High Elf Domain Creation Tables: Difference between revisions
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| Death of a Hero: A black day. A hopeless struggle. The greatest among us knew what had to be done; his sacrifice, bartered for victory, is sung to | | Death of a Hero: A black day. A hopeless struggle. The greatest among us knew what had to be done; his sacrifice, bartered for victory, is sung to the present. | ||
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Revision as of 06:11, 17 May 2022
In the grim darkness of surreptitiously cancelled settings, there is a light that has yet to be extinguished. A rock of order rising from the nameless seas of chaos. Its people, wise and fair above all others, know implicitly that their way of life faces enormous peril. Little else could justify the sheer power they have taken to wielding, the majesty they project.
Virtually all the remaining populated areas in Ulthuan fall under the demesnes of hereditary nobles. Thousands of years have seen these places take on surprisingly diverse character for a race considered by outsiders to be consumately united and orderly. It is here that the wisdom of ages is honed to its fine modern edge, where the land nurtures its defenders who in turn raise up a paragon to lead them. At least, that's how it ought to work.
Inspired by Fantasy Flight Games' Deathwatch rpg's Space Marine Chapter Creation Tables. Hopefully, this will help you personalize your high elves more than simply choosing which kingdom they hail from. Please also bear in mind that the ruling noble may be male or female, as you choose.
The People
Which kingdom do these people call home? (1d100) | |
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1-10 | Eataine: Home of sweet wine and sunshine, not to mention countless important people. It also houses the jewel of civilization, but be warned that elves raised in Lothern go unmatched in their invidiousness. |
11-20 | Saphery: No place offers greater access to all the forms of wisdom, but don't expect it to come easily. Like Hoeth, the people here love swords and inscrutability above all else. Magic drips off the landscape. |
21-30 | Avelorn: This realm is still lush with trees, some of which can hold conversation. Corruption dissipates here, as if the world was not doomed to be warped by the weight of evil. Locals are nigh unbreakably serene. |
31-40 | Ellyrion: Each country in western Ulthuan has an equestrian tradition, but only on these plains does it come into full flower. Be careful to avoid the young mares— you wouldn't want to poach an Ellyrian paramour, after all. |
41-50 | Caledor: The people of this kingdom conform strictly to the land. Their houses look like rock crags, their jewelry burns like flowing lava, and their airs would make a dragon proud(er). Surprisingly good beaches, though. |
51-60 | Tiranoc: Tiranoc serves as a grim reminder to all high elves. Its lost glory evokes remorse, bitterness, and eventually true resolve. The place is mostly highlands now, though some fair meadows still remain. |
61-70 | Chrace: A wild realm centered around soldiery, woodsmanship, tests of courage, and calling others frivolous. The locals compete with Caledorians in regard to who can be least welcoming to outsiders. |
71-80 | Nagarythe: A waste, perhaps unworthy of the title of kingdom. They do not even have a true prince; not since he was still skulking about. Though bastions of civilization endure, many choose to live in roving clans. |
81-90 | Cothique: You will never find more skilled sailors than in Cothique, which is lucky because the land itself is so terrible. However, despite the salt marshes and ghost caves, they are richer here than in some inner realms. |
91-100 | Yvresse: The largest realm of Ulthuan by area, and the one people least want to visit. The landscape is powerful and bounteous, but covered in blinding mists. None are surprised when told that Yvressi elves hunt daemons regularly. |
What type of soldier prevails within the local levy? (1d100) | |
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1-20 | Archers: These young militiamen are more than just skirmishers, they are a symbol of Ulthuan's future. This means that if they get slaughtered by a monster or something, people will react unfavorably. |
21-40 | Spearmen: It is said that one would be better off charging a cliffside than an elven phalanx. Great generals have been known to pull off complex, improvised maneuvers with their spear companies. |
41-60 | Rangers: These light troops are well-acquainted with the terrain and thus best-suited to defending it. In arms, they are diverse. In spirit, they are independent. In number, they are actually relatively plentiful. |
61-80 | Silver Helms: These are Ulthuan's noble children, sworn to defend the land from beast and interloper alike. They come equipped as a heavy cavalry hammer to complement the anvil of spears. |
81-90 | Regional Troops: Tiranoc has its charioteers, Avelorn has its guardswomen. The fact that these elites will always be in demand means that, unfortunately, fewer of them will be left under a given lord's purview. |
91-100 | Lords and Heroes: Yours is a land not of warriors, but of heroes! In seriousness, mages and the best fighters serve as lynchpins for the army, so having many call this place home bodes well for its reputation. |
Which virtue is best embodied in these elves' attitudes towards life? (1d100) | |
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1-18 | Pride: These elves know their place, and it is a high place indeed. Their legacy and deeds practically speak for themselves. |
19-36 | Valor: The passing of ages will invariably temper a people. From daemons, to dark elves, to dwarfs, we are always up to the challenge. |
37-52 | Grace: She who can balance dignity with beguilement will eventually take up the stance of the Tor, drawing nations to her person. |
53-68 | Skill: Part of becoming a complete individual is to find an endeavor and excel in it. One's community ought to spur this drive. |
69-84 | Passion: Precious few beings in this world exist long enough or reflect deeply enough to traverse the inner landscape fully. |
85-100 | Honor: Think of honor as a light which shines forth from your life. It not only inspires admiration, but illuminates the benighted. |
From which vice does the populace suffer most acutely? (1d100) | |
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1-18 | Arrogance: When pride says, “What I do is right,” arrogance will instead claim, “I can do no wrong.” While pride girds the self, arrogance compares to others. This is by no means to suggest the two are mutually exclusive. |
19-36 | Distance: At some point, many elves develop an adamant wish: To keep their home and all within it decidedly out of the world's reach. This causes them to limit such vulnerabilities as communication and empathy when dealing with outsiders. |
37-52 | Despair: In private moments, it can seem impossible to dispel the notion that our people have been broken in some deep, fateful way. So much accumulated pretense, all built upon a crumbling cliffside. |
53-68 | Obsession: Arguably the dark side of that mastery for which we so ardently strive. To pursue a vocation for its own sake is to run the risk of drowning in its depths; the worthiness of the task will not save you. |
69-84 | Debasement: We'd like to think that only something like a human would be so naive as to crave perfect freedom— the history of the pleasure cults evinces otherwise. All that aside, some actions simply betray our nature, and should be avoided. |
85-100 | Sanctimony: A righteous soul never hesitates to offer correction when he sees others doing wrong. In time, this might even evolve into a type of leadership through goodness. Why should anyone dissent to such an arrangement? |
Which of the benevolent gods do the people worship above all others? (1d100) | |
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1-20 | Balanced Worship: Many believe the blessed Cadai to be most profoundly regarded as the momentary faces of an ever-turning mandala. Between them, all life is held in balance and good order; amidst them, all praise radiates. Thus, holding onto a single deity as the central fixture of one's life is rendered illogical at base. Those who hold this view often find that ritual observance becomes quite time consuming. |
21-30 | Asuryan: The center of the crown. The king of all gods. The source of birth and rebirth. Just as he looks down on the world from his palace, so do we look down on all other lands from ours. It is from this vantage point that he finds himself free to create, liberated from time's deceptions. It was through the fires of his wisdom that Aenarion and all his (true) successors were raised to their rightful seats of authority. |
31-40 | Vaul: In his imperfection, he represents our own flawed attempts at creation. His blindness, though scornful, teaches the noble lesson of humility. One would be hard pressed to find an artisans' community in the ten realms which does not contain at least a small shrine to the master of smiths. Most of these in turn double as semi-active forges where local metalworkers can refine their most significant pieces. |
41-50 | Isha: In a world such as ours, true compassion is a rare thing indeed. The mother of the elves continues to muster whatever powers remain to her, that she may see her children able to weather the arrows of the ages. And if she cannot save them, she takes the weight of their fall upon an ever-mourning, ever-bleeding heart. In return, Isha begs that we show kindness towards one another, and preserve nature against befoulment. |
51-59 | Kurnous: Place and border hold no comfort for the master of the hunt; if the heavens are too small for him, he will gladly leave his fellow Cadai in the clouds and roam the world with mortals. He descends the mountains in pursuit of the most worthy of prizes: A challenge. Importantly, however, Kurnous will never lose himself to this excitement, instead regulating himself and his followers in order to preserve the hunt's essence. |
60-68 | Hoeth: There was a time when the wisdom of elves staved off the obliteration of our world. Since then we have never failed to honor the giver of all true learning, for Hoeth's knowledge provides the framework upon which we can proceed to bend our surroundings away from chaotic disorder. One might postulate that he and Kurnous form a duopoly which sanctifies the mortal urge to strive after wants and needs. |
69-77 | Lileath: What stands hidden before you? What tantalizes you with its evanescence? Is it the future? A secret locked in another's mind? An evasive bit of magic? Redemption, at last? Lileath of the Moon will bare all to those willing to play her fleeting games. Be careful, for it is all in a spirit of innocence. One might postulate that she and Loec form a duopoly which sanctifies the unspoken wish for denial and uncertainty. |
78-86 | Loec: The so-called shadow dancer is not merely the god of literal performances, but of all practices which hide one meaning behind another. Little surprise that it was Loec who first installed the tradition of singing a mournful song in the middle of every feast, and of capping off funerals with a war anthem. His escapades against those much more powerful than himself also mark him out as a champion of the meek. |
87-95 | Mathlann: The voyagers say he is wilder than Kurnous, more obscure than Hoeth; a king like Asuryan, but a dark one whose realm reflects and swallows heaven. I suppose he's also the god of that tingly feeling one gets after drinking the seawater. Everyone who lives in storming distance of the brine has reason to appease the oceans' lord, but those who think of themselves as “dynamic” and “untamed” will do so eagerly. |
96-100 | Khaine: Who would admit it? Sometimes, the world is murderous, and the bounds acceptability cannot hold all the contents of one's need. The formal rite of the many-faced killer does not... always involve degenerate bloodbathing, but it will always be forbidden in the lands of the Phoenix King. What gory deeds can be found in these people's future, or perhaps their past, that they would engage in such worship? |
The Land
How would the scale of this estate be best described? (1d100) | |
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1-22 | Discreet: Travelers in Ulthuan will often find themselves surprised by the discovery of little pockets of habitation within lands written off as true wildnerness. Or, as in Eataine, many small holdings might be cobbled together in a patchwork of ancient and abstruse borders. Rest assured that greatness can just as easily originate here as in the most famous tower-cities. |
23-44 | Modest: By let of Asuryan, our people make natural settlers. There are myriad reasons for a community to gather in one place, be they religious, mercantile, defensive, etc. The two royal courts may then partition these locations at length to create small but valuable steads for minor clans. Ongoing millennia of this process have seen most of Ulthuan so absorbed. |
45-66 | Suitable: Ideally, the estate granted to the head of an aristocratic house should furnish him with enough wealth to live in dignity, as well as sufficient manpower to make a real contribution to his kingdom's defense. Domains such as this one fulfill both of those criteria, with room to spare, though actual geographic areas may vary based on prevailing landscape. |
67-84 | Considerable: Those who have got in good with their ruling prince, or else have leveraged the poor fortunes of their neighbors, can see their property expand well in excess of the norm. Lesser elves living in such aggregates may at times perceive increased distance from their leader, seeing as there are so many other voices competing for his or her attention. |
85-92 | Imposing: As our people decline, some choose to cleave together in as great a number as they can manage. The townships they construct are, naturally, the envies of civilization. Each city possesses a reverberating, individual character such that living in one feels akin to conversing with a particularly colorful friend. If only the streets could be filled. |
93-100 | Sprawling: Not all high families rise to prominence on the backs of settlements they built. Some are content to merely control huge tracts of land, whether cultivated or not. So great a stretch of the countryside will often contain smaller, ostensibly independent fiefdoms entirely within its borders, granting the lord dominion over an informal cadre of lesser nobles. |
Which landscape defines the domain's territory? (1d100) | |
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1-13 | Plains: Such wide, grassy lands are of course ideal for agriculture. Defense may prove complicated, but is that not what walls are for? Many of your people have become skilled riders and drivers. |
14-26 | Waters: Ulthuan's rivers and lakes practically sparkle in their purity, except perhaps where they contact unhealthful magic. Many of your people have become skilled boatmen and pilots. |
27-39 | Forests: One must always balance upkeep of and respect for the forest with the temptation to clear land for one's own use. Many of your people have become skilled guides and woodcutters. |
40-52 | Heights: There is no realm of Ulthuan which does not touch the mountains. Famously, such places are home to griffons and dragons, though something like a mine might prove more lucrative in the long run. |
53-65 | Coasts: There is no realm of Ulthuan which does not touch the seas. Though you may not be guaranteed a port or even a fine sand beach, there is still true bounty to be drawn from Mathlann's domain. |
66-78 | Caves: Men associate cave networks with dwarfs and other foul things, but underground living can be made quite refined if a community puts its mind to it. Be sure to secure a reliable source of provisions. |
79-84 | Structures: No other race is more skilled or tasteful in its building than we. The best dwellings end up elevating the landscape around them, highlighting its beauty and being highlighted in return. |
85-89 | Wyrds: Particularly common in the realm of Saphery. Magical suffusion will produce all sorts of effects, from the classic floating mountain to quicksilver rains and day-long woods. One learns to live with it. |
90-94 | Wastes: There comes a time in each asur's life when he realizes that nobody, not even the land itself, can escape history without acquiring some scars. If he's lucky, he will also learn that scars can be beautiful too. |
95-100 | Roll two more times on this table. For each time this option is rolled again, choose one landscape. |
What is the most notable mark of civilization in these lands? (1d100) | |
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1-11 | Ruins: We are fortunate in that our construction still looks good even after being left to crumble for centuries. Less fortunate is the fact that there are many holdings in Ulthuan where the empty houses outnumber the full ones. |
12-22 | Acreage (reroll if landscape is Forests or Wastes): It is an elf's right to cultivate his fields. Note that farmers have different reputations in different places; Eataine and Tiranoc hold them in high regard. Chrace, less so. |
23-33 | Workshops: The locals have devoted themselves to mastering a specific mode of production. This of course is a very elf-worthy pursuit, with Vaul's Anvil being the most prominent example. I wonder what they choose to make. |
34-44 | Shrine (reroll if worship is Balanced): They say that entire cities would spring up in ancient days around shrines to one god or another. The people here likely feel a significant resonance with the precepts of the deity in question. |
45-55 | Garrison: Every lord needs a place to put his levied men; perhaps it is a single fortress, a series of barbicans set into the walls, or even a chain of hidden outposts. Either way, potential besiegers face a real nightmare in these parts. |
56-65 | Trading Post: Now, commerce is typically seen as the province of lesser elves, but the sheer act of bringing folks together from different corners of the continent has benefits all its own. You will hear more gossip, at the very least. |
66-75 | Monument: Our history is a treasure trove of epic heroes and earth-shaking events. Truly, the only honorable thing to do is commemorate them in as grand a fashion as we know how. Such places also tend to become sites of pilgrimage. |
76-85 | Enchantment: A work of permanent magic. Wards against daemons are highly popular, but in reality, it could be something as simple as a charm to keep game animals healthy. Remember to stay abreast of any “fine print” in the spell. |
86-95 | Tor: Asuryan knows, not every noble house gets to inhabit a tower. It is the symbolic pillar upon which a community rests: When violence threatens, people will run to it. When conversing with foreigners, people will brag about it. |
96-100 | Populace: The most valuable resource of them all. Not every district in our land is in the process of slowly dying out; smart policy and a light touch both go a long way towards encouraging families to settle under a lord's care. |
To which momentous event did the land play stoic witness? (1d100) | |
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1-10 | Death of a Hero: A black day. A hopeless struggle. The greatest among us knew what had to be done; his sacrifice, bartered for victory, is sung to the present. |
11-20 | Fated Romance: A road enjoined by many paths, leading one and all to tragedy. It begs the question, what could love ever hope to gain by abandoning sense? |
21-30 | Fell Hunt: Red fang and gory claw descended from the Annulii to tear at our throats. They would not give themselves up easily, but were slain over years' span. |
31-40 | Return of the Lost: Warriors and colonists will return home by whatever means they can. One year, their volume overwhelmed both the graves and our hearts. |
41-50 | Wizard's Duel: All the leagues of the sea couldn't quench some men's pride. Their contest made torches of the sky and earth, warping in ways that are felt still. |
51-60 | A New Way: A practice which first originated in this domain has become so ubiquitous as to be considered a standard part of high elven culture these days. |
61-70 | Wrath of the Gods: 'Twas no dire spell nor cunning plot which swept our handiwork away. Remember, builder, you stand subject to those who wield nature in hand. |
71-80 | Thousand Year Plot: Just because the land is at peace does not mean we live in perfect accord. After centuries did we vanquish our foe, with reputation intact. |
81-90 | Birth of a Hero: A black day. A hopeless struggle. The great among us could but stand desperately by. So, a new voice was raised; a fresh champion sprung forth. |
91-100 | Roll two more times on this table. For each time this option is rolled again, choose one event. |
Which of the great twin-natured runes holds most sway in this place? (1d100) | |
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1-5 | Sarathai, the World Dragon: Does the wyrm stay transfixed by titanic size or obdurate will? Or does he move against moving? |
6-10 | Hadri, the Ship: How quickly a short voyage into the unknown becomes an endless journey of return. |
11-15 | Odri, the Question: The empty space in the rune symbolizes the ambiguity of truth, the liberating soul-void. |
16-20 | Galri, the Interwoven: What separates an enemy from a lover? What hubris, to twist the perfect line in such fashion. |
21-25 | Danoi, the Resting: It is rain, gentle as the moonlight, caressing your cheek just so long as you do not stir. |
26-30 | Ladroi, the Long Sun: They say a lady only stays young so long as she believes her joy can never end. Our home deserves as much. |
31-35 | Verdan, the Wood: Tell again the story of that tree-beast who is young and old, who swallows and preserves at once. |
36-40 | Thalui, the Avenger: A barbarian once claimed that crushing one's enemies is the greatest joy in life. No, no, he was Yvressi. |
41-45 | Horinar, the Concord: He took veil after veil, revealing and receiving. There was nothing to recompense that grin, however. |
46-50 | Edra, the Absurd: To bare lightness as a light... extraordinary. See what horror awaits us now! |
51-55 | Ylvan, the One: I've no need for a flawless pebble! Go find a real gem, something that gleams in shrouded night. |
56-60 | Sarumar, the Watchman: But if every aperture lingers where it is, then I should only hear her but distantly. |
61-65 | Issth, the Light-Snake: Every fool presumes himself safe beneath the eye of midday, so our designs are best kept in the bright. |
66-70 | Cynath, the Dead Winter: “Where found you my fault?” asked the prince in his rancor. No ear had he for the fields' reply. |
71-75 | Asur, the Flame of Asuryan: Praise be unto him who, in burning, conjoins the contradicting ends of world's dawn. |
76-80 | Thanan, the Expectation: We split the character in two to tell our reader there is a side he cannot see; like present and future. |
81-85 | Dromui, the Rising: So, shall it be the end of the horizon or the roof of the sky? |
86-90 | Lithri, the Heavenly Mansion: How would you grasp a power more complete than to overlook all of creation at once? |
91-95 | Elrith, the Forge-Spark: Prophets wise and just tell of a brave new soul who shall burn off the unworthy world. |
96-100 | Kindra, the Last: Reserve not, for death has been struck before. |
The Lord
How involved is your lord in Ulthuan's politics? (1d100) | |
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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. |
What is your lord's favorite civil pastime? (1d100) | |
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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. |
What is your lord's favorite martial activity? (1d100) | |
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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. |
What is your lord's favored style of battle when commanding the greater army? (1d100) | |
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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. |
What is your lord's favored weapon? (1d100) | |
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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. |
Which mystical item has been entrusted to your lord from ancient days? (1d100) | |
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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. |
Whom does your lord have the ear of? (1d100) | |
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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 |
Who is your lord's most desperate foe? (1d100) | |
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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 foes, 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 |