Upon Perilous Paths

Twenty-Ninth Day of the Ninth Month 293 AC

Morning finds you in Volantis looking out upon the Old City from Zherys' balcony as the lord of the Mysterium shares not tea this time but cool pomegranate juice with just a hint of lemon and spices you cannot easily name. You are glad to find he has the time to join you for a full day, though the news you bring of heaven's fate is grim.

Before you speak, a newborn gilded wyrm separates itself from the folds of your cloak and sets itself upon the table before Zherys, reshaped into a golden stylus, sensing that the mage would not take well to anything perching upon this shoulder.

"Ah, excellent, an assistant one can always have to hand without dragging about an entourage. My thanks, Your Grace," He carefully weighs it in hand as though seeing one close for the very first time. You suspect that is more for the sake politeness, as you have been handing these out all month to lords and mages, administrators and inquisitors of note. Truth be told, you had been a touch apprehensive that Zherys might take it ill that he has only now received his own, but the High Speaker proves above such petty jealousies.

Created 61 new Calygraphy Wyrms

Lost 12200 IM


Governors/Leaders:
1. Prince of Dorne -- Prince Doran Martell
2. Lord of the Iron Islands -- Rodrick the Reader
3. Lady of Skagos -- Bloom the Brijidine
4. Lord of Dyre Den -- Lord Brune
5. Lord of Driftmark -- Lord Monford Velaryon
6. Lady of Bear Island -- Lady Maege Mormont
7. Lord of Last Heart -- Lord Greatjon Umber
8. Lord of Runestone -- Lord Yohn Royce
9. Lord of the Dreadfort -- Lord Roose Bolton
10. Lord of the Twins -- Lord Walder Frey
11. Lord of Castle Darry -- Lord Raymun Darry
12. Lord of Thenn -- Magnar of Thenn
13. Archon of Myr -- Lady Dorera Phassen
14. Magistrate of Lys -- Lady Hermetia Aerebalys
15. Governor of Volantis -- Lord Zherys
16. Sealord of Braavos -- Ferrego Antaryon
17. Governor of the Western Disputed Lands -- Lord Uthero Agrelys
18. Thaemos of Naath & Lady in Sothoryos -- Lady Wyla Drekelis
19. Archon of the Basilisk Isles -- Lord Salladhor Saan
20. Governor of Mantarys -- Yrael Elaenos the Legion Archon
21. Count of Draconys -- Lord Balon Swann
22. Vaeros of Draconys -- Aemon Naremos
23. Count of the Painted Mountains -- Lord Jon Redfort
24. Count of the Golden Fields and Ny Sar -- Oberyn Sandviper (formerly Martell)
25. Baroness of Ny Sar -- Silore the Fey Lady
26. Governor of Tolos -- Relath the Young Adult Brine Dragon
27. Lord of Sallosh -- Lord Vargor Alexi
28. Lord in Sothoryos -- Riz'Neth the Deep-Dweller Serpentfolk
29. Lord in the Plane of Fire -- Amrelath the Mature Adult Red Dragon
30. Lord in the Plane of Fire -- Yrten the Azer
31. Khal of the Dothraki -- Khal Rhango
32. Lady of Hosts -- Mereth the Erinyes
33. High Steward -- Lady Alinor Torchwood -- Has a Calligraphy Wyrm
34. General of the First Legion -- General Gerold Torchwood -- Had a Calligraphy Wyrm
35. Head of the Silver Eye -- Lady Alysande Redsail
36. Headmistress of the Scholarum -- Lady Teana Strycos -- Had a Calligraphy Wyrm
37. Captain of the Moonchaser -- Lady Moonsong
38. Lord of the Orphne


Researchers:
1. Lady Saenena Caleris
2. Siduri of Dis
3. Anu the Warforged
4. Valeria the Wondersmith -- Arcanum -- Had a Calligraphy Wyrm
5. Naria the Loreseeker -- Arcanum -- Had a Calligraphy Wyrm
6. Kira Windgraced -- Arcanum
7. Mercy of the Soul -- Arcanum
8. Beryl the Strategist -- Arcanum
9. Nuri -- Arcanum
10. Aradia the Huntress -- Arcanum
11. Diana the Sea Sprite -- Arcanum
12. Lady Leila Goldhammer -- Had a Calligraphy Wyrm
13. Qyburn
14. Velen the Lesser Phoenix

Persons of Note:
1. Shara Rogare
2. Anya the Inquisitor
3. Mia the Inquisitor
4. Nettles of Dragonstone
5. Elia Martell
7. Ser Criston Storm
8. Ceria Storm
9. Chun Ting Lo
10. Denys Trainer
11. Asha Greyjoy
12. Valaena Velaryon

Instead he simply turns to discussing the battle for Pentos and the fate of the city under Braavosi rule, clearly probing how strong the Secret City is to be under your banner, though not yet truly concerned as to the matter. "The greater danger is not 'rapacious bankers' whatever the rabble may claim, but rather so much wealth and power in the hands of those yet unacquainted with the perils of sorcery. The Silver Eye of Braavos is made up of spies before they are sorcerers and they are stretched very thin indeed from touching the wider spheres. How easily they could be subverted in a realm where one can so lightly climb the steps of power..."

"The same is no less true in the Deep or elsewhere in my realm. Better by far to have more eyes looking for imposters and enslaved wills than to stifle the ascension of the worthy," you reply diplomatically.

"If nothing else, the Elephants have proved that the greatest of folly can dwell even in the hearts of those of eldest lines," Dany adds a touch less subtly. "Who had dealing with their lingering influence fared."

Zherys nods, his saturnine expression turning a touch wry, though he is quick and sure in this answer. "The Elephants are broken as a political tradition, with many of their more prominent members either executed or disgraced, but the mercantile interests must be represented, thus some who were tigers but more likely to purr rather than bite, together with several independent interests, have banded together to form a certain opposition to my policies. They are manageable, arguing not for enslaving new-made freemen once again, but instead for a more gradual transition, some even for debt bondage in the Pentoshi manner..." A smile, faint but sharp as a dragonsteel blade, flickers upon the face of the Volantine mage."News of Pentos' fate should go a long way to put paid that notion."

The three of you drink in peace, looking upon the bustling streets below for a while longer, each lost in your own concerns until finally Zherys speaks again. "The greatest peril for Volantis now does not come from those who would weigh her down like a rock around her ankles, but from those who would rush forward too swiftly. News of your gate to other realms has spread like fire though dry grass and now many of the more ambitious of the Tigers, discontent with the end of the conquest of the Rhyone, speak of launching great expeditions into the untamed realms."

"They aim to make kingdoms of their own?" you ask, concerned. The dangers one can find beyond the borders of the mortal world are not ones lightly faced and you can imagine all too easily how such an expedition may be traced.

"Even the boldest speak only of making colonies as Valyria did of old, but they imagine a very light touch indeed upon such ventures."

"It is too dangerous," Dany cuts in. "More dangerous than even we knew until mere weeks ago. The spheres are not as they were of old."

Though the High Speaker's face darkens he does not seem surprised so much as wary. He must have heard some news of the Breaking in his own journeys. Alas you doubt he knows the whole of it given how hard it even is to grasp the scope of the calamity.

And so it is that after further strengthening the wards against eavesdroppers, you speak of what you had seen in Heaven's Shore, of lost grace and fallen angels, of worlds slowly winking into oblivion as it has been for millennia uncounted. You speak of that which you had merely heard but not seen, of the wars in Paradise where horrors besiege the last bastions of light and of shattered Elysium, fading into the grey seas of Limbo.

Through all of this Zherys grows grimmer with each question and each answer and at the end he turns to Dany, "You are right, Highness. They must be stopped before they draw too much attention, but it becomes all the more needed that we act in the fullness of time. If Valyria indeed turned its eyes from this, then they were fools, worse fools than I could ever have imagined." Bitter are the words upon his lips, you suspect, but still he speaks them. "First we must work to reclaim the sundered lands, to test our strength I think, for though they are hostile they are still of this world and the horrors who well there are scattered and leaderless ..."

They are not, you know, but aught you tell Zherys of the Fifteenth, of the danger that clings to everything Valyrian, everything he has worked his whole life to restore, or would the blow be too great after the one you had just delivered.

How do you reply?

[] Tell Zherys of the Fifteenth
-[] Write in

[] Shift his attention in some other way
-[] Write in

[] Write in


OOC: I struggled quite a bit with this unfortunately, because there was just so much to react to, so much to say. In the end I decided to cut for a vote here even though it will slow things down because I feel player agency is needed, given that the stated purpose of the vote is to get closer to Zherys.
Made a bunch of edits, DP.

There is one sentence, which I have colored red, that doesn't seem quite right. I'm not sure what you intended to say there.
 
[X] Tell Zherys of the Fifteenth
-[X] Caution Zherys that we have one last piece of information to share with him. Although it is not so dire as what we learned of the fate of the Celestial Planes, it is of a much more immediate concern to those living on Planetos, but especially the descendants of lost Valyria. Warn him that we have kept this information highly restricted and those few who know it are protected by the strongest of wards against Divination and mental tampering.
--[X] Explain what we learned from Syrax of the Valyrian gods, the 15th in particular, including its conceptual link to all that is Valyrian in origin and the eventual necessity to destroy the mad god if we are ever to escape the cycle of corruption and pointless destruction which its influence forced upon our ancestors.
 
[X] Goldfish

Maybe add some heavy emphasis on how bad this guy is and how much this could spiral if he gets a foothold to spread from.
 
The man's not an idiot - would be sad indeed if one of our high ranking vassals was.

If prevented from launching expeditions of that nature, is going to ask why and also run his own investigations on such. And thus.. is loyalty frailing.

No strategic-level secrets to the people we depend on to keep a large empire segment running. Truth is owed to them. Adept mage, under mindblank 24/7, ruthless enough to consider cost/benefit in this scenario. Not a sputtering Westerosi noble, this one.

[X] Goldfish
 
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The man's not an idiot - would be sad indeed if one of our high ranking vassals was.

If prevented from launching expeditions of that nature, is going to ask why and also run his own investigations on such. And thus.. is loyalty frailing.

No secrets of that nature to the people we depend on to keep a large empire segment running. Truth is owed to them. Adept mage, under mindblank 24/7, ruthless enough to consider cost/benefit in this scenario. Not a sputtering Westerosi noble, this one.

[X] Goldfish
In fairness the issue isn't a lack of willingness to share vital intel, but more a worry that bad news on this magnitude immediately after finding out about the Breaking of the Spheres probably won't be pleasant.

Even so, he needs to know. I agree with you on that.
 
Imperial Infrastructure
@DragonParadox, I'm creating a new Imperial Infrastructure page that we can continue to maintain now that Azel has left. Can you use this one to replace the old one's threadmark?

I've included the write-up for our new Arcane Clocks, of which six were enchanted this month. If we could get an interlude detailing the installation of one of them soon, preferably the SD clock, that would be really cool.

Since we had five sets of Titan's Tool available this month which were not really assigned, and the projects was already so close to wrapping up, I took the liberty of marking all planned road and bridge construction as complete, with the exception of the last section of bridge to connect Deepcleft to Dorne. That can be completed in a manner of weeks using multiple sets Titan's Tools, but should wait until we're ready to begin the conquest of Westeros in earnest. Costs for all of the planned roads and bridges were already paid up front, too. This will let us start fresh and more easily track new road and bridge construction projects.



Imperial Infrastructure

Whispering Braziers
These magical braziers allow people on the same plane of existence to talk with each other. Each brazier can 'call' every other brazier or a bag of specially attuned sand, allowing easy two way communication between them and to establish a connection to such prepared bags, usually scheduled at a given time.

Cost: 810 IM for basic version, 1620 IM for interplanar version
(Note: All braziers also have a Divination Ward on the room they are kept in.)
Current Braziers:
Sorcerers Deep - Interplanar - Dragons Roost - Government use
Sorcerers Deep - ACSEC office - commercial use
Sorcerers Deep - Interplanar - ACSEC office - commercial use
Sorcerers Deep - Interplanar - Planar Terminus - commercial use
Armun Kelisk - Interplanar - ACSEC office - commercial use
Armun Kelisk - Interplanar - Embassy - government use
Xorn Outpost - Interplanar - Planar Terminus - commercial use
Opaline Vault - Interplanar - ACSEC office - commercial use
Braavos - Sealords Palace - Government use
Braavos - ACSEC office - commercial use
Pentos - Central Palace - Government use
Tyrosh - Archons Palace - Government use
Tyrosh - ACSEC office - commercial use
Tolos - Dragons Palace - Government use
Tolos - ACSEC office - commercial use
Mantarys - Archons Palace - Government use
Mantarys - ACSEC office - commercial use
Henekar - SSE Trade Post - Government use
Crackclaw Point - Dyre Den - Government use
Driftmark - High Tide - Government use
Naath - Wyllas Home- Government use
Lorath - ACSEC office - commercial use
Ibben - ACSEC office - commercial use
Runestone - Runestone Keep- Government use
Sunspear - Old Palace - Government use
Stone Head/Summer Isles - ACSEC office - commercial use
Volantis - Zherys Manse - Government use
Lys - Archons Palace - Government use
Lys - ACSEC office - commercial use
Myr - Archons Palace - Government use
Myr - ACSEC office - commercial use
Castle Black - chamber of the Maester - Government use
Kings Landing - Chatayas - Inquisition use
Thennhold - Magnars Keep - Government use
Snake Port - Government use
Dagger Lake - ACSEC office - commercial use
Stormlands - Storm's End - Government use
Claw Island - Lord Adrian Celtigar's study - Government use
Claw Island - Watch Tower - Government use
Monastery of the Unbroken Circle - Interplanar - Government use
Imperial Airforce (x7) - Interplanar - Military use

Military Units: 19 regular Braziers, 7 interplanar Braziers
Unassigned: 23 regular Braziers, 4 interplanar Brazier


Gemstone Table
The surface of this finely made stone table looks as if it was made of powdered rubies, emeralds and sapphires, yet is perfectly solid to the touch. If the right command word is spoken, the powdered gems flow like water to form a detailed miniature of the area within 50 miles of the table. The user can also add minor illusions to this landscape if he so desires. The user can display any area in range and with as much details as he wishes.

But the true power of this item is only revealed when coupled with linked stones, called anchors. These offer additional abilities and extend the range of the table. Anchors must be attuned to a given Gemstone Table with a ritual. This is not permanent and the user of the table can disconnect any anchor again. Some anchors may temporarily loose the connection for other reasons. All connected anchors and their positions can be seen as glowing dots on the map.
Cost - 5,000 IM
Fortress Anchor - 400 IM
  • This anchor looks like a small copy of a true Gemstone Table. When linked to one, the user of the table can see and hear any person near this anchor and vice versa. It also allows to show a ghostly image that matches the map currently shown on the Gemstone Table. Lastly, the Gemstone Table treats the area in a 50 miles radius around this anchor as part of it's range. If this anchor is moved, it looses the connection to the Gemstone Table temporarily and can't be used for a day and a night.
Generals Anchor - 800 IM
  • This works like a Fortress Anchor, but can be moved freely without loosing its attunement.
Officers Anchor - 100 IM
  • These anchors are made to be carried by a single person and allows to send and receive spoken messages to or from the Gemstone Tablet, Fortress Anchors or Generals Anchors.
Border Anchor - 50 IM
  • As the name implies, these anchors are mostly used along borders. They extend the range of the Gemstone Table to include a 50 miles radius around the anchor. If disturbed, it ceases to function for a day and a night.
Soldiers Anchor - 1 IM
  • This least of anchors is usually a small pebble worn on a amulet. It offers the wearer no direct benefit, but can be tracked by the Gemstone Table like all other anchors. If it's wearer dies, the anchor ceases to function.
1 General = 1 Generals
Total = 1 Generals Anchor = 800 IM

2 Colonels = 2 Officers Anchors
14 Captains = 14 Officers Anchors
28 Lieutenants = 28 Officers Anchors
Total = 44 Officers Anchors = 4,400 IM

112 Commanders = 112 Soldiers Anchors
336 Sergeants = 336 Soldiers Anchors
126 Standard-Bearers = 126 Soldiers Anchors
126 Hornblowers = 126 Soldiers Anchors
126 Quartermasters = 126 Soldiers Anchors
896 Corporals = 896 Soldiers Anchors
Total = 1,722 Soldiers Anchors = 1,722 IM

Total Cost Per Legion: 6,922 IM

Divination Wards
To counter divination spells, several areas have been warded by a permanent Mages Private Sanctum.

Cost: 2500 IM
Current Wards:
Sorcerers Deep - Bloodstone Keep War-Room
Sorcerers Deep - one Shadow Tower chamber

Everfire Smelter
Using magical flame, tightly controlled, and metallurgical lore, these smelters are capable of smelting ore and producing steel in tremendous quantities without the need for fuel.
A tall vessel of fused stone, roughly 15 meters high, which stands on a a raised platform.

The top is open, with a massive stone lid resting on top, which can be closed when necessary.
Below that are walkways to three shafts, which can drop ore, limestone and coal into the vessel without allowing a reflux of gasses.
Then come three small shafts on the sides, which are open at the bottom. When the lid is opened, air will be sucked into these shafts and thus injected into the melt.
The platform has a front and a back access. The back is used to remove slag from the melt after a batch is finished, while the front is used to pour the finished product.
To this end, there is a large open space where trays of sand can be placed. Thus the smelter can directly pour steel into pre-made shapes to produce raw parts for smiths. Alternative, the tray just has simple shapes to make regular bars.

If a nearly empty tray is placed there, the smelter produces a large slab of steel. Said slab is then moved to the side and stacked on other such plates, either by a crane or two minotaurs. Once the pile is becoming too high to stack further, a small vessel full of molten steel is poured over the edges to fuse the slabs. The next stack is made directly next to this one and likewise fused to it by molten steel.
These stacks thus form one huge, continuous piece of steel, allowing a single casting of Fabricate to affect the maximum amount of material.

The walls of the smelter are not massive by the way, but have many air pockets in them. This is improving the insulation of the vessel and gives the stone more room to expand and contract in response to the tremendous heat.

The fire itself is a 15m high pillar of magical fire, originating in the center of the vessel. Coal is only needed to reduce the raw ore, not to provide any form of heat, since the magical flames eclipse a mere mortal fire by far.
Finally, there is the ring which controls the smelter. It grants the wearer supernatural insight into the profession of smelting and the minor divination in it allows him to always know what he has to do with the smelter to produce material with the properties he desires.
As long as he wears the ring, he can start and stop the magical flames and instinctively knows when to add air or raw materials, in which fractions, when to pour the product and all the other little things. He can make hard and unyielding steel as easily as a more flexible mixture.

Coupled with the ability to make pre-formed parts, the smelter can even mass-produce the raw materials for truly impressive works of smiths.

Cost: 2.000 IM
Current Smelters:
Sorcerers Deep - Everfire Dale, used by Everflame Steelworks

Hardening Chamber
A massive magical device which can be used to significantly increase the durability of materials, parts and objects treated in it. The process requires some time, but is otherwise free.

Measuring fifty meters long, twenty meters wide, and ten meters tall, the Hardening Chamber is by far the largest and most expensive work of enchanting performed in Sorcerer's Deep to date. It's skeleton of spell-forged steel, every inch of which is engraved with countless sigils of strength, resilience, and permanence, is sheathed in an unbroken shell of fused stone that has been transmuted so that it shares the properties of diamond while retaining the inky black sheen of polished obsidian. It sits upon a foundation of identically transmuted stone that extends down to the bedrock of Sorcerer's Deep, before delving even further, so that it can sink its inky black roots deep into the ancient heart of the island. It's peaked roof first appears to be crafted from great sheets of mundane bronze, until one looks closely enough to see the sparks of eldritch lightning which crackle along its surface as materials within the Chamber are Hardened. By day this lightning is barely visible, but at night the silvery-blue glow is bright enough to outshine the mage-lanterns which proliferate throughout Sorcerer's Deep.

Massive segmented spell-forged steel doors nearly as tall and wide as the Chamber itself allow entry from either end of the structure. Through purely mechanical means, these doors, designed as a collaborative effort between the Dragon King himself and his Tinker Fey subjects, use a clever, but simple system of counterweights and pulleys to allow a single man to easily raise or lower them without assistance.

Materials to be treated in the Chamber are brought into the structure using a series of spell-forged steel rails which have been embedded into its transmuted stone floor. These rails extend through each of the structure's doorways and into designated loading and unloading zones that have been constructed as part of the complex of buildings meant to facilitate easy use of the Chamber. Sturdy, but otherwise mundane stone warehouses near the Chamber are used to store materials that have not yet been Hardened, or which have already undergone the Hardening process and are awaiting shipment.

All materials used in the construction of the Hardening Chamber have themselves been affected by the structure's magic, increasing their Hardness rating by 5 points.
The Hardening Chamber is effectively an 11th level Wondrous Item of massive size capable of Hardening up to 110 cubic feet of material every six seconds. Metals and minerals require more time and are Hardened at a rate of 11 cubic feet of material every six seconds.

Once loaded with materials to be Hardened, each door is closed and the operator, who must be a mage with some degree of talent, places their hand on any part of the Chamber's exterior stone wall and expends a small amount of magical energy (sacrificing a single 1st level spell slot or prepared spell) to begin the process. Once started, the process continues until all eligible materials loaded into the Chamber have been Hardened. Regardless of the time required, short of destruction or magical suppression, the Chamber's door cannot be opened until the process is complete. The mage who activates the Chamber gains an understanding of exactly how long its current contents will need to be Hardened. Depending on the amounts and composition of these materials, a Hardening session could require less than a minute or several hours.
The results of Hardening are quite pronounced.

Sample Materials: Old Hardness New Hardness Hit Points by Thickness
Glass 1 6 1/inch
Paper or Cloth   5 2/inch
Rope   5 2/inch
Leather or Hide 2 7 5/inch
Wood 5 10 10/inch
Stone 8 13 15/inch
Iron or Steel 10 15 30/inch
Mithral 15 20 30/inch
Adamantine 20 25 40/inch
Although an object's Hit Points are unaffected, its ability to resist damage increases significantly without negatively affecting its more desirable properties, such as flexibility, weight, or texture.

Sample Objects: Old Hardness New Hardness Hit Points
Rope (1" diameter)   5 2
Simple Wooden Door 5 10 10
Small Wooden Chest 5 10 1
Good Wooden Door 5 10 15
Treasure Chest 5 10 15
Strong Wooden Door 5 10 20
Masonry Wall (1' thick) 8 13 90
Hewn Stone (3' thick) 8 13 540
Iron or Steel Chain 10 15 5
Iron or Steel Manacles 10 15 10
Masterwork Iron or Steel Manacles 10 15 10
Iron Door (2" thick) 10 15 60
Hardness essentially functions as a form of nearly unbeatable Damage Reduction for objects, generally only bypassed by Adamantine weapons and Sonic energy damage. If the potential damage from an attack is not enough to exceed an object's Hardness, that object remains undamaged.

A sheet of Hardened paper, for example, could not be cut unless you inflicted at least 6 points of damage on it. A regular human Commoner with an average Strength attribute of 10 wielding a dagger capable of inflicting 1d4 points of damage per attack would be utterly unable to cut or tear that piece of paper, no matter how much they tried. Even a man with slightly above average Strength attribute of 12 (gaining a +1 damage bonus) would find the paper impenetrable.

More practically, wood becomes just as difficult to damage as steel. Ships made from Hardened wood can ram into lesser vessels without fear of damage, while their Hardened sails resist all but the most determined attacker, possibly shedding arrows and ballistae bolts like water, and the rigging, normally vulnerable to being cut or set alight is instead no more vulnerable than a sturdy wooden pole. Glass just won't break anymore, not unless you deliberately work to shatter it, and even then, with a Hardness of 6, a heavy weapon or something capable of inflicting blunt force damage, such as a club or mace, is going to be needed.

Cost: ???
Current Hardening Chambers:
- Sorcerers Deep

Mammon Machine
This fusion of arcane engineering and flesh-crafting was wrought in the deepest bowels of the Fungus Forge of Lys to sustain the unliving flesh of an Archduke of Hell and harness its fell nature. At the core stands a large, spherical tank, containing the remains of an Aspect of Mammon and a fungal substrate that nourishes it and keeps it alive. This tank is warded by a Wall of Good, a Wall of Chaos, and Magic Circles against Evil and Law, thus fully encasing the body and the fluids it produces. There are three opening in this warding scheme. The first is on the top, where a special made nutrient solution is pumped into the vessel, the other two are on opposing sides of the vessel and used to separate purified energies produced by this device. One pipe is warded by Wall of Chaos and Magic Circle against Law, thus allowing only a pure essence of Evil to move through it, while the other is warded by Wall of Good and Magic Circle against Evil to produce a purified essence of Law.

To further enhance security, the machine is located on a dedicated, permanent demiplane that has a minor alignment with Positive Energy to ensure the vitality of the flesh within. By feeding the machine with arcane reagents worth 200 IM, it can produce 1 HD worth of essence of Evil or Law.

Resurrecting Mammon's Flesh
5,000 IM.

Main Vessel
Wall of Good - 2,500 IM
Wall of Chaos - 2,500 IM
Magic Circle against Evil - 1,500 IM
Magic Circle against Law - 1,500 IM

Law Pipe
Wall of Good - 2,500 IM
Magic Circle against Evil - 1,500 IM

Evil Pipe
Wall of Chaos - 2,500 IM
Magic Circle against Law - 1,500 IM

Demiplane
Base - 4,500 IM
Minor Positive Alignment - 4,500 IM

Total: 30,000 IM

Imperial Roads and Bridges
Using the might of the Titan Tools, a great network of toads, bridges and channels is being laid down to tie the growing Imperium together and even link Westeros and Essos with a land route.


Roads:
- 4 lanes, two with and two without tracks
- all lanes are 3.5m wide, with a surface of shaped crystal for high endurance
- tracks have a 1.5m gauge and the maximum cart width is 3.3m
- a small drainage ditch on each side

Canals:
- 100m wide
- 15m deep with maximum draught of 10m
- enclosed in 5m layer shaped basalt
- two lanes of untracked road on each side

Project Length per Day Workers Cost per Day
Road
21.6 km​

4,320​

169 IM​
Bridge
1.0 km​

50​

10 IM​
Canal
0.5 km​

700​

26 IM​

Sorcerers Deep - Tyrosh Trunkline
Name Type Length Time Total Cost Progress
Tyrosh - - - - -
Section 1 Road 62 km 2.9 days 485 IM Done
Tyrosh-Essos Bridge Bridge 27 km 27.0 days 270 IM Done
Disputed Lands Coast - - - - -
Section 2 Road 32 km 1.5 days 250 IM Done
Northern Intersection - - - - -
Section 3 Road 182 km 8.4 days 1,424 IM Done
Southern Intersection - - - - -
Section 4 Road 105 km 4.9 days 822 IM Done
Disputed Lands Coast - - - - -
Last Refuge - Essos Bridge Bridge 33 km 33.0 days 330 IM Done
Section 5 Road 41 km 1.9 days 321 IM Done
Sorcerers Deep - Last Refuge Bridge Bridge 50 km 50.0 days 500 IM Done
Section 6 Road 66 km 3.1 days 516 IM Done
Sorcerers Deep - - - -  
This project also requires: - - - -  
Disputed Lands Bypass Canal Canal 32 km 64.0 days 1,664 IM Done
  Total 630 km 196.6 days 6,582 IM  
           
Northern Stepstones Trunkline
Name Type Length Time Total Cost  
Trunkline Intersection - - - -  
Section 7 Road 46 km 2.1 days 360 IM Done
Disputed Lands Coast - - - -  
The Skulls - Essos Bridge Bridge 46 km 46.0 days 460 IM Done
Section 8 Road 62 km 2.9 days 485 IM Done
Dark Den - The Skulls Bridge Bridge 46 km 46.0 days 460 IM Done
Section 9 Road 46 km 2.1 days 360 IM Done
Bloodstone - Dark Den Bridge Bridge 26 km 26.0 days 260 IM Done
Section 10 Road 43 km 2.0 days 336 IM Done
Port Sorrow - - - -  
Section 11 Road 23 km 1.1 days 180 IM Done
Sunstone - Bloodstone Bridge Bridge 48 km 48.0 days 480 IM Done
Section 12 Road 34 km 1.6 days 266 IM Done
Deepcleft - - - -  
Section 13 Road 62 km 2.9 days 485 IM Done
Dorne - Bloodstone Bridge Bridge 72 km 72.0 days 720 IM  
Dornish Coast - - - -  
  Total 554 km 252.6 days 4,852 IM  
           
Tyrosh - Myr Trunkline
Name Type Length Time Total Cost  
Northern Intersection - - - -  
Section 14 Road 342 km 15.8 days 2,676 IM Done
Myrish Triangle West - - - -  
Section 15 Road 110 km 5.1 days 861 IM Done
Myrish Triangle North - - - -  
Section 16 Road 92 km 4.3 days 720 IM Done
Myr - - - -  
  Total 544 km 25.2 days 4,256 IM  
           
Sorcerers Deep - Lys Trunkline
Name Type Length Time Total Cost  
Southern Intersection - - - -  
Section 17 Road 392 km 18.1 days 3,067 IM Done
Lyseni Intersection - - - -  
Section 18 Road 65 km 3.0 days 509 IM Done
Coastline near Lys - - - -  
  Total 457 km 21.2 days 3,576 IM  
           
Lys - Myr Trunkline
Name Type Length Time Total Cost  
Lyseni Intersection - - - -  
Section 19 Road 293 km 13.6 days 2,292 IM Done
Myrish Triangle South - - - -  
Northern Branch: - - - -  
Section 20 Road 150 km 6.9 days 1,174 IM Done
Myrish Triangle North - - - -  
Western Branch: - - - -  
Section 21 Road 140 km 6.5 days 1,095 IM Done
Myrish Triangle West - - - -  
  Total 583 km 27.0 days 4,561 IM  
           
Westhaven Connector
Name Type Length Time Total Cost  
Westhaven - - - -  
Section 22 Road 13 km 0.6 days 102 IM Done
Westhaven - Tyrosh Bridge Bridge 72 km 72.0 days 720 IM Done
Section 23 Road 19 km 0.9 days 149 IM Done
Tyrosh - - - -  
  Total 104 km 73.5 days 970 IM  
           
Saltcliff Connector
Name Type Length Time Total Cost  
Saltcliff - - - -  
Section 24 Road 30 km 1.4 days 235 IM Done
Grey Gallows - Essos Bridge Bridge 48 km 48.0 days 480 IM Done
Section 25 Road 27 km 1.3 days 211 IM Done
Trunkline Merge - - - -  
  Total 105 km 50.6 days 926 IM Done
           
           
Grand Total 2,977 km 647 days 25,724 IM  


Mirror Vision
Each Mirror Vision mirror is a massive 100 foot long by 50 foot high mirror of Mithral-backed fused silica glass, all of which has been Hardened. Upon command, the mirror folds upon itself, then folds again, and again, repeatedly, until you are left with a solid block of fused silica glass and Mithral that is approximately three cubic meters in size. It can be commanded to deploy itself as well, unfolding and slotting itself into a specially designed Hardened steel frame and bracing, which must be built on each site. It directly reproduces sounds recorded on the transmitting mirror's end, broadcasting it throughout the arena, with volume controlled on command. The mirrors can be commanded to form smaller viewing screens, as small as one square meter, though the location where it is set up will need to be able to accommodate the unused bulk of the folded device.

Cost: 2880 IM each

Existing:
- News Studio in the Dragons Roost to relay things from there, also allowing us to do interviews remotely
- Sorcerer's Deep - Circle of Battle
- Westhaven
- Tyrosh
- Tyrosh - Scholarium
- Myr
- Lys
- Tolos
- Mantarys
- Mantarys - Scholarium
- Braavos
- Sallosh
- Naath
- Henekar
- Basilisk Isles
- Pentos
- Snake Port
- Sorcerer's Deep - Market District
- Volantis
- Volantis - Mysterium
Pending Placement: TBD
Currently unassigned: 15 (Standard), 3 (Interplanar)

Imperial Timekeeping - The Arcane Clock
Arcane Clocks consists of a 15 foot diameter by 6 inch thick disk of quartz crystal reinforced with an Adamantine ring and embedded Mithral mesh, all of it magically Hardened for durability and longevity.

Each clock has three distinct sections, an outer ring, a middle ring, and the inner circle.
  • The inner circle has a radius of seven feet, red in color, and divided into 10 segments by Mithral inlays. Every six seconds which passes causes one segment of the inner circle to change from red to black. Each time the inner circle is fully darkened one minute will have passed, which automatically causes it to turn red once more.
  • The middle ring is four feet wide, black in color, and divided into 60 segments by Mithral inlays. With the passage of each minute, or one darkening of the inner circle, one segment of the middle ring changes from black to gold. Each time the middle ring becomes fully gold, one hour will have passed, which automatically causes it to darken once more as well as produce a loud chime.
  • The outer ring is four feet wide and consists of 24 segments, each colored red with a white border. The passage of each hour, or one gilding of the middle ring, causes an outer segment's border to turn red and its color to shift to black, with the exception of a number representing the hour of the day which will remain white. Segments are numbered 1 through 24, starting and finishing at the clock's apex.
  • Multiple Continual Flame enchantments are embedded within each timepiece so that they are brightly illuminated and the time easily discernible regardless of ambient lighting.
  • The timepieces are capable of producing a chime are various intervals of time. When chimes sound out can be changed as needed, but by default they chime hourly.
  • Both faces of the timepiece function as described above.
  • Cost: 380 IM each
Arcane Clocks: x6
They are currently scheduled for installation in: Sorcerer's Deep, Tyrosh, Lys, Myr, Mantarys, and Tolos


Imperial Demiplane #1
This permanent Demiplane has a volume of 340,000 cubic feet. It measures 110 feet long, 100 feet wide, and 30 feet high. At each end is a dedicated portal alcove 10 feet deep which is 30 feet wide and 30 feet high. One of the portal alcoves holds the permanent 20ft x 20ftx Gate connecting to Sorcerer's Deep, while the other is used to temporarily connect to other locations. The Demiplane itself, except for the minimum necessary space needed to open portal Gates in the alcoves, is warded against travel magic by a Forbiddance spell at an 20th effective caster level. The small unwarded sliver of space, when not occupied by a temporary portal Gate, is filled in with stone to prevent unauthorized Gates from connecting to it.

Royce Alchemical Works:
Each production facility is set up to produce only a single Alchemical substance and cannot be used to produce anything but that substance. The large-scale process requires a full month to go from unrefined reagents to finished substance.
  • It costs 30,000 IM and requires a month to construct and equip a production facility, requires a minimum of 60 workers trained to perform their particular tasks, and a manager with a Craft(Alchemy) skill rank of 8 or higher.
  • A production facility can be retooled to produce a different Alchemical substance at a cost of 5,000 IM, a process typically requiring two weeks. During this time the workers are also trained in their new tasks.
  • Twenty seven Hedge Mages (5th or 6th level) and one Alchemist (5th level) are tasked with managing the twenty one production facilities, with periods of work staggered so that each is able to take time off every month.
  • Each worker will earn a wage of 7 IM per month and each Hedge Mage manager will earn a wage of 80 IM per month, for a combined labor cost of 8,480 per month (420 IM per production facility plus 1,760 for Hedge Mage project managers).
The Royce Alchemical Works is situated near Everfire Dale.
  • Each facility is a separate building specially designed for safety and durability, as well as security and defense.
  • They are part of a larger complex meant to be expanded in the future with additional production facilities, as needed.
  • A central management office contains a Statue of Magecraft (+5 Competence bonus to Crafting checks) and Statue of Crafter's Fortune (+5 Luck bonus to Crafting checks) which every worker and manager will use each day before starting their shift.
Production Facilities:
  • Facility #1: Wildfire (216 per month, Not For Sale)
  • Facility #2: Wildfire (216 per month, Not For Sale)
  • Facility #3: Wildfire (216 per month, Not For Sale)
  • Facility #4: Wildfire (216 per month, Not For Sale)
  • Facility #5: Liquid Ice (2,250 per month, Not For Sale)
  • Facility #6: Liquid Ice (2,250 per month, Not For Sale)
  • Facility #7: Healing Salve (3,600 per month, Not For Sale)
  • Facility #8: Healing Salve (3,600 per month)
  • Facility #9: Night Tea (720,000 per month)
  • Facility #10: Alchemist's Kindness (72,000 per month)
  • Facility #11: Antiplague (1,800 per month, Not For Sale)
  • Facility #12: Vermin Repellent (14,400 per month, Not For Sale)
  • Facility #13: Auran Masks (450 per month, Not For Sale)
  • Facility #14: Fungal Stun Vials (450 per month, Not For Sale)
  • Facility #15: Explosive Packs (450 per month, Not For Sale)
  • Facility #16: Explosive Packs (450 per month, Not For Sale)
  • Facility #17: Explosive Packs (450 per month, Not For Sale)
  • Facility #18: Explosive Packs (450 per month, Not For Sale)
  • Facility #19: Explosive Packs (450 per month, Not For Sale)
  • Facility #20: Explosive Packs (450 per month, Not For Sale)
  • Facility #21: Explosive Packs (450 per month, Not For Sale)
  • Facility #22: Healy Myrrh (2,880 per month)
  • Facility #23: Antitoxin (1,800 per month)
  • Facility #24: Heatstone (3,600 per month)
  • Facility #25: Incendiary Catalyst (1,800 per month)
[X] Plan Alchemical Production Facility
-[X] Waymar has developed a simplified method of producing Alchemical substances in vast quantities heretofore thought to be impossible without the dedicated efforts of hundreds of Alchemists.
--[X] This method of Alchemy is not without its drawbacks, however, primarily the time and resources involved in preparing to produce a particular substance.
---[X] Each production facility is set up to produce only a single Alchemical substance and cannot be used to produce anything but that substance. The large-scale process requires a full month to go from unrefined reagents to finished substance.
----[X] It costs 30,000 IM and requires a month to construct and equip a production facility, requires a minimum of 60 workers trained to perform their particular tasks, and a manager with a Craft(Alchemy) skill rank of 8 or higher. Fourteen Hedge Mages will be tasked with managing the production facilities, with periods of work staggered so that each has six days off per month.
-----[X] A production facility can be retooled to produce a different Alchemical substance at a cost of 5,000 IM, a process typically requiring two weeks. During this time the workers are also trained in their new tasks.
-[X] Construction will begin on eight facilities at a suitable location near Everfire Dale which will be known as the Royce Alchemical Works. Each facility will be a separate building specially designed for safety and durability, as well as security and defense. They will be part of a larger complex meant to be expanded in the future with additional production facilities, as needed.
--[X] A central management office will contain a Statue of Magecraft (+5 Competence bonus to Crafting checks) and Statue of Crafter's Fortune (+5 Luck bonus to Crafting checks) which every worker and manager will use each day before starting their shift.
---[X] Production Facility #1: Explosive Packs (450 per month, Cost: 8 IM each, Not For Sale)
---[X] Production Facility #2: Alchemist's Fire (2,700 per month, Cost: 0.8 IM each, Not For Sale)
---[X] Production Facility #3: Sleep-Smoke (2,160 per month, Cost: 1 IM each, Not For Sale)
---[X] Production Facility #4: Healing Salve (3,600 per month, Cost: 1 IM per dose, Not For Sale)
---[X] Production Facility #5: Allnight (960 per month, Cost: 3 IM each, Sales Price: 10 IM each)
---[X] Production Facility #6: Alchemist's Kindness (72,000 per month, Cost: 0.04 IM per dose, Sales Price: 0.13 IM per dose)
---[X] Production Facility #7: Night Tea (720,000 per month; or enough for 24,000 women to each have a 30 day supply, Cost: 0.12 IM per 30 doses, Sales Price: .40 IM per 30 doses)
---[X] Production Facility #8: Liquid Ice (2,250 per month, Cost: 1.6 IM each, Sales Prices: 5.33 IM each)
---[X] Production Facility #9: Antiplague (1,800 per month) - Beginning in 9th month
---[X] Production Facility #10: Explosive Packs (450 per month) - Beginning in 9th month
---[X] Production Facility #11: Vermin Repellent (14,400 per month) - Beginning in 9th month
---[X] Production Facility #12: Healing Salve (2,160 per month) - Beginning in 9th month
---[X] Production Facility #13: Explosive Packs (450 per month, Not For Sale) - Beginning in the 10th month
---[X] Production Facility #14: Explosive Packs (450 per month, Not For Sale) - Beginning in the 10th month
---[X] Production Facility #15: Explosive Packs (450 per month, Not For Sale) - Beginning in the 10th month
---[X] Production Facility #16: Explosive Packs (450 per month, Not For Sale) - Beginning in the 10th month
-[X] If all goes as scheduled, the Royce Alchemical Works should be up and running by the first day of the 8th month.
--[X] Each worker will earn a wage of 7 IM per month and each Hedge Mage manager will earn a wage of 80 IM per month for a combined labor cost of 500 IM per production facility per month.

My plan for the dragon habitat would be to use the Titan Tools to dig a network of caverns into the mountain, then using 8,000 IM to create 4 "smelters" in there, that heat the air like volcanic vents. This would lead to a constant, searing hot wind going through the mountain. Additionally, one more "smelter" would be installed below sea level and connected to the ocean so that it constantly boils water. That steam would condense at some places in the caves, providing fresh water and humidity for those dragons that prefer wet to dry heat.

On top of the mountain would be the garrison bunkers, sporting 10 steam cannons for defense and housing the handler crews and any guests on the island. Everything will be supplied from a harbor that is also built into a cave, so that it's protected from aerial attacks.

Mechanics
Range increment: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit
Keep in mind that this is for direct fire at small targets. Firing at a ship would require the siege-engine rules and most likely still hit at larger distances. This also doesn't take into account specially trained gunners operating the thing.

Description
The basic principle is to heat water beyond its boiling temperature within an enclosed vessel and then to open a valve to cause a directed steam-explosion that propels the projectile. The system has two major components for that. The first is a closed water cycle that circulates super-heated water (ca. 500°C) between the heat source (usually a Everflame Engine) and the cannon. It bears mentioning here that, beside the effects of the heat, the water is very corrosive in this state, so all piping must be constructed of thick, hardened steel with an inner layer of hardened quartz to prevent the water from corroding the piping. The quartz can be easily made from transmuted stone and steel is plenty available.

On the cannon side of the cycle, there are two tanks that contain 1m³ of water and are connected to the closed cycle by heat-exchangers. Usually, only one of those heat-exchangers is actually in use at any one time, the other being in the process of being re-filled after a shot is fired. The process of filling and heating a tank takes 12 seconds, so with two tanks, the cannon can fire once each round.

When the firing mechanism is triggered, a valve on the tank opens and the contents flash-boil with quite tremendous force. Through the valve, they travel through a thick, reinforced pipe to the gun-breach and thus behind the projectile. The projectile closes the barrel completely, thus the steam pushes it ahead while trying to expand and accelerates it to supersonic speeds (ca. 1,000 to 1,200 m/s muzzle velocity). The projectile itself is a thin, hardened steel spike, stabilized by fins (or more simply called fletching) and markedly smaller than the barrel. Thus, it comes with a wrapping of wood and cloth (a sabot) to fully close the barrel. These spikes can and will punch even through a few centimeters of steel, as they exert a lot of force on a very small area.

The cannon itself is mounted on a swivel, which also houses the piping, to traverse vertically and the whole construction in turn sits on a turnable platform to traverse horizontally. Barring restrictions of the surroundings, the cannon could turn a full 360* horizontally and realistically -20* to 45* vertical elevation. Usually, the cannon should be fully enclosed in armor plating to protect the crew.

Cost

Cannon (armored)
Communication Unit - 90 IM
Targeting Optics - 270 IM
Lubrication - 400 IM
Heat Protection - 200 IM
30 tons of steel

These are all enchantment costs, but they are all CL 1 and we can outsource the Communicator and the Targeting Optics to the Opaline Vault or Amun Kelisk, leaving us with 3 days of baby-enchanter per cannon.

Furthermore, the setup needs an Everflame Generator to provide the heat, with each one supporting up to 10 cannons and costing 5,000 IM for itself and two more Communicators for a total of 180 IM.

Lastly, the whole battery should have a command center, needing another Communicator and two independent spotters, requiring Communicator and Targeting optics.

Thus:

Full Battery (10 cannons, including two spotting stations and fire control center)
Communicators - 1,170 IM (outsourcable)
Targeting Optics - 3,240 IM (outsourcable)
Lubrication - 4,000 IM
Heat Protection - 2,000 IM
Everflame Generator - 5,000 IM

Total Cost (no outsourcing) - 15,410 IM / 52.05 enchanting days
Total Cost (with outsourcing) - 19,820 IM / 30 enchanting days
 
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Here is the write-up for our Arcane Clocks, ya'll. We have six of them ready to install now.

Imperial Timekeeping - The Arcane Clock
Arcane Clocks consists of a 15 foot diameter by 6 inch thick disk of quartz crystal reinforced with an Adamantine ring and embedded Mithral mesh, all of it magically Hardened for durability and longevity.

Each clock has three distinct sections, an outer ring, a middle ring, and the inner circle.
  • The inner circle has a radius of seven feet, red in color, and divided into 10 segments by Mithral inlays. Every six seconds which passes causes one segment of the inner circle to change from red to black. Each time the inner circle is fully darkened one minute will have passed, which automatically causes it to turn red once more.
  • The middle ring is four feet wide, black in color, and divided into 60 segments by Mithral inlays. With the passage of each minute, or one darkening of the inner circle, one segment of the middle ring changes from black to gold. Each time the middle ring becomes fully gold, one hour will have passed, which automatically causes it to darken once more as well as produce a loud chime.
  • The outer ring is four feet wide and consists of 24 segments, each colored red with a white border. The passage of each hour, or one gilding of the middle ring, causes an outer segment's border to turn red and its color to shift to black, with the exception of a number representing the hour of the day which will remain white. Segments are numbered 1 through 24, starting and finishing at the clock's apex.
  • Multiple Continual Flame enchantments are embedded within each timepiece so that they are brightly illuminated and the time easily discernible regardless of ambient lighting.
  • The timepieces are capable of producing a chime are various intervals of time. When chimes sound out can be changed as needed, but by default they chime hourly.
  • Both faces of the timepiece function as described above.
  • Cost: 380 IM each
Arcane Clocks: x6
They are currently scheduled for installation in: Sorcerer's Deep, Tyrosh, Lys, Myr, Mantarys, and Tolos
 
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C'mon, we agreed setting up any MVs or WBs from the pile should be a part of the turn-vote.

@DragonParadox, the sooner you outline, at least roughly, where Rizz'neth's place is, the sooner I could get started on editing the maps.
I included them in there because we were intending to place them, but I can take them out for now. No biggy.
 
@Goldfish, no! How about giving him a half-truth for now, and telling him Lya will give him full lore later?

[X] There is a horror dwelling Shadow of the Doom. All it knows is pain and fire, and anything linked to Valyria in which it rules is in some way linked to it, feeding it power and making it unkillable. Lya could tell you the details and its history on another day, but for now the important thing is that we're striving to cleanse and kill it and that any serious attacks on Valyria will result in a more organized response than expected.
 
@Goldfish, no! How about giving him a half-truth for now, and telling him Lya will give him full lore later?

[X] There is a horror dwelling Shadow of the Doom. All it knows is pain and fire, and anything linked to Valyria in which it rules is in some way linked to it, feeding it power and making it unkillable. Lya could tell you the details and its history on another day, but for now the important thing is that we're striving to cleanse and kill it and that any serious attacks on Valyria will result in a more organized response than expected.
Why?
 
@Duesal The next Heart Tree we plant in SD needs to have these include the three Golden Desert Tree seeds we recently acquired.

The sap is awesome and we have a very limited supply of the stuff.
 
[X] Goldfish

"Welcome to the 'Oh god just when I thought it couldn't get any worse we've found another portal to hell languishing in some forgotten anus of the planet' Club. Here's your complimentary barrel of Vodka and a hose. You'll get your next barrel by the end of the day."
 
@Goldfish I think a more candid opener is called for. Something to the nature of "there's something else, regarding Valyria, but I know I was shaken enough upon witnessing the truth about the Spheres that I needed a few days to parse it. Second hand account or not, this sort of news for anyone who knew Heaven existed for a fact is more than a little disturbing. If you want to know now, I will tell you, but at the same time, I'd council waiting a while. It's something you should know, but there's no immediate need."

And if he chooses to wait a bit, then just say to not venture too deep into Valyria.
Amrelath the Mature Adult Red Dragon
Just Adult, two more RHD to go.
Created 62 new Calligraphy Wyrms
If we didn't give them to the people of note, then it's 38 + 14 = 52, not 62.
 
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