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Frostmourne27 said:
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"most mages have four paths as randoms, some have three, others five, but I don't think I've seen six yet. There can be, of course, especially in LA."
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Late era has more random magic? Can you please elaborate a bit...?
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Early Age is often very specialized. Pangaea, as an example, has Panii with E1N4B1, 100?EB, 10?ENB - three paths, total! Caelum has strong Air, but other paths at 1, with only 10% randoms raising them. Harab Seraphs have 10?D random, Eagle Kings 10% elemental random.
There are other nations that have more lapse randoms, or more varied magic. Tien Chi randoms are of course inspired by Five Elements, so Masters of the Five Elements have FAWEN.
In Late Age, most nations have quite varied magic. Midgård theme of Vanheim, with Astral and Air naturally, and very interesting randoms of 100?AEDB and 100?EDNB of the Galdermen, Pangaea having N3E2 Panii and N3D2 Panic Apostates but no randoms better than 10% except possibly on the Carrion summons, Marignon and Ulm special themes quite varied now that Diabolic Faith has combined with Conquerors of the Sea and Iron Faith with Black Forest, etc etc.
It isn't as big a difference as I had thought, though. The nations seem to have access to about the same amount of paths, but with (usually) one strong path in Early Age and more balanced (i.e. every path is quite weak) in Late Age. Maybe it's just an illusion of D1, sometimes 2 being weaker when your best mage has Air 4 instead of when your best mage.
There are still powerful mages even in Late Age, but nations start with income of only 4 gems (probably all of them, I'm not aware of any exceptions) and magic sites are less common (unless the settings are changed).