Synergies twixt Nation and Magic Path
I'm having a difficult time feeling out the magic synergies of various nations. Ulm was pretty easy, with clear synergy to the Construction path (Forge Bonus / lots of Earth spells) and a lesser synergy to the Summoning path (good options for a 2E1F caster). I suppose Blood is a pretty obvious synergy for nations with Blood mages, but what else is there? If you have the time to give a bit of an explanation as to why the synergy exists I'd very much appreciate that as well. If anyone wants to explain a specific theme, that'd be great - but I'm not as interested in good synergies with specific pretenders because my focus here is the basics. Thanks in advance!
~Aldin
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He either fears his fate too much, Or his deserts are small,
That dares not put it to the touch To gain or lose it all
~James Graham
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