without the corrosive touch of Dhar, and that does not count.
But gods. Elemental, really? Like some half-rate Gor Shaman, paring down the bits and pieces of infinity to fit your mind rather than growing your mind to hold its complexities. Ulgh.
Silently you swear another oath that you shall grow to comprehend Azyr in its fullness. You can see it now, in your mind's eye.
[Gain Magical Comprehension Elemental for Azyr]
[Gain trait Sky Seeker, narrative effects for now]
Littered around the room are the ephemera of your comprehension of the other Winds, littered around in books and charms and so on. The Red Hope lies open on your bed turned to a particularly interesting section describing the deliverance of Tor Kadath from the madness of the Daemon Ulthax. A rose dyed pink by the touch of magic. Isha's Ways, the less salacious edited edition, closed and shoved under the bed so that nobody ever sees you've so much as sniffed at it. A flute wrought of bone with acceptable skill. The Misty Dance, and if the author goes on another hundred word rant about the superiority of Ulgu over Hysh one more time you might just gag (both are inferior to Ghur anyway). A blacksmith's hammer. Each of them is a symbol of a whole understanding of a Wind.
[Gain Magical Comprehension Cardinal for Aqshy, Chamon, Ghyran, Hysh, Shyish, and Ulgu]
In any case, judging by the slowly growing cloud of magic headed your way there is something you need to do right quick. Walking through your tidy room, thank the gods for small mercies, you grab the pitcher and make your way towards your second closet: one that the Loremasters had with a wink insisted was yours to meddle with, though more seriously had said anything too untoward would draw even their, patient, attention more than quickly enough.
Tables, small plinths really, fill the space, itself a simple rectangle with tile floor, wooden walls and a high ceiling. Ceramic bowls rest on each table in front of the statue, somehow clean in spite of the fact that you have never moved them and what you have done in them, and moving with some solemnity you fill each with offerings appropriate to the god in question.
Your shrine.
And finally you come to the greatest statue of them all, though in truth it is still not much more than a fairly detailed carving of their image out of the finest of wood. For all you worship each god as appropriate, there is one you embody more than the others, one thats touch upon your life is in a sense truer, and less escapable:
[] Kurnous, Lord of Hunters and primal father of all elves. He, and you, are of the Beasts.
[] Isha, Mother of the Elves. Protector of nature, and guardian of the natural order.
[] Hoeth, Lord of Wisdom. Patron of the White Tower.
[] Ladrielle, the Veiled. Patron of those who wander the wild places.
[] Asuryan, Emperor of the Heavens. Keeper of the balance, including between predator and prey.
[] Lileath, the Maiden. She who brings clarity and foresight.
[] Loec, the Dancer. Deep is the joy He brings, even in the Wild Places.
[] Vaul, the Smith. For great has been your craft.
[] Hekarti, the Conjurer. She who sings Sorcery; not beloved, but respected, in Her proper place.
It takes time, to make all things right. To offer the sacrifices each god deserves and mandates and desires, as is only, and justly, proper. But it is done. It is done. And not just a little too late for, from the halls, you hear the deep steps that tell you as much as anything can that your family has arrived to claim you and bring you back to Chrace at last, for a time at least, and to make good on the investment they took out in educating you. Perhaps that is for the better: The Houses of Ulthuan are far, far, far from the mad treachery, idiocy and bloodthirst of the Traitors, but you have not always gotten along with everyone at the White Tower and you would like, if nothing else, that your last sights of this place which has so often been your home are a good one.
You look at the banner of your House:
[] A lion's head in bright white upon a field of gold. House Snowmane has reason to be proud, beyond that of other Houses, and yet a shame lies upon you too. During the time of the Sundering, Your Great-Grandfather, Thinat, may his soul rest well, was the only member of the House Blackfang not to march at the side of Malekith and Morathi, instead turning upon his own kin, brother and sister, mother and father included, and driving them away without the beasts they sought to bring with them, leaving them much poorer as they fled to the cursed halls of Karond Kar, and then granted his own House sans the shame of treachery. Ever since, the two Houses have sought each other on the field of battle, and such battles are of a bewildering intensity. Shameful that history, yes, but better the shame of proved loyalty than the shame of treachery.
[] A mighty tree of black upon a field of blue. House Nightwood, one time protector of the grove of the Nightwood, a subspecies of the Starwood of Anhara Draconis that grew black as the night. The nascent Dark Elves, of course, sought to claim the stuff for themselves, for reasons both Aesthetic and practical alike. As they did with all other sources of that famed Starwood they burned the grove to the ground when they realized they would have none of it, and so the Dragon Ships were lost to your people, slowly fading, slowly dwindling, slowly passing as yet another wonder you were unworthy of. The disgrace hangs heavy over every head bearing the name, and you are not an exception; and one day you will rip into Druchii hide for what they have done to your family. But you live too, you live, and where there is life there is hope.
[] A red lion whose braided mane contains woven Khazalid Runes upon a field of verdant emerald, the sigil of House Ironwill. During the War of the Beard, as the might of Ulthuan was thrown against the barbaric rage of the Dwarfs, your ancestor Cyla learned how to shatter their Runic works, breaking the inferior art of the Runesmiths like so much glass against her excellence, her skill. Ever since you have worked to further refine that art she learned to survive, and now all enchanted works need fear the magic of House Ironwill. But the Dwarfs, of course, the Dwarfs do not forget, anymore than you will forget the burning of Kor Vanaeth or the slaughter of the Spirits or the burning of the forests or the murder of the Dragons, and for all they claim the Grudge was settled with their theft of the Phoenix Crown you know in their heart of hearts they will not forget this slight. And you are not so anodyne about the notion you will never again deal with the heartless creatures.
You shall attend the ceremony in which you are acclaimed a full mage today, accompanied by whatever members of your House have managed to make the journey, and then the length of your life waits for you out there. But there will be so much to do: Arcane secrets to learn, wonders to create, foes to fight, a world to save. So much to do, and there are only so many hours in a day. So many days in a month. So many months in a year. And so many years in a life.
Best to make them count, then, before you leave this world. High Elf Culture Corner:
Hekarti: A bleak goddess indeed, one of the dread Cytharai, and the Druchii do claim they are Her truest worshipers. However, She holds Her worshipers within Ulthuan as well who hold Her as Queen of Conjurations, and it is not unusual even for devotees of Hoeth to ask for Her aid when and if they have to cast something sloppy and instinctual. What She represents within the Elven mind and soul is a matter of some debate for theologians, who are split between regarding Her as an unhappy reminder to all mages that Magic can be dangerous even after the most intense study; an unhappy reminder of the tendency towards megalomania and arrogance within those who study magic; or an unhappy reminder of both. While Her worship is not, per se, illegal, Dark Magic is very much so, and so Her worshipers within Ulthuan, presuming they follow the law, content themselves with the She that Conjures, rather than Mother of the Darkness, though they acknowledge the existence of both.
--
Vote is open as of time of posting. I have also rolled for your physical appearance, will get that up soonish.
[X] Plan: Dark Dancer
-[X] Loec, the Dancer. Deep is the joy He brings, even in the Wild Places.
-[X] A mighty tree of black upon a field of blue. House Nightwood, one time protector of the grove of the Nightwood, a subspecies of the Starwood of Anhara Draconis that grew black as the night. The nascent Dark Elves, of course, sought to claim the stuff for themselves, for reasons both Aesthetic and practical alike. As they did with all other sources of that famed Starwood they burned the grove to the ground when they realized they would have none of it, and so the Dragon Ships were lost to your people, slowly fading, slowly dwindling, slowly passing as yet another wonder you were unworthy of. The disgrace hangs heavy over every head bearing the name, and you are not an exception; and one day you will rip into Druchii hide for what they have done to your family. But you live too, you live, and where there is life there is hope.
@Voikirium is the next vote the choice between archmage and lore master?
[X] Loec, the Dancer. Deep is the joy He brings, even in the Wild Places.
[X] A mighty tree of black upon a field of blue. House Nightwood, one time protector of the grove of the Nightwood, a subspecies of the Starwood of Anhara Draconis that grew black as the night. The nascent Dark Elves, of course, sought to claim the stuff for themselves, for reasons both Aesthetic and practical alike. As they did with all other sources of that famed Starwood they burned the grove to the ground when they realized they would have none of it, and so the Dragon Ships were lost to your people, slowly fading, slowly dwindling, slowly passing as yet another wonder you were unworthy of. The disgrace hangs heavy over every head bearing the name, and you are not an exception; and one day you will rip into Druchii hide for what they have done to your family. But you live too, you live, and where there is life there is hope.
@Voikirium is the next vote the choice between archmage and lore master?
Kind of yes, in that you will be seeing the method I have for choosing between the two. It's going to be a bit more involved than just a singular vote though.
Since we are focused on beasts Kurnous would work pretty well, but I think it might be a bit too obvious. I'm going to go with Ladrielle because if you are going to look for beasts to study, wild places seems like a good place to start, she is a good patron for a traveler and I want Vardanis to travel and discover new things. As for the House, I'm going to go with the one who has Druchi enemies over dwarf ones because I do not think anyone will deny they deserve it more. Who knows maybe we will make a name for ourselves freeing the captive beasts of their cruel beastmasters.
[X] Plan Where the Wild Things are
-[X] Ladrielle, the Veiled. Patron of those who wander the wild places.
-[X] A lion's head in bright white upon a field of gold. House Snowmane has reason to be proud, beyond that of other Houses, and yet a shame lies upon you too. During the time of the Sundering, Your Great-Grandfather, Thinat, may his soul rest well, was the only member of the House Blackfang not to march at the side of Malekith and Morathi, instead turning upon his own kin, brother and sister, mother and father included, and driving them away without the beasts they sought to bring with them, leaving them much poorer as they fled to the cursed halls of Karond Karn, and then granted his own House sans the shame of treachery. Ever since, the two Houses have sought each other on the field of battle, and such battles are of a bewildering intensity. Shameful that history, yes, but better the shame of proved loyalty than the shame of treachery.
Kind of yes, in that you will be seeing the method I have for choosing between the two. It's going to be a bit more involved than just a singular vote though.
Tall and broadly built by the accounting of Asur, of a height of six feet seven inches. Hair long and flowing, most often braided in loose patterns preferred by wood workers, and a blond the shade of yellow. Eyes of aquamarine. Clean shaven, as is the style of Chrace, in defiance of Sapherian norms.
(Also I fixed the typo in Karond Kar, sorry about that)
[X] Plan Lion-er King
- [X] Asuryan, Emperor of the Heavens. Keeper of the balance, including between predator and prey.
- [X] A lion's head in bright white upon a field of gold. House Snowmane has reason to be proud, beyond that of other Houses, and yet a shame lies upon you too. During the time of the Sundering, Your Great-Grandfather, Thinat, may his soul rest well, was the only member of the House Blackfang not to march at the side of Malekith and Morathi, instead turning upon his own kin, brother and sister, mother and father included, and driving them away without the beasts they sought to bring with them, leaving them much poorer as they fled to the cursed halls of Karond Kar, and then granted his own House sans the shame of treachery. Ever since, the two Houses have sought each other on the field of battle, and such battles are of a bewildering intensity. Shameful that history, yes, but better the shame of proved loyalty than the shame of treachery.
I don't understand why it's necessary to vote by plans here. How do our main god has a link to our house?
I'm interested in playing a mage who doesn't mainly worship Hoet, I'm curious to see what Hekarti worship for Asurs look like. Concerning the house, I find more interesting to explore the relationship between Dwarfs and Elves.
[X] Plan The Red Conjurer
-[X] Hekarti, the Conjurer. She who sings Sorcery; not beloved, but respected, in Her proper place.
-[X] A red lion whose braided mane contains woven Khazalid Runes upon a field of verdant emerald, the sigil of House Ironwill. During the War of the Beard, as the might of Ulthuan was thrown against the barbaric rage of the Dwarfs, your ancestor Cyla learned how to shatter their Runic works, breaking the inferior art of the Runesmiths like so much glass against her excellence, her skill. Ever since you have worked to further refine that art she learned to survive, and now all enchanted works need fear the magic of House Ironwill. But the Dwarfs, of course, the Dwarfs do not forget, anymore than you will forget the burning of Kor Vanaeth or the slaughter of the Spirits or the burning of the forests or the murder of the Dragons, and for all they claim the Grudge was settled with their theft of the Phoenix Crown you know in their heart of hearts they will not forget this slight. And you are not so anodyne about the notion you will never again deal with the heartless creatures again.
[X] Plan Lion-er King
- [X] Asuryan, Emperor of the Heavens. Keeper of the balance, including between predator and prey.
- [X] A lion's head in bright white upon a field of gold. House Snowmane has reason to be proud, beyond that of other Houses, and yet a shame lies upon you too. During the time of the Sundering, Your Great-Grandfather, Thinat, may his soul rest well, was the only member of the House Blackfang not to march at the side of Malekith and Morathi, instead turning upon his own kin, brother and sister, mother and father included, and driving them away without the beasts they sought to bring with them, leaving them much poorer as they fled to the cursed halls of Karond Kar, and then granted his own House sans the shame of treachery. Ever since, the two Houses have sought each other on the field of battle, and such battles are of a bewildering intensity. Shameful that history, yes, but better the shame of proved loyalty than the shame of treachery.