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Conquest: Hundred Kingdoms Chapter Mage
Conquest: Hundred Kingdoms Chapter Mage
Regular Price $45.00Vendor: Parabellum
Product Type : Miniature Games
Hurry! Only0units left in stock!Conquest: Hundred Kingdoms Chapter Mage is currently out of stock, however we can order for you.
To understand magic, one must first grasp that it is Primordial in aspect. Balance remains anathema to it in almost any form. Human mages have long been considered the weakest practitioners of the Art on Eä, their essence associated with Creation as much as Destruction with each of the elements, traditionally associated with Balance, equally represented. Without a serious imbalance, such as that present within the Dweghom, the power a human can channel without assistance is severely limited. This is not to say that a fully trained Chapter Mage is not capable of turning the course of a battle, merely that he will do so through the opportune application of power at the right time, rather than through the overwhelming application of power on the battlefield the way a Dweghom Pyromancer might.
The Chapter Mages of the Hundred Kingdoms have long been a powerful political tool, their magics more suited to the civilized environment of the court rooms and balls, than the raw elemental puissance demanded on the battlefield. Be one a noble, a bishop or a merchant, keeping a Chapter Mage in one’s retinue is proof of power and influence. Many have wondered why Chapter Mages, long considered amongst the most innovative and creative practitioners of this Art, only rarely become more of a political power within the Hundred Kingdoms as individuals or even organized institutions. The imbalanced soul, however, required by practitioners, often manifests as an excessive or compulsive mind and so the very source of a Chapter Mage’s power becomes the halt of their social and political success. The stories of temperamental and impulsive Pyromancers, distracted and impatient Aeolomancers or plodding, obsessive Geomancers is not a cultural cliché: their esoteric obsessions and proclivities are manifestations of their own imbalanced souls, and isolate them from mundane society, almost invariably turning them into pariahs or recluses.
This necessary imbalance, made manifest in young human Gifted, is what drives them to turn to the Chapters, chartered schools funded by the Imperial Court for the identification, protection and control of the Gifted population of the Empire. These Charters have characteristics as diverse as the individuals who congregate there: The Pool of Stillness caters mainly to Geomancers and Hydromancers, but also to Aeolomancers seeking to still their unquiet souls. The Gates of Fire, considered to be the foremost battle-mage training ground, attracts mostly Pyromancers, but many an Aeolomancer and Hydromancer have found solace in its strict regimes.
Chapter schools, however, do not represent the only place a Gifted student could hope to master the Art. The Churches are also aggressive recruiters of those they claim possess the ‘divine spark’, their aggressive, sometimes predatory, recruiting strategies making them natural enemy of the Chapters and its practitioners. Even beyond these two redoubtable institutions there are other, less conspicuous, places where one might get trained, if they possess the necessary will and aptitudes…
1 Resin Miniature, 1 x 27mm plastic base, 1 Command Card
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'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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