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===Saphery=== Saphery is the kingdom of wizards. The winds of magic flow through Saphery with such strength that claims about magic running in the blood of Sapherians isn't an expression, it's a legit theory. The ground sparkles and glows, the sky changes colors and at certain times of the day looks like a giant rainbow stretched over the kingdom, Saphery is impossible to map out because the land literally moves around (it's mentioned in the Black Library books that, upon resting, travelers to Hoeth notice suddenly that the hills in the distance were still moving even when they had stopped). To get from place to place, you simply need to start walking and know the destination that you want and the land will get you there if it thinks you are worthy in however long the land wants you to take. Sapherians never build their homes in eyesight of each other, and if the land could be seen from above they dot the landscape with no planning for roads or towns. Each is entirely unique as well, the mansion of (the now deceased) Anurion the Green is more plant than building and Hothar the Fey built a flying castle that simply floats all over Saphery. Sapherian elves are not known for their sanity, but they are also not known for hostility or being dangerous (to friends). Even Tzeentchian devotees and daemons have trouble making Sapherians parts of their plans. The only real city in Saphery is Hoeth, and the massive Tower of Hoeth (the largest individual structure in the Warhammer world). Hoeth cannot be found simply by following the map, like anything else in Saphery you simply walk until you reach it. Unlike the rest of Saphery, seeking Hoeth with less than noble intentions results in you never being seen again. Spoooooooky. Even if you reach the city, there's an unknown number of spells protecting the Tower in various ways. Most of the knowledge in the world can also be found in the magical books (which work like computers, you can speak what you're looking for and turn the page to find information about it) in Hoeth, and in the Blood Bowl alternate (possibly) canon Hoeth is also the place where the Crystal Ball network (which works like television) is managed. Hoeth isn't just a place of wizards who act like scientists, it's also the center of martial arts and disciplines of the High Elves and as such produces the Swordmasters of Hoeth, the most skillful warriors in the world. Just like Yvressians, Sapherians wear wayshards to navigate their lands. The highest ranking nobility of the land is the Loremasters, who are the government officials of the kingdom with the High Loremaster of Hoeth being the representative Prince of the kingdom (Teclis is the current High Loremaster). The heraldry of Saphery is the Tower of Hoeth shining like a lighthouse on a nights sky. Alternatively, the symbol of the goddess Lileath is also used as she is the patron god of Saphery (usually by those protecting a mage, other than Spearmen who MUST be guarding a mage to bear it on their shields). Another popular symbol is twin swords, which represent a metaphor for magical boons granted directly by Lileath ("Alinor, Bringer of Knowledge" and "Valenor, Bringer of Power")The colors of Hoeth are the traditional white and blue of the high elves, but the blues tend to be darker and starry designs in both yellow and white are common on all surfaces. All of the nobles of Saphery are spellcasters, and as such are more appropriate than Nobles or Princes (for a BSB, the magic of the banner can be handwaved as the spell the noble who just happens to be carrying the flag is casting). Anointed of Asuryan should be Anointed of Lileath, Sea Helms could be explained as the guys who make the magic carriages of the Skycutters other kingdoms employ. Of course, Loremasters of Hoeth are advisable as are Mages and Archmages. All core are acceptable, or at least not contradicted anywhere. Swordmasters are the single best choice for Special, as the woodsmen of Chrace would no doubt hate to be in a kingdom where the lay of the land changes or Phoenix Guard who's patron is overshadowed by their patron's granddaughter (as well as their "we know what will happen" thing being kinda fucked up by the unpredictability of the land and the people in it). It's unlikely a Shadow Warrior would be allowed to enter Saphery by Saphery itself, likely ending walking in circles until they turn around and find themselves home. Skycutters are nice, fielded more as a magical chariot than a coastal defender. None of the Rare options are very Saphery-y, but none really contradict the theme of the army directly.
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