Wood Elf Spellweaver

By k7e9, in WFRP House Rules

So, one of my players is interested in playing a wizard character, but as a wood elf, so a spellweaver/singer (what's the difference between the two?).

My initial thought is to allow the player to take the witch as a basic career, then recommend the player to move into careers such as warlock/mystic/seer/apothecary. That would make magic less of a focus for the character than a normal wizard, but it does feel more wood elf like.

What do you think? Does the career cards for witch/warlock work for a wood elf mage? They do seem more "wild", which would fit the general wood elf theme.

Not beeing very good at wood elf lore, is there anything I should know as a GM about wood elves and specifically regarding wood elf mages?

What lores of magic are open to a wood elf spellcaster? Life, beasts, and the witchcraft spells seem to fit, right? Any others? The adventure will take place in the Empire, how would Sigmarites in general, and witch hunters in particular, react to Wood Elf witches? And how would other humans of the Empire react?

Thanks in advance folks!

An interesting idea, And a definite challenge to play.

The wood elf is indeed a wild character, a hedge witch or amber druid, without the divinity aspects maybe mixed with aspects of the scout or ranger.

A wood elf mage is not like a human witch, a witch is a sad mad tainted being on the path to inevitable corruption and self destruction, a wood elf mage is a natural part of magic. All the Elves have a greater grasp of power than any human.

Spellweavers trend towards the more traditional elfin magic of their civilized cousins. Draw from high magic as well as celestial, amber and jade. The focus of a Spellweaver is towards self control and a better understanding of all things. Wisdom and considered actions should be rewarded in play.

Spellsingers trend towards the dark magic, although not the tainted dark magic of human use. They practice a form of true D'har, mixed wind wild magic. Draw from the Dark spells as well as amber, jade, bright and shadow. The more elemental and wild spells. Reward acting out and emotional acts rather than considered reason.

It depends on how the player wishes to develop the character,

As for attitude, within Bretonnia a wood Elf would be met with both fear and respect, they are seen to be in league with the wild Faye of the woods, and as allies of the Lady of the Lake.

Unfortunately within the empire they would be seen as monsters, all nonhumans are seen as untrustworthy and suspect. Magic as well is feared and highly suspect within the empire.

The inquisition would see your player as a threat.

A witch hunter may give a moments pause towards acting against your player but would never trust them. In the larger cities the player would receive a small level of respect from amongst intellectuals and Mages due to high Elfin history with the empire.

Amongst the lower classes and in rural areas think along the lines of Alabama, or the deep south US during the segregation period and your character is black. The player would be mostly met with suspicion and prejudice.

Targeted for harassment by local authorities and those looking to further their own political or personal ambitions. Using your player as a scapegoat for their crimes or a handy focus of negative public opinion and lyinch mob mentality.

The more dense and larger a population the more uneasy, and harder to act your player should find their actions to be.

Druids and other wild based npc's would be friendlier towards them, and peasants actively either fearful or enamored of them depending on the encounter. Dwarves of course carry a grudge and always act towards your player with suspicion.

The idea seems interesting and should be a challenge, I would be interested in any updates on the character's future development.

tawxalotl@hotmail.com

Thanks for all the input. It helped me to envision how it might play out. I'll discuss it with my player so she knows what she's getting into.

The campaign is in it's planning phase at the moment, we will probably start playing early next year. So it will be a while, but I'll try to remember to make an update after character creation, and how it developes further on.

Any further suggestions and imput is also very much appreciated.

You could take a page out of 2nd edition's rules on Kislev and Ice Witches - their "special and safe magic and much of what they are known for" is based on being in their native environment from which their powers are drawn/filtered. Outside that (e.g., in Empire) they are much as other spellcasters.

I would look to some of the "Druid" school essentially - Jade Magisters and perhaps Amber. You might make each school "a career" such as Woodsinger, Beastcaller, Prophet (adding celestial).

I assume you have that wonderful 2nd edition fan supplement Defenders of the Forest, which has some wonderful art to use at table from time to time, and much general background whatever that's edition-neutral. The roleplay tips summary on page 101 is great for any woodelf character.

Thanks, Defenders of the Forest had slipped my mind since none of my players ever played, or asked to play a Wood Elf during our years of WFRP3ed. Good roleplayings tips indeed, have forwarded them to the player.

Remember to refresh your DotF downloads, because 40+ additional pages were added in spring 2013 (including chapters on Religion and the Laurelorn, plus an adventure and a new Hinterglade). The Roleplay Tips summary is now included in a separate downloadable Appendix.

http://liberfatatica.net/Elf_Project.html

Ah, that explains why I could find the Tips in my beta version but not my final, didn't also download the appendix!