We definitely need to get samples of those corrupted black trees for study. The more I hear about them the less I like them.

If it's any consolation I don't think the Warlocks are void touched.

Though that might be worse, considering. I definitely do think they are messing with Old Gods derived magic, and probably also poking around with the Void--probably one of the few magical groups who has been around long enough to do that without being assimilated.
 
If it's any consolation I don't think the Warlocks are void touched.

Though that might be worse, considering. I definitely do think they are messing with Old Gods derived magic, and probably also poking around with the Void--probably one of the few magical groups who has been around long enough to do that without being assimilated.
They're not Void-touched, but rumors from a while back had them fucking around with ghost grass of all things, the shit that's openly terraforming Prime Material bit by bit.
 
Inserted tally
Adhoc vote count started by DragonParadox on Oct 17, 2019 at 3:54 PM, finished with 96 posts and 13 votes.

  • [X] The Glass Pit, the molten furnace deep in the heart of the city where the smiths practice their craft to see if any of them might be interested in joining your realm as Breath Taker hopes
    -[X] Hire as many magical artisans as you can to take back with you to Sorcerer's Deep
    -[X] Browse the rare materials used in smithing here and consider them for purchase
    -[X] See if high level enchanters are available for commissions
 
Part MMMCXXI: Craftsman's Fortune
Craftsman's Fortune

Fifth Day of the Eleventh Month 293 AC

Relath seems to find your decision to head directly to the Glass Furnace faintly amusing. "Fire to fire is drawn," he says, and in that he is not wrong, but it is not the element itself that draws you truly. Granted, the first thing you do upon emerging under the dome of the Upper City is to dry yourself off with a quick spell, but it is the fires of forging and creation that you picture in your mind's eye, not so vast as the Adamantine-sealed depths of the Opaline Vault, surely, but showing uncommon skill to practice one's craft in a sphere inimical to fire in all its forms.

The four of you move down sinuous paths under the shadows of amphibious 'trees' growing from pools of briny waters, though their waving colorful tendrils marks them to be more anemone than plant. Thus at last you find yourselves at the precise center of the Upper City, where a thread of molten glass flows down from the dome and sinks into the depths of the city. Or is it flowing up, constantly enforcing the magics of the dome against attack? you wonder.

After a long moment blinking up at the column of molten glass you realize it is doing both, one thread is up, spinning new power into the enchanted dome, and another is flowing down in parallel, old glass being returned to the furnace that the smiths may work their magic upon it anew.

The fact that the only way down into the only dry part of the Lower City is a great spiral staircase wide enough for two elephants to pass through abreast, circling the river of glass such that one can observe it from every angle, cannot be anything but deliberate.

***​

Fire is a rare and precious thing in Vialesk, and so are all who would wield it outside the use of small arcane flames conjured at great cost. Gathered around the Furnace are smiths busy at their anvils and potters at their ovens, of course, but also glassblowers forging colorful creations fragile as a dream yet as enduring as steel, all practicing their graft in the limestone alcoves whose unpainted walls show decorations far rarer than could be worked by a sculptor's chisel. Ancient sea life great and small graces the walls, some that one might find readily in the waters at home and others utterly fantastical and otherworldly... or at least you hope it is otherworldly.

"That is a rather impressive shark," your mother notes, following your gaze to a great set of jaws framing the door of a local tavern, somehow managing to make you feel as though you were seven years old and marveling over the spare swords of the Kingsguard again, even though both her face and her expression were utterly neutral.

Relath leads the way in search of smiths, having obviously passed this way before, though he had been more interested in dyers and weavers to better serve the saffron fields of Tolos. The Eel's Eye proves to be a tavern of a very particular sort found only in the most well-traveled of ports, the reputable establishment putting on the airs of disrepute to draw in visitors looking for a thrill, but not so much a thrill that it might put them off their drink. The drinks are fine, the dice unloaded and the mostly 'landwalker' staff professional beyond be odd jest and light flirtation, just the sort of place one might find ambitious journeymen looking for a new start.

For once fortune seems to smile on your efforts to find talent in far off ports, however, as you find far more than a journeyman. A Locathah with grey scales burnished like steel and the long mustache that marks a master is drinking alone tonight, though he does not do so for long. He proves to be one of the most respected master smiths in the city, as well as one with a truly prodigious taste for seaweed beer.

After a few drinks he is more than happy to give you an accounting of all the smiths in the city, who is skilled and who is not, who might be tempted by a new start in far off lands and who is 'sessile like a sea sponge'.

What sorts of smiths are you interested in?

[] Ones who can work common aquatic material (Bone, Eel Hide, Living Coral)
Cost: 1,200 IM Hiring Fee, 100 IM Monthly Fee (11 Available)

[] Ones who can craft waterproof tools and supplies (Waterproof Ink, Books, Rope etc...)
Cost: 1,440 IM Hiring Fee, 120 IM Monthly Fee (9 Available)

[] Ones who can work with rare materials (Pearlsteel and Riverine)
Cost: 3,600 IM Hiring Fee, 300 IM Monthly Fee (6 Available)

***​

While you conversed with the smiths, Breath Taker and your mother sought out skilled and adventurous enchanters who might be tempted to join those already hired from the Opaline Vault. While you could not find so many as the Sultana's favor granted you, the presence of a Triton priest went a long way to assuaging fears regarding working for a Dragon.

What sorts of enchanters do you hire?

[] Apprentice Enchanters (Craft Wondrous Items)
Cost:
1,800 IM Hiring Fee 150 IM Monthly Fee (16 Available)

[] Journeyman Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor)
Cost:
2,880 IM Hiring Fee 240 IM Monthly Fee (10 Available)

[] Master Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor; Craft Construct)
Cost:
4,320 IM Hiring Fee 360 IM Monthly Fee (7 Available)

OOC: I know the vote says buy all the smiths but you guys lucked out on the roll, so all the smiths would be a rather hefty cost.
 
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OOC: I know the vote says buy all the smiths but you guys lucked out on the roll, so all the smiths would be a rather hefty cost.
@DragonParadox, you misinterpreted the vote. We want magical artisans, crafters, not smiths. We're covered for smiths to the point where it's completely arbitrary for us now.

EDIT: I mean, I guess we can hire a few smiths to tinker with Riverine or something, but they're not our goal here.
 
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@DragonParadox, you misinterpreted the vote. We want magical artisans, crafters, not smiths. We're covered for smiths to the point where it's completely arbitrary for us now.

EDIT: I mean, I guess we can hire a few smiths to tinker with Riverine or something, but they're not our goal here.

I understood magical artisans as people who forge rare and exotic materials. Did you mean enchanters? I can roll for those next.

I can't really edit the update right now unfortunately, it's 1 AM for me
 
I understood magical artisans as people who forge rare and exotic materials. Did you mean enchanters? I can roll for those next.

I can't really edit the update right now unfortunately, it's 1 AM for me
I should have clarified I guess. For me there's smiths, and then there's magical artisans/enchanters.

I'm not sure what to use smiths for aside from hiring a bunch of them to bolster the aquatic part of Sorcerer's Deep's economy.
 
I should have clarified I guess. For me there's smiths, and then there's magical artisans/enchanters.

I'm not sure what to use smiths for aside from hiring a bunch of them to bolster the aquatic part of Sorcerer's Deep's economy.

That is pretty much what I thought you were planing to do too. I guess I was still thinking of the aquatic plants suggestion from earleirr and thought you guys wanted to complement that

Actually you know what it's late but it's my fault for misunderstanding the vote. Edits incoming.
 
That is pretty much what I thought you were planing to do too. I guess I was still thinking of the aquatic plants suggestion from earleirr and thought you guys wanted to complement that

Actually you know what it's late but it's my fault for misunderstanding the vote. Edits incoming.
No, it's fine. No need to edit. There's no reason for us not to hire the smiths since we do in fact need to get a proper economy for the aquatic sector of Sorcerer's Deep.

And at the end of the day it's on me, not you. I should have made it explicitly clear I was seeking out people who craft magic items with no room for misinterpretation.
 
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No, it's fine. No need to edit. There's no reason for us not to hire the smiths since we do in fact need to get a proper economy for the aquatic sector of Sorcerer's Deep.

And at the end of the day it's on me, not you. I should have made it explicitly clear I was seeking out people who craft magic items with no room for misinterpretation.

It seems like a pointless delay, can't we just vote on all of them at once?

We still have recruiting mercenaries and teachers to get through, in addition to politics.
 
It seems like a pointless delay, can't we just vote on all of them at once?

We still have recruiting mercenaries and teachers to get through, in addition to politics.
We already voted to hire every single enchanter we find, so we can hopefully just streamline that when it's covered. Either way, here it is again in more explicit wording. The issue with this is usually we need to know what we're buying, but with enchanters our attitude is pretty much, "ALL OF THEM!"

[X] Hire all smiths
-[X] Total Cost: 47,760 IM
-[X] You want them settled in the underwater sector of Sorcerer's Deep to bolster its economy as well as teach the Tritons and other immigrants their skills
-[X] You also want them helping arm the Tritons for the coming war
-[X] Afterwards, seek out all enchanters willing to come work for you and hire all of them

--[X] See what high level enchanters are available for commissions and decide what services to purchase from them
 
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Edits done.

Good night guys, see you tomorrow with more shiopping and politics and adventure.
Oh, you just added in the enchanters. Okay, we can definitely work with that. Thanks DP, sorry for the earlier confusion.
[] Apprentice Enchanters (Craft Wondrous Items)
Cost: 1800 IM Hiring Fee 150 IM Monthly Fee (16 Available)

[] Journeyman Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor)
Cost: 2880 IM Hiring Fee 240 IM Monthly Fee (10 Available)

[] Master Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor; Craft Construct)
Cost: 4320 IM Hiring Fee 360 IM Monthly Fee (7 Available)
WOW that is quite the haul. o_O
 
We already voted to hire every single enchanter we find, so we can hopefully just streamline that when it's covered. Either way, here it is again in more explicit wording. The issue with this is usually we need to know what we're buying, but with enchanters our attitude is pretty much, "ALL OF THEM!"

[X] Hire all smiths
-[X] Total Cost: 47,760 IM
-[X] You want them settled in the underwater sector of Sorcerer's Deep to bolster its economy as well as teach the Tritons and other immigrants their skills
-[X] You also want them helping arm the Tritons for the coming war
-[X] Afterwards, seek out all enchanters willing to come work for you and hire all of them
--[X] See what high level enchanters are available for commissions and decide what services to purchase from them
Add Alchemists or Hedgemages with any alchemy points looking for a job as well?
 
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What sorts of smiths are you interested in?

[] Ones who can work common aquatic material (Bone, Eel Hide, Living Coral)
Cost: 1200 IM Hiring Fee 100 IM Monthly Fee (11 Available)

[] Ones who can craft waterproof tools and supplies (Waterproof Ink, Books, Rope etc...)
Cost: 1440 IM Hiring Fee 120 IM Monthly Fee (9 Available)

[] Ones who can work with rare materials (Pearlsteel and Riverine)
Cost: 3600 IM Hiring Fee 300 IM Monthly Fee (6 Available)

***​

While you conversed with the smiths Breath Taker and your mother sought out skilled and adventurous enchanters who might be tempted to join those already hired from the Opaline Vault. While you could not find so many as the Sultana's favor granted you the presence of a triton priest went a long way to assuaging fears regarding working for a dragon

What sorts of enchanters do you hire

[] Apprentice Enchanters (Craft Wondrous Items)
Cost: 1800 IM Hiring Fee 150 IM Monthly Fee (16 Available)

[] Journeyman Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor)
Cost: 2880 IM Hiring Fee 240 IM Monthly Fee (10 Available)

[] Master Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor; Craft Construct)
Cost: 4320 IM Hiring Fee 360 IM Monthly Fee (7 Available)


OOC: I know the vote says buy all the smiths but you guys lucked out on the roll, so all the smiths would be a rather hefty cost. Not yet beta-ed.



I am literally salivating.

To think we haven't even gotten to the juicy stuff like buying books. *shiver*
 
By the way @DragonParadox, what would it take for us to try to find enchanters of the Eighth Circle to hire so we can get Mind Blank makers beyond Lya?

If they're down here, sure. I'm not sure they would be, though. DP?

For peopele of that skill you would probably have to either find one whose research goals fit with the job you are offering or do them some other service. Gold alone does not buy mages that skilled even on the planes.
 
[/QUOTE]
We can ask in the morning. Good Night DP.


I am literally salivating.

To think we haven't even gotten to the juicy stuff like buying books. *shiver*

And dont forget this is ONE City State. Among many. Really want to make a marathon of them now. Before they start noticing crafters being poached like crazy and get protectionist.
 
@DragonParadox

When you add in the Smiths and Enchanters under the informational tab, and I suggest fitting the underwater craftsmen under the Triton section here's the monthly cost for both of them

Undersea Craftsmen: 3,980 IM/month

Enchanter hirelings: 7,320 IM/month
 
Craftsman's Fortune

Fifth Day of the Eleventh Month 293 AC

Relath seems to find your decision to head directly to the Glass Furnace faintly amusing. "Fire to fire is drawn," he says, and in that he is not wrong, but it is not the truly element itself that draws you. Granted, the first thing you do upon emerging under the dome of the upper city is to dry yourself off with a quick spell, but it is the fires of forging and creation that you picture in your mind's eye. Not so vast as the adamant-sealed depths of the Opaline Vault, surely, but showing uncommon skill to practice one's craft in a sphere inimical to fire in all its forms.

The four of you move down sinuous paths under the shadow of amphibious 'trees' growing from pools of briny water, though their colorful waving tendrils marks them to be more anemone than plant. Thus at last, you find yourselves at the precise center of the Upper City where a thread of molten glass flows down from the dome and sinks into the depths of the city. Or is it flowing up, constantly reinforcing the magics of the dome against attack?
After a long moment blinking up at the column of molten glass, you realize it is doing both; one thread goes up, spinning new power into the enchanted dome, while another is flowing down in parallel, old glass being returned to the furnace so that the smiths may work their magic upon it anew.

The fact that the one way down into the only dry part of the Lower City is a great spiral stair wide enough for two elephant's to pass abreast, circling the river of molten glass such that one can observe it from every angle, cannot be anything but deliberate.

***​

Fire is a rare and precious thing in Vialesk, and so all who would wield it outside the use of small arcane flames, conjured at great cost, gather around the furnace. Smiths busy at their anvils and potters at their ovens, of course, but also glass-blowers forging colorful creations, fragile as a dream yet as enduring as steel. All practice their graft in the limestone alcoves whose unpainted walls show decorations far rarer than could be worked by the sculptor's chisel, ancient sea life great and small graces the walls, some that one might find readily in the waters at home and others utterly fantastical and otherworldly... at least you hope it is otherworldly.

"That is a rather impressive shark," your mother notes, following your gaze to a great set of jaws framing the door of a local tavern, somehow managing to make you feel as though you were once again seven years old and marveling over the spare swords of the Kingsguard, even though both her face and her expression were utterly neutral.

Relath leads the way in search of smiths, having obviously passed this way before, though he had been more interested in dyers and weavers to better serve the saffron fields of Tolos. The Eel's Eye proves to be a tavern of a very particular sort, found only in the most well traveled of ports; the reputable establishment putting on the airs of disrepute to draw in visitors looking for a thrill, but not so much a thrill that it might put them off their drink. The drinks are fine, the dice unloaded, and the mostly 'landwalker' staff professional, thought not above making the odd jest or light flirtation. Just the sort of place one might find ambitious journeymen looking for a new start.

For once, fortune seems to smile on your efforts to find talent in far off ports, as you find far more than a journeyman. A locathah with grey scales burnished like steel and the long mustache that marks a master is drinking alone tonight, though he does not do so for long. He proves to be one of the most respected master smith's in the city, as well as one with a truly prodigious taste for seaweed beer.

After a few drinks, he is more than happy to give you an accounting of all the smiths in the city, who is skilled and who is not, who might be tempted by a new start in far off lands, and who is 'sessile like the sea sponge'.

What sorts of smiths are you interested in?

[] Ones who can work common aquatic material (Bone, Eel Hide, Living Coral)
Cost: 1200 IM Hiring Fee 100 IM Monthly Fee (11 Available)

[] Ones who can craft waterproof tools and supplies (Waterproof Ink, Books, Rope etc...)
Cost: 1440 IM Hiring Fee 120 IM Monthly Fee (9 Available)

[] Ones who can work with rare materials (Pearlsteel and Riverine)
Cost: 3600 IM Hiring Fee 300 IM Monthly Fee (6 Available)

***​

While you conversed with the smiths, Breath Taker and your mother sought out skilled and adventurous enchanters who might be tempted to join those already hired from the Opaline Vault. While you could not find so many as the Sultana's favor granted you, the presence of a triton priest went a long way to assuaging fears regarding working for a dragon

What sorts of enchanters do you hire?

[] Apprentice Enchanters (Craft Wondrous Items)
Cost: 1800 IM Hiring Fee 150 IM Monthly Fee (16 Available)

[] Journeyman Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor)
Cost: 2880 IM Hiring Fee 240 IM Monthly Fee (10 Available)

[] Master Enchanters (Craft Wondrous Items; Craft Magical Arms and Armor; Craft Construct)
Cost: 4320 IM Hiring Fee 360 IM Monthly Fee (7 Available)


OOC: I know the vote says buy all the smiths but you guys lucked out on the roll, so all the smiths would be a rather hefty cost.
Here's an edited version of the chapter, DP. Sorry for the delay, I'm making chili for a contest at work tomorrow.
 
[X] Hire Everything In Sight
-[X] Hire all smiths
--[X] Ones who can work common aquatic material
(Bone, Eel Hide, Living Coral) - 11 Available
--[X] Ones who can craft waterproof tools and supplies (Waterproof Ink, Books, Rope etc...) - 9 Available
--[X] Ones who can work with rare materials (Pearlsteel and Riverine) - 6 Available
---[X] Total Hiring Cost: 47,760 IM (Monthly Cost: 3,980 IM)
--[X] You want them settled in the underwater sector of Sorcerer's Deep to bolster its economy as well as teach the Tritons and other immigrants their skills
--[X] You also want them helping arm the Tritons for the coming war
-[X] Hire all Enchanters
--[X] Apprentice Enchanters (16 Available)
--[X] Journeyman Enchanters (10 Available)
--[X] Master Enchanters (7 Available)
---[X] Total Hiring Cost: 87,840 IM (Monthly Cost: 7,320 IM)
----[X] Grand Total Cost: 135,600 IM (Monthly Cost: 11,300 IM)
--[X] See what high level enchanters are available for commissions and decide what services to purchase from them
 
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