"Usually, yes, but I am not of a mind to give them the choice," you answer, allowing a smile upon your lips. So saying you step to the edge of the deck and then keep walking. A perfectly flat disk of water rises to meet you, held together by will and sorcery, and upon it you float towards the three galleys at a stately pace... which is to say slow as molasses compared to proper flight, but then you are doing this to make a point.
How many Jesus allegories is this?
Alas that someone on those ships is of a mind to wreck the image you are presenting. A spell of unravelling arcs from the main galley's forecastle, aimed not at you but at the water at your feet... Strong, you realize, a touch perturbed by the implications.
Huh, @Goldfish we are getting a ring of Enduring Arcana with our Arcane Might, right?
You are aware that the largest fleet in Westeros means very little to even a small dragon?
While the sorceress can definitly be a severe problem for one.
It means little to even a small dragon until someone with a decent BAB/DEX mans a Scorpion or Ballistae, or some mages are aboard.
Yes... and here I though it would take you guys more time to identify her.
I'm pretty sure @Snowfire has a big racial bonus to identifying a "Leanan Sidhe" :V
Holy shit, it has mythic powers?!
Don't fret.
Yes but she is MR 3. Viserys is a level 17 mythic character.
Hey, creatures that just have Mr don't have an actual Path, do they? Just the MR benefis?
Restrain that urge. She's more powerful than us on a Mythic scale, and has at least 6th level spellcasting. I would also rather not kick off outright war with the Reach Fey at this point, given there is no way that she isn't a major member of their peerage.
Unless she has a lot more MR than her default 3, we can totally take her.

I'm guessing she was advanced to 17-20 HD and given the Sorcerer Creature template. So a very powerful fey sorceress with Mythic tricks up her sleeve. A very dangerous foe, no doubt.

But ultimately we can still AMF + AD;AI. That's a big part of the class, y'know? That whatever may come, you can still turn into a fuckmothering huge red dragon and eat some face.
 
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[X] Azel

Hmm. Don't we already have a good idea why they want the crown? I suppose fishing for more specific info can't hurt.
 
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Someone's importance isn't measured purely in magical power, man.
Not completly, no.

But let me tell you a story.
A story of a young sorcerer who walked into the palace of the Archon of Tyrosh.
Who killed the person everyone thought was the Archon.
And who walked out of that palace, with the new impersonator of that Archon throwing money and chocolate after him, without any muggle being wiser about what happened.

After that story, played by a level 7 Sorcerer who went up to 8 during this adventure, a baby adventurer by our current standards, I lost the last bit of respect for mortal rulers without magic of their own. Because their political power, their armies, their spies, their bodyguards are obviously not very useful against even lower-middle of casters, outsiders and similar things.
 
Not completly, no.

But let me tell you a story.
A story of a young sorcerer who walked into the palace of the Archon of Tyrosh.
Who killed the person everyone thought was the Archon.
And who walked out of that palace, with the new impersonator of that Archon throwing money and chocolate after him, without any muggle being wiser about what happened.

After that story, played by a level 7 Sorcerer who went up to 8 during this adventure, a baby adventurer by our current standards, I lost the last bit of respect for mortal rulers without magic of their own. Because their political power, their armies, their spies, their bodyguards are obviously not very useful against even lower-middle of casters, outsiders and similar things.
Alright, that's a fair outlook coming from you.

Though it should be noted that muggle lords are more than capable of getting halfway decent minions. See Manderly who has the Selkie woman and who had the mage we had to bring back to life. And he was even smart enough to call us for help when he knew he was in over his head.
 
Not completly, no.

But let me tell you a story.
A story of a young sorcerer who walked into the palace of the Archon of Tyrosh.
Who killed the person everyone thought was the Archon.
And who walked out of that palace, with the new impersonator of that Archon throwing money and chocolate after him, without any muggle being wiser about what happened.

After that story, played by a level 7 Sorcerer who went up to 8 during this adventure, a baby adventurer by our current standards, I lost the last bit of respect for mortal rulers without magic of their own. Because their political power, their armies, their spies, their bodyguards are obviously not very useful against even lower-middle of casters, outsiders and similar things.
It's not about how big your sorcerer level is.

It's about how you use it.
 
Though it should be noted that muggle lords are more than capable of getting halfway decent minions. See Manderly who has the Selkie woman and who had the mage we had to bring back to life. And he was even smart enough to call us for help when he knew he was in over his head.
That is true, but only as far as they can trust those magical minions.
Not like Manderly could do anything if the Wizard and the Selkie decide they want to do something differently from what he wants.
 
Horde Thief Chapter XXIIII
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Horde Thief
Chapter 24​

The week that follows passes much as the few before had gone. Karrin Murphy contacts you shortly after the celebratory ball thrown in honour of the Fomor's expulsion from Chicago, and you have the funds to support an expanded analysis group transferred. After that, there is a quiet time. You bend your own talents to the task at hand, but you're limited by the sheer number of Fomor present in a nation of over three hundred million souls. Also by the fact that, as you begin to close in on their centres of activity, your scrying encounters resistance. It's nothing like the grey haze of the magic of your own defences, but the interference is potent enough to restrict your own data gathering efforts to confirming the general area of a Fomor stronghold, like the one you destroyed in Chicago. That's enough for the Paranet to do the rest, but not without danger.

More than once you're drawn from the work of hammering an alliance of convenience into something steadier to defend an information gathering attempt gone wrong. You do not begrudge the work, it's necessary, but there is sometimes something to be said for truly abysmal timing. But you endure, and in little more than a week your dedication begins to yield actionable results. Some would say a week would be far too short a time to secure those allies you're capable of calling upon. Some people are not you. Lara Raith is far more reserved in her next meeting with you, and does little to try and tempt you. Your words, it seems, had the hoped-for effect. The White Court promises support for your actions, and significant considerations for each city removed from Fomor influence, alas that they don't know what you'll use them for. Still, aid is aid, and as you assault strongholds across the breadth of a continent, it tells.

Far be it from you to say that monsters never learn. The first such locations fall easily, wards torn asunder by magic of the Ninth Circle, and the inhabitants cleansed. Large fires consume the remains once any prisoners are retrieved, and there are many of those. The Paranet takes them, no longer struggling with the burden thanks to your own contributions. But even with all your advantages, there are holes in any net, and a handful of your enemy successfully escape your attacks. After that, things become harder. Your focus on retrieving captives is obvious, and so the Fomor begin to build their defensive strategies around denying you them. Traps, hidden firing slots used at the height of conflict with the resident sorcerer. And it takes little time to learn to recognise the hallmark of your assaults, the sudden reaving of any magic set upon the place. But you learn quickly too, and last-minute divinations before assaults begin save the lives of dozens and scores of helpless innocents.

Through it all, Harry is a constant presence at your side, and what you see of the wizard in action impresses you a great deal. Like Lya, Harry is a practitioner whose danger grows in proportion to how prepared he is for a situation and you're able to give him hard information from your divinations. For each strike, you move under the protection of the most powerful ward against divination you know, a match to that upon your crown and there's more to his thanks for it than simple appreciation of protection. You don't comment on it. After what you saw in the Soulgaze, you can guess why. You've never had the patience for the complex work of enchantments, but as the days go by, you find yourself sketching out plans in your mind. Not for the first time, but never before have they been so detailed. Harry Dresden, for all his faults, is not an evil man. And his stalwart companionship and aid, no matter that the latter was given first under obligation, has been truly welcome. John is a skilled businessman, and highly competent partner in this world. But he's not what you'd call a friend.

Still, without him, passing the message to the Fomor of your terms would have been far more difficult. There are advantages to having a Freeholding Lord working with you. Predictably, the Fomor were unwilling to even approach the negotiation table at first. After a week of losing a major centre a day, that appears to be changing, but not universally. Where in some places your actions have sent your enemies hurrying back into the safety of the ocean, in others they've solidified a belief in their successes. Surely, if they had not done something right, a power like yours would have remained quiet. It's a difficult logic to fight, but there is one sure-fire way of extinguishing it; take it off at the head.

That sentiment is what leads you here, to the icy shores of Newfoundland, and what magic and more mundane analysis has told you is the heart of the Fomor's attacks on North America. You hired on specialists from Monoc Securities for this assault, strengthening your forces in expectation for the hardest fight you've faced so far. This is Fomor ground, down to the very bones, and that makes them far stronger than they've been anywhere else. This does have an upside, though. You don't need to hold back anywhere near as much. An odd sound fills the air above you, something you can hear only thanks to your enhanced senses, accompanied by a faint roar. Marcone's connections and certain clandestinely liberated funds – the cartel wouldn't be missed – had allowed you to acquire some alternate means of destruction. They were old models, apparently, but their weaponry was quite serviceable. And your divinations had confirmed that all of the Fomor's 'chattel' are safely below ground.

You ready the spell to tear the wards around the place down as the steady thwump of helicopter blades started to rise into the realm of mortal hearing. Beside you, Harry summoned his own power, preparing to hex what technology the building into useless scrap. Once that was done, you'd teleport the two of you and several personal servitors into the fortress's prison complex, to pre-empt any attempt to kill them. Then you'd move to engage the stronghold's Lord, and here you were being far more careful than you'd been before. You'd cast a protections against the deathly magics so often employed by the Fomor around Harry, granted every member of the attack the cunning and insight of magic in their weapons, and would summon shields of searing flame about them before you went in. The weapons of the Fomor were cold, darkness and death. You couldn't protect against everything they could do, but your wards would protect against most of it.

"Attack helicopters," Harry laughs beside you, the runes on his staff filling with green and silver fire. "Really?"

You shrug, watching the page of your grimoire fill with power of its own, less radiant but just as powerful. "They were an efficient purchase. And for somewhere this far from civilisation, I don't see any reason to pull punches." To one side, you saw White Court vampires and more Einherjaren crack open the seals on waterproof cases containing automatic shotguns, grenade launchers, and other tools of mass murder.

Harry gives you a grin too wolfish to be called a smile. "After you, then."

"Break!" You snap out the word in High Valyrian, unleashing the blast of disruptive magic into the air ahead of you, watching it tear the wards around the house apart.

"Hexus!" Harry cries a breath later, and you feel the rush of power from the man lash out at the coastal property in front of you, that was all but a castle in truth. Old stone had endured the passing of a century, now it would face fire. A word summons flame around you and the four modified servitors, a match to those guarding Naomi back in Chicago, and then you link hands, all facing outwards. Massive coughing sounds come from the approaching helicopters, streaks of fire lighting the night as missiles soar upwards and a curtain of rockets shriek down from the heavens.

And in the moment before the explosions start, you vanish with a word spoken in the tongue of your ancestors, into the heart of the fortress that anchors a plague of monsters upon a continent's shores.
 
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So, I'd like to thank @Azel for pointing out that acquiring cash in other means would make it much easier to acquire inventory from the grey and black markets. I'd not initially planned for heavy conventional ordinance to be involved in this attack, but as it began to shape up in my head, it just made sense. I'm still not sure if I'm going to give you the full engagement ahead, but I know I want to show at least part of it – and before you wonder, yes, it's going to be a far more even fight. There are metaphysical factors in play. I'm waiting for the turn vote in PW to get itself together, so if we're lucky I'll be able to get through this section of Arc 2 quickly over the next few days.
 
Huh, @Goldfish we are getting a ring of Enduring Arcana with our Arcane Might, right?
We do now.

Here's what the ring will look like at the end of this month.

Spell-Singer's Ring:
  1. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring Counterspell (without readying a Counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a re-targeted spell, she experiences the effect of the spell as normal.
  2. The wearer gains a +1 Competence bonus to their Arcane caster level. Fire spells, however, instead gain a +2 Competence bonus to their caster level.
  3. As a Swift Action, the wearer can expend up to 3 Charges to increase the damage inflicted by a Fire spell; +2d6 (1 Charge), +3d6 (2 Charges), +4d6 (3 Charges). Charges are renewed each day at dawn.
  4. Spells cast by the wearer gain a +5 caster level bonus to resist attempts to Dispel or Counter them.
  5. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
It is going to need a new name.
 
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Okay, then say we have not just a young dragon, but a clever young dragon.
One who buys himself a scroll of Water Breathing.
Then what can non-PC people on ships do?
Then the low level mages come into play and they give water breathing and Swim to their best warriors.

A bunch will die, but so can the dragon,

It is going to need a new name.
Originally, I planed on those being two rings, separating the two most expensive effects, as we were dirt poor.

By now, I like the One Ring vibe. Let's add Mystic Fire to it, too.
 
You are presupposing that the wizard would break her oath. Bonds of loyalty are no less real for not being enforced by raw personal power.
In this example not really.
I mean, the thought came up, but I didn't use an example of them wanting to run things or so.

Just them thinking they know something better, that Manderly is wrong on some decision. He has no way of enforcing his authority beyond hoping they see things his way, every time there is a disagreement.
 
By now, I like the One Ring vibe. Let's add Mystic Fire to it, too.
Oh, sorry, I forgot to mention that. It's already on the schedule. Waymar is getting a Ring of Mystic Lightning upgrade, too.
Spell-Singer's Ring:
  1. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring Counterspell (without readying a Counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a re-targeted spell, she experiences the effect of the spell as normal.
  2. The wearer gains a +1 Competence bonus to their Arcane caster level. Fire spells, however, instead gain a +2 Competence bonus to their caster level.
  3. As a Swift Action, the wearer can expend up to 3 Charges to increase the damage inflicted by a Fire spell; +2d6 (1 Charge), +3d6 (2 Charges), +4d6 (3 Charges). Charges are renewed each day at dawn.
  4. Spells cast by the wearer gain a +5 caster level bonus to resist attempts to Dispel or Counter them.
  5. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
 
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