@Goldfish, what other major interplanar cities are there within our reach?

The City of Brass we're obviously restricted in our purchases for so we don't blow Maelor and Malarys' cover.

The Opaline Vault and Armun Kelisk, while allies, we're restricted by virtue of them both being on wartime economies and thus crafters being a precious resource.

But for cities not currently embroiled in a major war like Vialesk... that is a lot more available crafters to snatch up.

I know there's that one city in the Shadow Plane ruled by the Bloodstone Emperor, but for obvious reasons that doesn't seem like the best choice.
(Pathfinder) Axis - the city/plane of Axis stands as the epitome of manifest Law and the golden representation of a perfect city. Above ground the city's streets and buildings radiate outwards from Pharasma's Spire, ultimately ended at the golden exterior walls that rise up at the edge of Axis and the start of its edge adjacent to the Maelstrom's borderlands. The Axiomite Godmind and its children ensure the city's operation and its continued expansion out against and into the Maelstrom, spearheaded by their construct armies of inevitables. Belowground and drifting above the city in golden latticework wasp hives, the formians work alongside the city's masters. But even deeper, the god of murder and deception rules his own domain like a very real, idealized urban underworld, rotten and coexisting with the perfect city above.

That's really all that can be thought of, barring Sigil which probably isn't a thing in this setting (Out-of-Context Plot Devices and Overgods are DP's bane as a storyteller).

To be honest though, I think that more time should be given over to fleshing out the city states in Water to make them really flavorful, and similar flavor given over to the realm of Earth and even Fire and Air. These are places with millions of people living there, but that doesn't mean there aren't other cities that don't have lots of people living there, and while they might not be as prosperous (which is like saying Lorath isn't as prosperous as Volantis, only the 'lesser' city in question would be wealthier than Volantis and Braavos combined in all likelihood) it is still likely placed in an interesting locale with some nice sights, personalities and things on offer.
 
That's really all that can be thought of, barring Sigil which probably isn't a thing in this setting (Out-of-Context Plot Devices and Overgods are DP's bane as a storyteller).

To be honest though, I think that more time should be given over to fleshing out the city states in Water to make them really flavorful, and similar flavor given over to the realm of Earth and even Fire and Air. These are places with millions of people living there, but that doesn't mean there aren't other cities that don't have lots of people living there, and while they might not be as prosperous (which is like saying Lorath isn't as prosperous as Volantis, only the 'lesser' city in question would be wealthier than Volantis and Braavos combined in all likelihood) it is still likely placed in an interesting locale with some nice sights, personalities and things on offer.
Yeah, I agree. We really don't need to worry about introducing new extraplanar cities. DP has done a great job with the Opaline Vault, Armun Kelisk, and even a bit of the City of Brass through interludes with our people there. The Bazaar of Beggars gets honorable mention, too. We've just now gotten to Vialisk, and it promises to provide us with tons of new content. The Plane of Water might be the best of the Elemental Planes when it comes to chances to explore and meet new people.
 
Yeah, I agree. We really don't need to worry about introducing new extraplanar cities. DP has done a great job with the Opaline Vault, Armun Kelisk, and even a bit of the City of Brass through interludes with our people there. The Bazaar of Beggars gets honorable mention, too. We've just now gotten to Vialisk, and it promises to provide us with tons of new content. The Plane of Water might be the best of the Elemental Planes when it comes to chances to explore and meet new people.

I'd definitely agree as well, though I would add that seeing Viserys found new towns and outposts in certain planes would be interesting as well.
 
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Adhoc vote count started by egoo on Oct 18, 2019 at 1:21 AM, finished with 49 posts and 9 votes.

  • [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
 
@Goldfish Also, for our last two 9th Level spells, we should probably get Spellbane if we want to make semi-casual use of it, and I was thinking our last one could be Fiery Body, since it's a very powerful buff, allows us to use our reserve feat Fiery Burst to its full capabilities (9d6+9 damage ain't nothin' to scoff at for killing mooks. 41.5 average damage is basically a blast of fire that hits harder than a rocket propelled grenade launcher) and also allows us to laugh at fire damage even when enemies apply Searing or Fire Mastery to it. Literally laugh. We could bathe in wildfire. You know, the miracle substance that nearly traumatized Viserys? Laugh!

The "no critical hits" and "flight in human form" ain't bad either, though extraneous in dragon form. Also allows us to dazzle enemies, hit harder in melee with our natural attacks, increases our fire save DCs by +1, grants concealment in water...

Actually the full list of immunities is rather exhaustive.

"You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal."

Cold damage is a bitch though--+200% damage, you know, being a Red Dragon.
 
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[X] Duesal

"And what is the reason for visiting our fair city?"
"I want to buy."
"I see. Is there something specific you want to buy? I might be able to help."
"Everything."
 
"Great One, you cannot simply purchase everything."

"Yes I can."

"You can't--"

*thunk*

"That's not--"

*THUNK*

"T-that's still--"


*THUNK*

"... Perhaps you could purchase quite a bit, Great One, perhaps even most things, but there are some things money can't buy!"

"Hm. You are right. Well, time to invade."
 
"Great One, you cannot simply purchase everything."

"Yes I can."

"You can't--"

*thunk*

"That's not--"

*THUNK*

"T-that's still--"

*THUNK*

"... Perhaps you could purchase quite a bit, Great One, perhaps even most things, but there are some things money can't buy!"

"Hm. You are right. Well, time to invade."


"Invade :eek:?"
"Yes. I'd like to buy a place on your central plaza. I'm going to make a speech."
 
Current goals:
[] Acquire as many teachers and/or magical lore as money could buy us here.

[] Make another order of high-effort magical items here, the place untouched by Djinn' war-economy so far.

[] Start on setting up positive relationship with Marid, with an eye for expanding our Gate-trade network here as soon as we can.

[] Acquire as much anti-illithid support as possible
-[] Regular mercanaries (cost: Bling)
-[] Whatever support we can get out of Trade Houses (are likely to fight each-other, best concentrate efforts on those with direct enmity to illithids).
-[] Look into what Brine Dragons have grudges agaisnt illithid and would be willing to support our efforts for monetary payment (or promise of land? Maybe if something like an Ancient Brine or Wyrm is on a radar, otherwise fuck em)
-[] Those aberration/psionic-sensing pearls Relath bought before. All of them. (Order of about 3.000 - 5.000 would do for now).

[] Look into dealing with the Brine Relath wants dead.
-[] Ideally, we find what enemies (other Brines, that is) he has, and try to give the newly-defenseless territory to them instead, if any are reliable enough. With us getting a trade outpost out of that, of course.

Am I forgetting anything else for this trip?
We aren't going to act as official part of anti-efreeti Alliance yet, and that handily rules out a number of actions.
 
[] Make another order of high-effort magical items here, the place untouched by Djinn' war-economy so far.
specifically, mind-blank items. What about cursed items fit for sacrifice?

@ "
[] Look into dealing with the Brine Relath wants dead.
-[] Ideally, we find what enemies (other Brines, that is) he has, and try to give the newly-defenseless territory to them instead, if any are reliable enough. With us getting a trade outpost out of that, of course."
That depends on how grudges are handled in Brine dragon society. If anything goes, fine, but if the right way to handle that is 'personally and one on one', we would be committing a faux pas by intruding.
 
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Adhoc vote count started by DragonParadox on Oct 18, 2019 at 5:36 AM, finished with 66 posts and 16 votes.

  • [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
 
@DragonParadox, are the levels of the new enchanters the same as those we hired from the Opaline Vault; 5th for Apprentices, 8th for Journeyman, and 10th for Masters?

And the Masters will each have a Dedicated Wright? They have the requisite feats.

EDIT: Also, do the Masters or any others have the Extraordinary Artisan or Magical Artisan feats?
 
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@Goldfish Also, for our last two 9th Level spells, we should probably get Spellbane if we want to make semi-casual use of it, and I was thinking our last one could be Fiery Body, since it's a very powerful buff, allows us to use our reserve feat Fiery Burst to its full capabilities (9d6+9 damage ain't nothin' to scoff at for killing mooks. 41.5 average damage is basically a blast of fire that hits harder than a rocket propelled grenade launcher) and also allows us to laugh at fire damage even when enemies apply Searing or Fire Mastery to it. Literally laugh. We could bathe in wildfire. You know, the miracle substance that nearly traumatized Viserys? Laugh!

The "no critical hits" and "flight in human form" ain't bad either, though extraneous in dragon form. Also allows us to dazzle enemies, hit harder in melee with our natural attacks, increases our fire save DCs by +1, grants concealment in water...

Actually the full list of immunities is rather exhaustive.

"You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal."

Cold damage is a bitch though--+200% damage, you know, being a Red Dragon.
Spellbane is essential, but it's a once per day kind of spell. Fire and forget, basically. I would prefer to use one Mythic Power each day to cast it with Wild Arcana. That raises the caster level by +2, so right now it would have a minimum duration of 22 hours, but more importantly, the current caster level is 22nd. We want its caster level to be as high as possible to avoid it being Dispelled or suppressed by another Spellbane effect.

It should actually be cast each day while Dany is refreshing her Persistomancy, with Lya using an Harmonic Chorus spell on Viserys to push its caster level to 26th (in conjunction with a canceled Moment of Greatness). With the bonus from one of Viserys' rings, that would raise the caster level of the Spellbane to 30th vs Dispelling and suppression.

I don't mind Fiery Body as one of our 9th level spells, though. There are ways to manage the increased effect from Cold damage.

The other 9th level spell I was thinking about for Viserys is Effulgent Epuration. There are all too many spells which have majorly deleterious effects even if you make the saving throw or simply don't allow a saving throw at all, some of them we make frequent use of. Avasculate, Stun Ray, Amber Sarcophagus, Maze, Irresistible Dance, Shivering Touch, etc. Spell Resistance applies against almost all of them, but it's way too easy to boost one's ability to overcome SR with a spell or two, feats, or magic items. Way too many spells to protect against all of them with spells like Greater Spell Immunity or Spellbane, that's for sure.

Effulgent Epuration is the perfect answer to those spells. The protection can also be passed on to others, which is really nice when you have a bit of time to buff up prior to a fight.
 
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