@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?
  1. Yes exactly the same
  2. I'd say no for ease of bookkeeping (unless the others have it too in which case that's fine, I just don't want to keep track of more than three sorts of enchanters)

Winning vote
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
 
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  1. Yes exactly the same
  2. I'd say no for ease of bookkeeping (unless the others have it too in which case that's fine, I just don't want to keep track of more than three sorts of enchanters)
Our Shaitan Master Enchanters all have their own Dedicated Wrights and the Extraordinary Artisan feat, but not the Magical Artisan feat.
 
Part MMMCXXII: Treasures of the Sea
Treasures of the Sea

Eighth Day of the Eleventh Month 293 AC

Over the next three days you practically knock on the door of every smith and enchanter in Vialesk that might be even slightly inclined to take the journey into the unknown. From the crowded forges of common craftsmen where humble tools of bone and horn are carved with diligence and aspiration of greater things, to the alchemical laboratories ubiquitous to a people besieged by the touch of brine upon all their works and at last to the greatest of smiths who work gleaming pale Pearlsteel and in the deepest darkest reaches of the plane dare to forge ever-flowing riverine into suites of armor no metal can match.

Enchanters too you find in full, apprentices looking for a new life beyond Palixna's silvered gaze, journeymen seeking their mastery upon strange and foreign shores, and no small number of masters seeking their fortunes elsewhere for reasons of as varied as the people to hold them. Even your mother struggles against a smile once when a grey-bearded Marid proclaims that he's off to live with the morals 'who won't snoop about his business', accompanied by a delicate featured Teleriel, and the complaints and barbs of children, grandchildren, and what might be great-grandchildren. Somethings it seems never change, no matter how far one travels. You suspect some magistrate will have that inheritance tangle dropped in their lap in due time, though given how spry the old fellow looks that judge might not even be born yet.


When all is said and done you count almost three score artisans and enchanters among those who wish to return with you to the Deep, a strange enough gathering to draw odd looks as you gather before the choral and limestone facade of Perenantos Bank, once the treasury of Vialesk's greatest Brine Dragon overlord, now the oldest and most influential financial institution in the City of Splendid Waves. It was upon its involvement in the transactions that persuading many of the more cautious craftsmen hinged, and little wonder given that their vaults are for all intents and purposes the treasury of Vialesk.

The enormous Mithril doors that are wide enough to admit even the greatest of Wyrms remain firmly shut, of course, for you have no interest in making that much of a spectacle of this. You enter instead through a more reasonably proportioned arch, paying no mind to Relath's faint grumblings about having to take human form in a city where he might actually be mistaken for a mortal despite the clear marks of the sea upon his features.

Still, he grows considerably more cheerful when you start stacking gold ingots on the table before the increasingly wide-eyed clerk to be converted into Pearlsteel Tridents. Each of the bars is of course stamped with the three-headed dragon of House Targaryen as a guarantee of its fitness, though of course that is yet an unknown mark in these lands so you can hardly begrudge the man for calling for larger enchanted scales to deal with them.

No sense in holding up business though. "Twelve pounds each, one part in twenty-thousand impurity," you explain. The word 'impurity' does not sit well upon the tongue, but any purer than this would not be relevant to anyone but an alchemist.

"Yes... er, I did not mean any disrespect, Elder One," the clerk stammers, guessing your nature if not your age.

"One should never have to apologize for a job well done," you wave off the words, before adding with a smile. "But between you and I, these good people could really use their coin sooner rather than later to prepare for the journey."

After a few messages hastily sent up the chain, the process is indeed made swifter with the aid of a Triton sorcerer garbed in pearls and seasilk who seems nonetheless startled to see Breath Taker here.

Smiths & Enchanters Hired
Smiths Hired
Ones who can work common aquatic material
(Bone, Eel Hide, Living Coral) -- 11 hired
Ones who can craft waterproof tools and supplies
(Waterproof Ink, Books, Rope etc...) -- 9 Hired
Ones who can work with rare materials
(Pearlsteel and Riverine) -- 6 Hired
Total Hiring Cost: 47,760 IM (Monthly Cost: 3,980 IM)

Enchanters Hired
Apprentice Enchanters (Craft Wondrous Items) -- 16 Hired
Journeyman Enchanters (Craft Wondrous Items, Craft Magical Arms and Armor) -- 10 Hired
Master Enchanters (Craft Wondrous Items, Craft Magical Arms and Armor, Craft Construct) -- 7 Hired
Total Hiring Cost: 87,840 IM (Monthly Cost: 7,320 IM)

Grand Total Cost: 135,600 IM (Paid in Gold Ingots) (Monthly Cost: 11,300 IM)



***​

It was not only the craftsmen who were busy, of course. Acquiring the services of more enchanters may serve to provide more magic to your growing realm in some respects, but the true masterpieces are the province of archmages. Fortunately for you the City of Splendid Waves does have a handful of such sorcerers and hierophants willing to ply their craft for gold, and unlike their Shaitan and Fjinn counterparts they are not embroiled in the war against the Brazen Throne. Between them you can order as many as eight mind-warding rings or enchantments of comparable power each month.

Maximum Commission Size by Spell Level:
Level 8-9: Eight Pieces
Level 6-7: Thirty Two Pieces
Level 1-5: Unlimited


What enchantments do you buy?

[] Write in

OOC: As I was writing this I went to look at what aquatic elves were called in the lore, like how winged elves are called Avariel. It turns out they are just called 'aquatic elves', not even sea elves, but a name so dry you would think a bored biologist assigned it on the way to classifying new sorts of spotted snails. So I called them Teleriel in homage to the seafarer elves of LOTR.
 
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Sure, but be aware ti will probably require a considerable PC time investment, if it is even posibile.
You said earlier we'd either need research that suits their interest, or a fetch quest. I'm okay with not doing it, I'd just like to know what it would take in the unlikely event that we had the time. For all we know one of the requirements might be "bring me a living Ulitharid for horrific experiments" in which case we can accomodate them relatively quickly.

[X] Shopping
-[X] Commission Enchantments
--[X] Level 8-9: Eight Rings of Mind Blank (22,000 IM each, 176,000 IM total)
---[X] Speak to the Master Enchanters to get an idea of what each would require to permanently enter your services. What kinds of research they might wish to work on, what their goals are and whether or not they would chaff under your employment, etc. Once you get a general idea you can decide whether or not to pose an offer to them before you leave Vialesk.
--[X] Level 6-7: Twenty-nine +1 Soulfire Mithril Bracers (5,000 IM each, 145,000 IM total), and three Circlets of
Perceive Betrayal (26,400 IM each, 73,800 IM total)
--[X] Level 0-5: One-hundred PfE Rings (800 IM each), one-hundred Healing Belts (150 IM each), one-hundred Wands of Cure Light Wounds (150 IM each), twenty items (spectacles or something) with a constant Detect Aberration effect (800 IM each), ten
Gravewatch Pendants to be given to the Night's Watch (1,600 IM each), two-hundred Beads of Newt Prevention (200 IM each), two-hundred Muleback Cords (200 IM each), ten Inquisitor's Monocles (1,360 IM each), and twenty Spectacles of Understanding (600 IM each) - 113,400 IM
---[X] Grand Total Expenditure: 508,200 IM
-[X] Go to the Mirror Market
--[X] Browse what lore is available for purchase (rare books and regular lore are both of interest, but make sure to get a book on aquatic architecture for use once we get back home)
---[X] Also get Extraordinary Maps of Vialesk and the Plane of Water, and the Inner and Outer Planes if any are available (hopefully ones good enough to detail strongholds of the Deep Ones)
--[X] Browse what aquatic beasts are available for purchase (starting with Hippocampi to buy in bulk but other animals are also of interest)
--[X] Browse what aquatic plants are available for purchase
--[X] See what mercenaries/adventurers are available for hire and if any might be tempted into our service, especially against the Deep Ones
--[X] Hire any available Alchemists
--[X] Purchase two Titan's Tool equivalents for
Coral Growth to properly build up the aquatic sector of Sorcerer's Deep to be equal to the surface
--[X] Purchase as many of those Aberration-detecting pearls that Relath purchased a while back as you can for use all across the Imperium
--[X] We will purchase all available single-use Teleport, Plane Shift, and Sending Charms (each should be 450 IM to purchase)
 
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@Duesal - any Pages of Spell Knowledge we want to have? Specifically ones that are not trivial to create ourselves?
I don't know. Pages of Spell Knowledge have become a moot point for Viserys thanks to Wild Arcana, and I'm not sure what the other Companions might need. This is just the preliminary shopping list, however. I'm counting on @Goldfish giving me a more specialized list to replace it with.
 
@Duesal, what was the spell on pearls Relath bought?
Again, this shite is near-priceless for us.
And I'm pretty sure it's below 5 too.

Around... 5 to 10 thousand of them, methinks.
Throughly covering every city of ours and having at least 1 in each team of Inquisitors/adventurers and some in every Legion formation.

Because fuck em Illithid infiltrators.
[X] duesal
 
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@Duesal, what was the spell on pearls Relath bought?
Again, this shite is near-priceless for us.
And I'm pretty sure it's below 5 too.

Around... 5 to 10 thousand of them, methinks.
Throughly covering every city of ours and having at least 1 in each team of Inquisitors/adventurers and some in every Legion formation.

Because fuck em Illithid infiltrators.
It doesn't have a spell, IIRC, it just has some kind of Detect Aberrations effect. Adding that in, that was definitely a priority.
Has Viserys a version of that that doesn't use Mythic Power (points)?
Sure, but there weren't many spells IIRC that we still needed. I could of course be wrong, in which case I'll happily add said spells in. The enchanters levels 1-5 are currently unoccupied, and we have a literally limitless amount to commission from.
 
Damn, I'm stuck at work and can't do as much research as I would like to at the moment to determine what we should commission.

@Duesal, please add that we will outright purchase all available single-use Teleport, Plane Shift, and Sending charms, just like we did last month in Armun Kelisk. Each should be 450 IM to purchase.

For commissions, add at least 100 PfE rings (800 IM each), Healing Belts (150 IM each), and Wands of Cure Light Wounds (150 IM each).

At least 20 items (spectacles or something similar) with continuous Detect Aberration (800 IM each) would also be nice.

I'll try to think of more soon.
 
@Goldfish, we can probably get ourselves more Rings of Nine Lives* here, as important as Mindblanks are in light of illithid.

Shall we start with 1-2 RoNLs for now?
We can import all other ring-effects on them later, but having those on all people present for Tiamat-fight... would probably be a good idea.

*apparently the effect I'm misremembering and it isn't called that. But it has Nine charges, and its op as fuuuck, so I'm naming is as is, hoping DP will get we want the effect on Asmodeus' cleric's ring.
 
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Damn, I'm stuck at work and can't do as much research as I would like to at the moment to determine what we should commission.

@Duesal, please add that we will outright purchase all available single-use Teleport, Plane Shift, and Sending charms, just like we did last month in Armun Kelisk. Each should be 450 IM to purchase.

For commissions, add at least 100 PfE rings (800 IM each), Healing Belts (150 IM each), and Wands of Cure Light Wounds (150 IM each).

At least 20 items (spectacles or something similar) with continuous Detect Aberration (800 IM each) would also be nice.

I'll try to think of more soon.
Adding now.
@Goldfish, we can probably get ourselves more Rings of Nine Lives here, as important as Mindblanks are in light of illithid.

Shall we start with 1-2 RoNLs for now?
We can import all other ring-effects on them later, but having those on all people present for Tiamat-fight... would probably be a good idea.
Wait, where did we get a Ring of Nine Lives?
 
How much would those cost per unit and how many would you like?

Honestly this seems super fitting to give to our Erinyes. I'm not sure whether or not they already have head gear, though.

Should be a Command Word activated item at a cost of 7*13*1800=163,800 then divided by 10? @Goldfish?

That's if we are fine with it's hour per level duration, so 13 hours.

Do note while it can't pierce mind affecting immunity it has No Save, No Sr.
 
How many PfE amulets to cover the entire bureaucracy of the Imperium? From the obvious inquisitors and Legion Officers and up to the city managers and department heads for every region?
 
Ah, I really can't remember the name of the effect on Asmodeus' Cleric's ring.

It's a good one 'tho.
Needs Timestop, and mythic crafting to make, too.
That's a Ring of Delayed Doom. Neat item, but none of our people really have free ring slots to wear them at the moment, else I would have already worked the one we looted into someone's equipment by now.

It wouldn't hurt to commission one or two, I guess, but they aren't really a priority and would need a lot of side enchanting work on someone's gear to make room.
 
Damn, I'm stuck at work and can't do as much research as I would like to at the moment to determine what we should commission.

@Duesal, please add that we will outright purchase all available single-use Teleport, Plane Shift, and Sending charms, just like we did last month in Armun Kelisk. Each should be 450 IM to purchase.

For commissions, add at least 100 PfE rings (800 IM each), Healing Belts (150 IM each), and Wands of Cure Light Wounds (150 IM each).

At least 20 items (spectacles or something similar) with continuous Detect Aberration (800 IM each) would also be nice.

I'll try to think of more soon.
You've got a carte blanch on spell levels 0-5 with a literally unlimited amount of crafters available apparently. Are you sure you don't want a bigger order for PfE and Healing Belts?
Should be a Command Word activated item at a cost of 7*13*1800=163,800 then divided by 10? @Goldfish?

That's if we are fine with it's hour per level duration, so 13 hours.

Do note while it can't pierce mind affecting immunity it has No Save, No Sr.
26,400 IM each to commission them. I would buy at least two or three.
Adding it now.
 
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