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==The Lord== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |How involved is your lord in Ulthuan's politics? (1d100) |- ! 1-10 | Isolate: There is a certain dignity and elegance in detaching oneself from wider goings-on. Lords who consider themselves to have important martial duties are often so disposed. |- ! 11-35 | Aloof: There is a certain dignity and elegance in detaching oneself from wider goings-on, and this in turn can be dangled in front of one's friends. Though it take some self-control, people actually anticipate his arrival. |- ! 36-65 | Participatory: Nobody will deny that getting one's point of view across is a necessary skill which also aids in self-betterment. Moreover, what kind of gentleman refuses to show his face among friends? |- ! 66-90 | Committed: Some cultivate a chain of relations, but he has managed to weave a veritable spider's web. So what if he's forced to travel out-of-kingdom and dance between a hundred different concerns? |- ! 91-100 | Submerged: Working at court takes up just as much if not more time than managing land at this point. He can now pull favors out of thin air and compel a Shadow Warrior to smile; just don't forget his inspiriting salves. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |What is your lord's favorite civil pastime? (1d100) |- ! 1-10 | Hunting: The Lord of the Wood smiles on those who chase in his name. Most refined hunts consist of an afternoon on horseback, but there are always those who will paint their faces and clamber into the bush for days. |- ! 11-20 | Scholarship: No land can match ours for sheer volume of accrued knowledge. Whether curating one's own archive or rooting around in others', nothing will ever surpass the thrill of illumination. |- ! 21-30 | Winemaking: Every kingdom on the continent has its vintages, and his either is or soon shall be one of the best. Which is the deadlier threat, inclement weather or ignorant palates? |- ! 31-40 | Commerce: Who says a highblood's palm is sullied by lucre? People with small mansions, that's who. Even if you do not need the money, the science of deal-making comes with its own sense of fulfillment. |- ! 41-50 | Hosting (reroll if politics are Isolate): Friends, foes, puppets, players, and countless more bend their energies toward the dance of high intrigue. And, they will all be gathering under his auspices. |- ! 51-60 | Artistry: An absolutely sweeping category of interests. Maybe it's forging weapons, maybe it's arranging flower pots; either way, something beautiful has ensnared him by lure of its potential for perfection. |- ! 61-70 | Song: Ever have the heart and the mind pursued one another, forming endless, intricate spirals which can merely be recorded in reverence. This is why the greatest poets will equate themselves with scribes. |- ! 71-80 | Dalliance: Affairs of state inevitably put a man in graven mood, which is why he must find all possible time for the... romantic. Jealous thunderbolts await those who reach too far up the tree, however. |- ! 81-90 | Excursion: For better or worse, there persists a wide world outside the bounds of our homeland. Some elves are drawn inexorably to it, returning with ships full of “treasure” and lungs full of anecdote. |- ! 91-100 | Applied Magic: Urges to outfox one's friends with feats of petty magic have proven the germ of no small chaos in Ulthuan's halls of power. I've personally seen entire wings of ancient houses ruined this way. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |What is your lord's favorite martial activity? (1d100) |- ! 1-10 | Drill: Every drop of sweat shed at the training ground is one less drop of blood lost on the battlefield. Hopefully his men see things the same way, for he shows them about as much mercy as the enemy. |- ! 11-20 | Reaving: People think that only one kind of elf prowls the high seas in search of steel and silver, but he proves otherwise. In fact, the most satisfying targets are those elves people normally think of. |- ! 21-30 | Riding: There are those who let the monster between their legs carry the entire fight. He is no such fool, either because he wishes to display true skill, or because he might only have a horse at the moment. |- ! 31-40 | Fortification: Some men take a perverse pleasure in raising embankments and thickening walls, stuffing larders and servicing garrisons. Something tells me he should avoid wearing too much yellow. |- ! 41-50 | The Campaign: Every day that an army takes up fighting is paired with a hundred or more spent marching. He, therefore, has learned to make it run like an Ellyrian thoroughbred. |- ! 51-60 | Speechifying: Many have been astonished by an elven lord's inability to shut up, even during a brawl. Speeches drive one's companions to greater courage and deed, along with showcasing eloquence and improvisation. |- ! 61-70 | Monster Hunting: Not every hunt is called after a wholesome boar or lion, for there are things in the Annulii that would curdle the blood of younger races. Do not forsake your duty in Kurnous' throes. |- ! 71-80 | Strategy: Battle involves just as much give-and-take as any duel or romance. To match wits with the enemy commander, to win without even laying eyes on him; that is true excellence. |- ! 81-90 | The Duel: Rare is the asur who would let an equal's insult go unchallenged. After testing himself against the best, the enemy's leaders seem like small change indeed. |- ! 91-100 | Battling: Prince Tyrion's choice. Slash and burn, until it is done. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |What is your lord's favored style of battle when commanding the greater army? (1d100) |- ! 1-15 | Flexible: Rather ubiquitous among asur generals, this strategy begins with a set method in mind, but is never hesitant to mutate and adapt in the course of action. Such an open-ended approach requires centuries of experience, preternatural intuition, or both, but Ulthuan's elite have always held ample stock of such things. Our standard levy troops take well to this practice by dint of their natural versatility, as well as their trained receptiveness to command. |- ! 16-30 | Mastermind Warfare: He knows better than to assume that battles begin on the battlefield. What good would it be if one's cognition did not encompass every detail of the fight and everything surrounding it? Let the enemy cry out his death as he gets caught in the gears of a perfect machination. Practitioners of this type of warfare are often careful to instill exactitude and compliance in their officer corps, lest the oafs put a beautifully conceived plan to ruin. |- ! 31-42 | Offensive Rush: Everyone can respect the perennial tactic of committing one's full strength to a headlong charge into the fray; what matters is how it's done. Is the whole army coming from a single direction? Are they moving over poor terrain? Is the enemy already set in his defense? Suffice it to say the Phoenix King can scarcely afford fools leading his armies, no matter how brave they are. Make use of aggressive heavy troops, both mounted and on foot. |- ! 43-54 | Death from Afar: Well, do you know of any other nation with so many types of archers? If a bow cannot solve the problem, then build a bigger one. If still it persists, have the archmage blast it away. The melee components of the army exist to guard our real destructive power, which means they ought to favor their armor and shields. Remember that armies built too zealously around this principle tend to become very fragile very quickly. |- ! 55-66 | Field-Siege: A human veteran once told me that, if one allows oneself to be surrounded by his enemies, then the requirement to aim his weapon disappears. Spoken like a real half-century warrior, I know, but there is still some truth to such a liberating notion. Consider this an unfortunate function of our dwindling strength; he must leverage our heaviest soldiers' discipline and courage to hold out as the ranged element does its killing from safety. |- ! 67-78 | Hit and Run: Death by a thousand cuts, delivered without warning at irregular intervals. Such methods are ideal for controlling a hostile force's movements, forcing them to cover up like shamed maidens at a moment's notice. Few will deny that the very best exponents of this art operate among the speedy outriders of Ellyrion and the ruthless shadows from Nagarythe. Don't grow too wary of battle, however, for the killing blow needs delivering sooner or later. |- ! 79-87 | The Unorthodox: Ulthuan's variety of elite soldiers, fearsome monsters, and exceptional heroes bares a cornucopia of tactical options to those with courage enough to experiment. Expect the recruitment process to become something of a nightmare, especially if one's political network is still a work in progress. Furthermore, do not expect the, “martial elite,” to put petty differences of kingdom and history behind them without some effort on his part. |- ! 88-96 | Magic-Driven: Now this is one of the most difficult ways of making war— mastering it would doubtless bring prestige to his name. Think of it as an acknowledgement of the potency and primacy of our mages, as one plans the army's movements to complement their mighty spells. This includes such brazen maneuvers as letting the spearmen charge directly at a regiment of ruinous chosen whilst hoping the metal wizard doesn't bungle his rust-curse. |- ! 97-100 | Tactically Flexible: Roll on this table two more times. If you roll the same option twice, then your lord becomes utterly iconic in that style of battle. If this option is rolled again, then choose one strategy. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |What is your lord's favored weapon? (1d100) |- ! 1-10 | Sword & Shield: Eminently versatile and perfect for those who wish to get up close. |- ! 11-20 | Spear & Shield: Symbolic of he who would stand beside his men in the battle line. Best in defense. |- ! 21-30 | Lance: Unmatched power, but may only be used on the back of a mount. |- ! 31-40 | Twin Swords: For dealing more death, faster. Please do not hold them backwards. |- ! 41-50 | Greatsword: Used by the most skilled warriors. May even deflect arrows with practice. |- ! 51-60 | Greataxe: An emblem of martial fealty and perfect for sundering armor. |- ! 61-70 | Halberd: Has a myriad of uses, especially against beasts, but vulnerable up close. |- ! 71-80 | Longbow: A real “elf's weapon.” Do not let machismo distract from its usefulness. |- ! 81-87 | Staff: Most nobles are not practiced enough to use battle magic. This noble is an exception. |- ! 88-94 | Soldiers: The commander who obsesses over his own arms has let innumerable blades grow dull. |- ! 95-100 | Roll two more times on this table. For each time this option is rolled again, choose a weapon. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Which mystical item has been entrusted to your lord from ancient days? (1d100) |- ! 1-8 | Dispel Scroll Case: You know, sometimes the simplest gifts end up being the most appreciated. This embossed metal case contains about five normal scrolls' worth of irreplaceable dispelling magic. Just because our enemies' hedge wizards are generally incompetent doesn't mean their spells should go uninterrupted. |- ! 9-16 | Ithilthroat Prow: When strangers ask what the severed figurehead of hawkship is doing above his hearth, your lord knows it is time to relate the tragic saga of the Ithilthroat. If, unlike its crew, he remains steadfast in devotion to Mathlann, he can be relatively sure the god will do his best to protect his home. |- ! 17-24 | The Gauntlet of Addaioth: A rather simple item: If one maintains his grip on something whilst wearing it, whatever he's holding will be unable to bypass or even escape the glove. It merely falls upon the wearer to avoid letting go. This applies to the edge of a blade, the wind of a spell, and the classic boiling lava. |- ! 25-32 | Dew of Lileath: This little vial only releases one drop of liquid in a pour. These drops have a clarifying effect, in every sense of the word. Use them to remember something lost, consummate an obscure incantation, or even cleanse a stagnant pool of water. Just remember that these took centuries to collect. |- ! 33-40 | Champions' Comb: A richly gilt ivory hair-comb, which has been passed from warrior to warrior in the kingdom for generations. It is said that none of its previous owners ever died of age or sickness. Once it has been bound up in one's own locks, the voices of these veterans can be heard, albeit in vague snatches. |- ! 41-48 | The Grim Mantle: A patchwork of druchii scalps, monster pelts, and dwarf beards fastened round the neck with a leaden chain. Denizens of the Warp find its grisly presence unnerving, for it significantly disrupts their magical tether unto this world. Putting an abrupt end to their smugness is merely a bonus. |- ! 49-56 | Sigil Shield Pattern: Your prince's family reserves the right to paint a single shield with this mystical marking. Its function is to project a huge, flaming version of itself into the air above, filling the hearts of all who see it with a powerful sense of loyalty to his house. If he prefers long weapons, an attendant may carry it. |- ! 57-64 | Citrine-Heart: An antique chariot bedecked in yellow citrine stones. He doesn't always take it out, but when he does, riders can feel the gems' power building up as the wheels turn, just awaiting the release command. Doing so issues a mighty burst of speed, coupled with a temporary frontal shield for the horses. |- ! 65-72 | Essence of the Brume: Through an art of old Cothique, which stands ever on the precipice of being forgotten, our people have managed to compact a dense northern fog into a peach-sized stone. When shattered, the entirety of its internal brume will be released all at once, allowing for a hasteful exit. |- ! 73-80 | Prince Idrhael's Sash: The old prince would use this cloth to both win the loyalty of his men and verify the quality of his peers. When wrapped around two people (usually at the arms), the parties could proclaim a joint cause, and the sash would drain all heat from the body of the less-fervent of the pair. |- ! 81-88 | The Anti-Pendulum: This fine pendant is attuned to the goodly order imposed upon our world by the elven pantheon. Expect it to remain at peace most of the time, but then to swing ever more dynamically near the oft-subtle influence of the hateful gods, the Cytharai. Many a witch have its motions thus uncovered. |- ! 89-96 | Islesbane: Originating from the time of Aenarion, a single-handed sword of no notable ornament. They say its wielder arrived too late to guard his native island from the daemons, so instead he raised the weapon, and his home sunk beneath the waves. Any doubt as to this legend leaves the mind when it is held. |- ! 97-100 | Roll two more times on this table. For each time this option is rolled again, choose a magic item. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Whom does your lord have the ear of? (1d100) |- ! 1-10 | Another mighty Noble like himself |- ! 11-20 | A Merchant of no small means and reach |- ! 21-30 | A Priest of the holy Cadai |- ! 31-40 | A Warrior whose deeds resound through the ages |- ! 41-50 | A wise and subtle Mage of the White Tower |- ! 51-60 | An elegant Courtier of jeweled Lothern |- ! 61-70 | The gallant Commander of one of the king's fleets or fortresses |- ! 71-79 | One of countless Human Leaders amongst their “civilized” nations |- ! 80-87 | A hopelessly parochial Asrai Highborn |- ! 88-95 | A petty Dwarf King, who required much wheedling (reroll if he owns the Grim Mantle) |- ! 96-99 | Either the Everqueen or the Phoenix King |- ! 100 | The Royal Couple |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Who is your lord's most desperate foe? (1d100) |- ! 1-12 | A fearsome Dragon, whose heart has been somehow corrupted |- ! 13-24 | A so-called “Dreadlord” leading hosts of his foul druchii kin |- ! 25-36 | A Corsair Captain at the prow of his Black Ark |- ! 37-48 | A Khainite Assassin who has struck at him before |- ! 49-60 | An unwholesome Sorceress of Morathi's brood |- ! 61-67 | A hopelessly savage Asrai Highborn |- ! 68-74 | A grotesque Vampire, the product of fear and folly |- ! 75-81 | An “ancient” Tomb King puffing out the ribcage at his betters |- ! 82-88 | A petty Dwarf King, whose great-grandfather he's probably slighted |- ! 89-94 | One of countless Short-Lived Enemies, whom he cannot afford to simply outlast |- ! 95-99 | A bloated Slann presuming to play games with his bloodline's destiny |- ! 100 | A Greater Daemon of Chaos |} [[Category:Warhammer Fantasy]] [[Category:High Elves]] [[Category:Creation Tables]]
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