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High Elf Domain Creation Tables
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==The Land== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |How would the scale of this estate be best described? (1d100) |- ! 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. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Which landscape defines the domain's territory? (1d100, you may choose to roll 2d100, 3d100 or 4d100 as desired) |- ! 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 (if you are already rolling more than twice and hit this more than once in sum of all rolls, either reroll or pick any five or six you want). |} Hitting the same option twice (or choosing it twice) increases the bounties of the domain. Wastes can open new potential for wealth to those with the eyes to see and hands to work them. {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |What is the most notable mark of civilization in these lands? (1d100) |- ! 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. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |To which momentous event did the land play stoic witness? (1d100) |- ! 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. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Which of the great twin-natured runes holds most sway in this place? (1d100) |- ! 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. |}
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