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High Elves of Ulthuan

~ Overview ~
This document is a follow up on
my previous attempt to include
non-Human worship and divine
magic into my WFRP games,
focusing this time solely on the
High Elves and Hoeth, the Elven
God of knowledge, learning and
wisdom. I must first confess that I
know little about the powerful
High Elves, their Gods, or their
mysterious continent of Ulthuan,
having left WFB with the 2nd
Edition hard-cover, and being With respect to magic, I am very
graced only with a WFRP 1st much stuck in a version 1 state of
edition map conspicuously absent mind. I utilise the modified magic
of Ulthuan. I have, however, rules for learning secondary lores
consulted the various tomes within available from the Warhammer
the White Tower of Hoeth and have Forever website, and also the rules
decided to write this document for for learning spells described within
myself. I should also mention that the Liber Fanatica series. This
I do not own a copy of Realms of document may therefore not agree
Sorcery, so I do not know what with everyone’s idea of magic, but
rules currently exist for Elves and hopefully it will be useful
multiple colour lores. nonetheless.

~ High Elves and Ulthuan ~


Elves are the oldest and wisest of
all the humanoid races. They are a
sophisticated people, with a
profound love of the arts, and a
dramatic affinity for nature and
magic. No elf likes to have to deal
with the problems of everyday life,
and labour of all kinds is
considered dull. More than any
other kind of elf, the High Elves
allow little to interfere with their
lives of pleasure. They are the core
of the Elven race, living in the
cities of the Elven Kingdoms and
scorning involvement with the
outside world. Few High Elves ever
leave the Elven Kingdoms, though
those living among the coasts of
their island have a strong tradition

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of seamanship and fighting. Saphery. At the heart of this land
Known as Sea Elves, these more stands the White Tower of Hoeth,
adventurous individuals are brave the shrine to the God of Wisdom
warriors and tireless guardians of built over 20 centuries ago on the
the sea. Though, because of this, orders of the Phoenix King Bel-
the mainland High Elves look Korhadris, the Scholar King. This
down on them, considering them bone-white structure rises far
rough and uncouth. The vast above the surrounding forests, its
majority of High and Sea Elves live heights often obscured in cloud.
not in the Old World but on the Within the walls of the Tower of
huge island continent of Ulthuan, Hoeth is held the entire magical
a large island ring in the centre of knowledge of the Elven people,
the Great Ocean between the Old collected and compiled through the
and New Worlds centuries by the greatest of Asur
mages and scholars.

The High Elf mages have practiced


their magic for untold millennia,
long before the coming of man,
and the High Elves have developed
their sorcery into a form far more
refined than the crude fumblings
of the lesser races. In times of
strife, the Phoenix King will
request the aid of Saphery. Those
battle mages who accompany
Elven armies are masters of their
art, wielding awesome powers with
which to strike down their
enemies. Many a battle has been
won by the famed mages of the
White Tower of Hoeth.

The only High Elf civilizations off


the shores of Ulthuan, are two port
cities: the Citadel of Dusk and the
Fortress of Dawn. The Citadel of
Ulthuan is an island nation in the Dusk was built for the dual
Great Ocean between the Old purpose of guarding the seaways
World and New World continents. off the east coast of Lustria against
The island ring is broken at its incursions from the rest of the
southernmost point by the Straits world, and as a staging post from
of Lothern, around which is built which the High Elves could watch
the city of Lothern, the seat of the the movements of the Lizardmen
monarch and ruler of Ulthuan, the and their Slann masters. The
Phoenix King. The Phoenix King Fortress of Dawn provides Sea and
rules together with the Everqueen, High Elves with a safe haven along
both occupying separate courts, the trade routes between Ulthuan
the Phoenix King in Eataine and and distant Cathay.
the Everqueen in Avelorn.

On the eastern shores of the Sea of


Dreams lies the magical realm of

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~ High Elf Mages and Priests ~
High Elves are an ancient and magically attuned race, and their training at
the White Tower of Hoeth only strengthens their grasp and control of the
Winds of Magic. The most powerful of the High Elf spell casters can use any
of the eight lores of magic found in the Warhammer rulebook, though they
must learn each lore individually as usual. It is a combination of their
Aethryic Attunement, access to great knowledge, and longevity that allows
them to do so. I am not proposing the concept of High Elf High Magic here.
Instead, the spell information provided in this document is for the High
Elven Divine Lore – The lore of Hoeth. Great High Eleven spell casters could
certainly be both powerful priest and wizards, gaining the spell range from
both disciplines.

Hoeth they can reach. The one


incarnation of Hoeth that outsiders
often see are the Swordmasters.
Lord of Wisdom & Knowledge They act as warrior guardians of
the Tower, and it is rare to see a
Hoeth is the Elven God of wisdom devout mage or scholar of Hoeth
and learning. He epitomises travel of from Ulthuan without a
the craft of those seeking Swordmaster bodyguard.
knowledge and sorcery and
is worshipped all over the Most temples to Hoeth come in the
Elven lands. Priest of Hoeth form of shrines in schools and
are rarely seen outside libraries. The greatest temple of
Ulthuan, tending to live in Hoeth is the White Tower in
or near the Tower of Hoeth Saphery. A half-a-mile high,
where they have ready magically constructed tower,
access to the wealth of raised at the time of the Scholar-
knowledge it provides. Far King. It is the greatest repository of
more numerous are the legions of knowledge anywhere in the known
mages, scholars and teachers that world, and is a source of magical
worship the god. power for the High Elves. Hoeth is
depicted as an elderly elf, clad as
Worshippers of Hoeth travel the an ornate Loremaster.
path of wisdom and enlightenment
in many different ways. Some fast Church Skills and Talents
and meditate for years, others Initiates of Hoeth gain Academic
study obscure and arcane tomes, Knowledge (any one). Priests of
but for a few their true path lies in Hoeth may also learn an additional
martial prowess. These are the Academic Knowledge (any one),
Swordmasters, though they are Speak Language (any one). They
not only experts with a blade; they may also learn Lesser Magic (any
also learn to fight with their bare two) in addition to the normal
hands or with any other weapon Lesser Magic options.

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Elven Divine Lore equal to 1d10 plus their Magic
Characteristic.

The Lore of Hoeth Hand of Glory


Casting Number: 10
Hoeth is the High Elf God of Casting Time: Half Action
wisdom and knowledge. Ingredient: A silver ring (+1)
Compared to Priests of Description:
other Religions, the The caster’s hand is surrounded
Divine Lore of Hoeth by glowing light that provides a
gives the caster access sense of harmony for him and any
to a much greater allies within 24 yards. All allies of
selection of spells. High the caster are immune to the
Elf magic focuses on effects of Fear or Terror for a
disrupting the Winds of number of rounds equal to his
Magic - rendering rival spell Magic Characteristic.
casters impotent and capitalising
on the magical instabilities of
outsiders – before raining fiery
Fiery Convocation
death upon their foes. Casting Number: 13
Casting Time: Full and Half
Action
Swordmaster of Hoeth Ingredient: A piece of volcanic
Casting Number: 7 rock (+2)
Casting Time: Full Action Description:
Ingredient: Miniature silver sword Flaming cracks split open across
(+1) the ground covering a circle 10
Description: yards in diameter (large template),
The caster calls into existence an originating anywhere within 24
ethereal shimmering sword of yards of the caster. All under the
burning white light for 1 minute (6 template, friend or foe, are hit by
rounds). A free hand must be the flames and choked by
available to hold the sword, and sulphurous gases, sustaining a
the sword must be held by the Damage 4 hit modified by armour
caster for the spell duration or it as normal. On a successful WP
instantly vanishes. The sword test the caster may maintain the
counts as magical and all hits spell in following rounds as a Full
bypass all non-magical armour. Action; the spell effect may be
Additionally, a Critical Hit caused moved to any new location within
by the magical sword makes two 24 yards of the caster.
rolls and inflicts the deadlier
result. Banishment
Casting Number: 14
Apotheosis Casting Time: Half Action
Casting Number: 9 Ingredient: A hand of a
Casting Time: Full Action necromancer or chaos magician
Ingredient: A crystal (+1) (+2)
Description: Description:
The caster can heal a single A wave of magical force ripples
creature (including themselves) through the air from the casters
within 12 yards. The target is hand striking an undead or
healed of a number of Wounds demonic target within 24 yards.
The magic holding the outsider in
this world is weakened, causing

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1d10 Wounds irrespective of Description:
Toughness or Armour. The caster is able to draw on the
knowledge and wisdom of Hoeth
Glamour of Teclis and identify the properties of a
Casting Number: 15 single magic item within touch
Casting Time: Full Action range.
Ingredient: A prism that refracts
light (+2) The spell can also be used to
Description: obtain information on unknown
The caster weaves texts or symbols that the caster
a complex spell can touch. On a successful WP
around a single test the caster can gain vague
target within 48 information about the content of a
yards, twisting perceptions and single book, tome, etching or
confusing the senses so that they secret sign that he may otherwise
pass into a maze-like realm of mist not be able to read.
and shadows. Unless the target
makes a successful WP test, the Drain Magic
caster may decide what actions Casting Number: 18
they take on their next turn. Even Casting Time: Full Action
on a successful WP test the target Ingredient: A broken lens (+2)
is confused and acts as Bewildered Description:
(WFRP p158) for his next turn. All magic is drawn from the
combat area, dispelling all spells
Curse of Arrow Attraction (friendly or enemy) currently in
Casting Number: 15 effect within 24 yards, and making
Casting Time: Full Action difficult the casting of further
Ingredient: A warped arrow (+2) spells by anyone for a number of
Description: minutes equal to the caster’s
This spell may be cast at any Magic Characteristic. Any attempt
group within 48 yards and affects to cast spells requires a successful
an area of a circle 10 yards in Channelling Test in addition to any
diameter. All enemies of the caster normal Channelling for increasing
must make a successful WP test or the Casting Roll. This effect cannot
by cursed for a number of minutes be dispelled.
equal to the caster’s Magic
Characteristic. Walk Between Worlds
Casting Number: 19
Any non-magical missiles fired or Casting Time: Full Action
thrown by the cursed targets will Ingredient: A strip of cloth from
redirect themselves and hit the the cloak of a Wraith (+2)
firer. Roll randomly for hit location Description:
and Damage as normal. Only The caster becomes ethereal, and
missiles shot by cursed targets are can only be hit by magical
affected in this way. The affected weapons and can move through
targets will not know that they are impassable or difficult terrain
cursed by this spell. without penalty. The caster is
affected by spells as normal, but
Insight of Hoeth may cast spells himself and fight
Casting Number: 17 without penalty. The effect lasts for
Casting Time: 1 minute a number of rounds equal to the
Ingredient: Miniature magnifying caster’s Magic Characteristic.
glass (+2)

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Aura of Nullification
Casting Number: 20 Coruscation of Finreire
Casting Time: Full Action Casting Number: 22
Ingredient: A silver symbol of Casting Time: 2 full actions
Hoeth (+2) Ingredient: A feather from a Great
Description: Eagle (+3)
This is a touch spell. The target is Description:
becomes highly resistant to spells The caster raises himself atop a
and spell like effects for a number pillar of blinding white fire. He has
of minutes equal to the caster’s the power to fly for a number of
Magic Characteristic. The target is minutes equal to his Magic
permitted a WP test to resist the Characteristic at a Flying
effect of spells that do not normally Movement of 4. The blinding light
allow resistance tests, and of the pillar causes or missiles
becomes completely immune to fired at the caster to suffer a -20
spells that usually permit BS penalty to hit.
resistance tests. The spell affects
incoming spells only; the target
may cast spells freely, but will
remain resistant to beneficial
spells that are cast at them.

~ Acknowledgments ~
The great libraries of Saphery have been extensively utilised to provide the
information in this document. Names and spell descriptions were obtained
from a combination of the WFRP1 rulebook, spells for Advanced Hero Quest
and the Games Workshop website. Background information was obtained
from the Critical Hit website and the Ulthuan website ww.asur.org.uk.

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