They are trying to get Viserys' measure. When your job is to kill and die and an employer's command it is rather important to get their measure before signing on.
Does health care in addition to payment sound good to them?

Alongside the fact that our tactics ensure maximum safety for our forces (Magic Army, good strategy that doesn't throw them into the Deep Ones' jaws, etc).

Also, they're viewing this as a wounded animal when they should be seeing it as an infestation. You don't leave part of the infestation alive or it just corrupts everything all over again.
 
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Of Brewing War

Ninth Day of the Eleventh Month 293 AC

"Honored Wisdom, I will endeavor to keep my eye out for such a zone of low-ambient magic, though with all of the strange phenomenon I have witnessed effecting our Plane, the sheer variance in these effects, you would likely have better luck chasing such leads in the Garden rather than waiting for rumors of uncommon conditions turning up where they are likely warded. They are often protected by hazards both mundane and esoteric..."

Thus, do you go on to explain to Clo'Tiss the duality of conceptual riveting of Fire effecting the wastes of the Lands of Long Summer, the Shadow that ever looms above Asshai, and how reality fades the closer one approaches to the poles you near until it is less a matter of distance than will that one might advance or retreat across the twisting nether and ice.

Seeing that the mage's pale eyes gleam with interest, you add, "I was of the understanding that the Elemental Planes were given to follow certain rhythms, if not necessarily ordered seasons, ever-shifting unless the scales were tilted by a Power's finger pressing upon them. I have also discovered some zones of wild magic in the Southlands--that is to say, near an equatorial range thousands of miles away from my realm, where the ruins of long lost civilizations are often marked by a variety of enchantments given over to the environment, or vents for energies sprouting from the earth, air and water." The message is clear, you hope. Your home holds many wonders and opportunities to advance spellcraft that are less perilous than the Elemental Wilds, but not so easy a trek than even a mage of the eight or ninth circle aught to dare them alone.

"Fascinating..." the locathah trails off. "I had always thought that the Garden would have been a more stable mingling of elements, though of course where the thinking mind is so too might one find sorcery to unbalance the scales to their advantage." A short bubbling laugh fills the air. "I shall have to look into this on my own that we might speak more in depth of this matter."

No more than you had expected. You nod in understanding. "There is one other matter I would speak to you then. There are some among my realm attemting to advance the cause of arcane engineering using lore of the fallen kingdoms of Sarnor, and that of lost Valyria whence my own ancestors sprang." You go on to explain Lya and Anu's projects, eliciting some interest but Clo'Tiss is still focused on his own path of study in utilizing uncommon scarcity of magic to better tune constructs for mass deployment.

As the visit concludes, the locathah mage is more than happy to give you not only directions but a recommendation to the Hall of Swirling Currents, Vialesk's Alchemist's Guild.

Within those half-flooded halls you find many eager young apprentices interested in journeying to far off lands for coin and steady employment. Given the scarcity of fire, alchemy is a difficult and rare art to practice in the Boundless Sea. A realm where the transformative powers of fire may be called up with a moment's thought, and lacking the ever-present threat of salt-water contamination, is more than enough for many of those present to sign on for a journey into the unknown.

Gained 28 Apprentice Alchemists (level 1); 10 Journeyman Alchemists (Level 3); 2 Master Alchemists (Level 5)

Lost 12480 IM


***​

Tenth Day of the Eleventh Month 293 AC

On your second visit to the marid sorcerer Zamorto, you lead the conversation toward those he had fought alongside. You speak of how you are planning to place several or more Free Companies on retainer, if possible, to further your war in the Deep and carve out safe haven in the Narrow Sea for your vassals.

"These battles are likely to present many and varied foes to test your battle magics, and should some spell misfire in unexpected ways... well no one would regret the deaths of creatures who would enslave and devour others with less thought than others might place upon plucking a treat from an artfully crafted plate," you finish by taking a tiny marinated sea sponge from the plate in front of you and eating it. Zamorto had warned you that this particular treat had shards of glass growing though its savory 'flesh', too small to be extracted, but a dragon's stomach, or even one half-way between man and dragon, would make short work of such things.

"But you are not yet at war with the foul ones, correct?" the mage asks thoughtfully. "You do not quite have the urgent manner of one hiring mercenaries for a campaign even now spilling blood in the water."

"No," you admit. "Not yet, but if you have an interest in them I have my own battlefield magics to share. There was one particular spell used in ancient times by the gods of my home to sunder the lands and bring forth the surging waters, a working fit to shatter immense masses of earth and stone, which one of my dear friends has recently come into the possession of in the form of a bound enchantment."

"Interesting, but I do not lack for inspiration," the sorcerer replies. "Let us speak again once your war against the Farspawn begins in earnest." Although the words are a dismissal, the tone is as courteous as ever and he proves most helpful in discovering which of the Free Companies are without contract and inclined to swim far from Vialesk.

Unfortunately, owing to the recent battles against the Deep Ones and the unsettled waters as former reluctant allies eye the spoils of victory and each other with suspicion, only two companies of any size make a good fit for recruitment. Serega's Shields, a company of heavy triton cavalry that ride upon the backs of giant sea turtles, their own enormous living coral shields allowing them to brawl with even the most enraged of sahuagin. The second company is called the Lightning Chasers, an odd name in a realm with no storms, at least until one discovers that this company of skirmishers shares a particular bond with giant eels whom they train to fight alongside them in battle.

***​

As one might expect from sellswords out of work, the two captains agree to meet with you at an inn in the upper city, the Maw. Supposedly built around the petrified remains of a Kraken, one brush against the limestone wall of the common room is enough to confirm that the fearsome teeth around the entrance way have never bitten into anything beside a sculptor's chisel. Hopefully the two warriors you are to meet here are more genuine.

Magrios arrives first, a leather garbed loacath looking out at the world through the hollows of a bone helm which must have once belonged to an enormous eel. The slithering black beast that coils around his waist and arm seems as unconcerned with that as with the fact that eels do not usually breathe air, and is instead content to snatch up morsels of food under the tolerant gaze of its master.


By contrast, Serega makes no effort to stand out, though the claw scars upon his cheeks, and the many trophies ganging at his throat, draw the eye of more discerning patrons nonetheless. His armor seems at first rough patchwork, until one looks deeper to see how every piece of bone and leather glows with an echo of the beast or foe it was torn from, granting the sellsword a measure of their vigor and perhaps other skills besides.


"So then, you are the fire Wyrm that wishes to hire us to swim in far off waters to make war on the Foul Ones that have so recently been driven from the Plane of Endless Waters," the triton captain looks you fearlessly in the eye. "Tell me then, why should we chase a desperate beast in its flight and risk being mauled for it?" Trying to take your measure you suspect, perhaps trying to see how deep draconic pride runs within you. A bold way to go about it.

How do you reply?

[] Write in

OOC: Relath talking to the dragon-blooded mage will be addressed in the next update. There wasn't room here. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.

I highlighted one section in red because I'm not sure what it was supposed to say. The wording is weird.
 
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"So then, you are the fire Wyrm that wishes to hire us to swim in far off waters to make war on the Foul Ones, that have so recently been driven from so many of their forces," the triton captain looks you fearlessly in the eye. "Tell me than why should be chase a desperate beast in its flight and risk being mauled for it?" Trying to take your measure you suspect, perhaps trying to see how deep draconic pride runs within you. A bold way to go about it.
Getting our reasoning together:

1. We're not going to be using the mercenary companies as throwaway chaff to thin out the Deep Ones, they'll be assigned to fortresses they can reasonably handle
2. We will be healing any and all injuries sustained in this campaign in addition to regular payment
3. The Deep Ones have an established base in Prime Material. If anything, letting them hunker down is the biggest mistake you could make. This isn't "chasing a desperate beast in its flight," it's rooting out an infestation before it has time to become an even bigger problem.
4. We were already committed to this war, and have gathered quite a few forces in the doing. They won't be fighting alone by any means.

Of course I'm sure all of that can be put more diplomatically, but the soldiers in front of us spoke bluntly so they probably expect blunt answers.
 
[X] "I would have thought you eager to drive the spears home, friend," You say coldly, "Not leave a bleeding beast to lick its wounds and then turn right back around the moment it's finished spawning again."
-[X] "There's no glory in this war, not truly, for the horrors don't fight for any earthly cause worth mentioning, not even self-aggrandizing ones. They're an infestation, one I will burn out with or without aid, because I am a ruler who has many disparate people to defend, through which the crucible of war might forge into One."
-[X] Describe the fortresses you've sundered and the plots you've foiled, and those still underway even now.
-[X] "The true war is one of knives and tangling schemes above the waves, but that doesn't mean borders do not need patrolled and fastness' do not need pulling down by the foundations."
-[X] Completely undaunted you furnish your offer: "To mercenaries merely sticking to the letter of a contract seeking a paymaster, I will reward handsomely and ward as if they were my own oath-sworn soldiers and champions as I have time and again. It is a worthy cause, profitable, and it needs to be done. And even if not by your Free Companies, then someone else will surely want to test their mettle against that grindstone. What truly concerns me isn't whether or not you accept my offer--only if you plan on wasting any more of my time."
 
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[X] "The Deep Ones are as relentless as they are patient. Do you truly believe they have cast aside their desire to dominate the Endless Waters, to enslave all who live here to serve as fodder for their twisted experiments, food for their insatiable appetites, or hosts for their next generation?"
-[X] "No, of course they have not. Instead, they retreat to their strongholds to lick their wounds and gather their forces for the next wave of expansion. By allowing them to operate unmolested in the Garden, you invite your own doom. Perhaps not next year, or even a decade from now, but they will come, and if it is not you who must face them again, it could very well be your descendents."
--[X] "Make no mistake, however, in assuming that I ask for charity. That couldn't be further from the reality of the situation. You will find that I am a very generous employer, one who pays well and on time. I can also provide quality arms and armor of nearly any make or material, including minor enchantments, at cost. Your forces will also never lack for healing or logistical support while in my service."

[X] Royce Alchemical Works Expansion & Retooling
-[X] Facility #3 Retool production line from Sleep-Smoke to Healy Myrrh: Cost (5,000 IM), Effect: Halved Sleep-Smoke production during 11th month, facility begins producing Healy Myrrh during the 12th month.
-[X] New Facilities: Cost (30,000 IM per facility), Production begins in 12th month.
--[X] Facility #17: Liquid Ice
--[X] Facility #18: Aquan Masks
--[X] Facility #19:
Fungal Stun Vials
-[X] Total Cost: 95,000 IM
 
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Updated my plan with this:

[] Royce Alchemical Works Expansion & Retooling
-[] Facility #3 Retool production line from Sleep-Smoke to Healy Myrrh: Cost (5,000 IM), Effect: Halved Sleep-Smoke production during 11th month, facility begins producing Healy Myrrh during the 12th month.
-[] New Facilities: Cost (30,000 IM per facility), Production begins in 12th month.
--[] Facility #17: Liquid Ice
--[] Facility #18: Auran Masks
--[] Facility #19: Fungal Stun Vials
-[] Total Cost: 95,000 IM


Healy Myrrh is really effective for promoting healing without magic. Relatively cheap and easy to use, we can distribute this stuff throughout the Imperium to further improve our healthcare system.
Auran Mask: Activated as a Move Action, provides breathable air for 1 hour (or 10 minutes if used underwater) and a +5 circumstance bonus on Fortitude saves against inhaled toxins.
Once we start producing these in large quantities, we can begin equipping the Legion with them. Should be helpful in lots of situations.
Fungal Stun Vial: When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they're in the area of bright light, or are confused for 1 round if in the area of dim light.
We already make these in smaller quantities, but I want to start churning them out in high numbers, not only for the Legion, Inquisition, etc., but to produce much larger munitions like we have for Alchemists Fire, Liquid Ice, and Explosive Packs.
Liquid Ice: Also known as "alchemist's ice," this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
Gonna need a lot of this stuff for the coming attack on the City of Brass. The sooner we start stockpiling it, the better.
 
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I'll have the numbers and stats done in the next update when the time comes to talk price, for a ballpark estimate, the shields are around 6000 strong and the Lightning Chasers 3000. Both are fully aquatic yes.
Nice! They're both larger than I was expecting.

We could significantly augment their numbers with creatures from the Fungal and Flesh Forges, too.
 
Oh yeah DP when you say they ride Giant turtles I am assuming tmyiu dont mean these. Giant Snapping Turtle. Or atleast each one doesnt. Maybe like 50 per turtle?

Oh yeah and found Merfolks Comb in the plants section for Alchemy. Pricey to buy but when made gives 8 hours of water breathing when eaten. It's a plant so Old God mass production of the base plant should cheapen it a but right?
 
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@Goldfish, how many Spontaneous Search stations are we having crafted by the end of this month, to add to previous 5?

Cant look up sheets in gdocs rn(
 
...50? :V Seriously though not sure. We will want pretty much every city entrance and every Inquisition and Scholorum covered with one.
Keep in mind, they are just an "easier to find any mundane contraband", not the "will protect from Asmodeus' slipping in a Wildfire-filled explosive puppet".

We do want them on our main trade routes and most important buildings, but no place has as much repair-cost as SD does if something slips through.
Ergo, it is SD we should focus on, imo.
 
Keep in mind, they are just an "easier to find any mundane contraband", not the "will protect from Asmodeus' slipping in a Wildfire-filled explosive puppet".

We do want them on our main trade routes and most important buildings, but no place has as much repair-cost as SD does if something slips through.
Ergo, it is SD we should focus on, imo.
I know. That's the Inquisitions Job. It why I wanna give each of them 8 to 10 fancy Monocles of Detection. But we will still need search stations for the low level stuff. Like airport patdowns and metaldetectors.

Will it catch FBIs most wanted? No, but it will catch the equivalent of a bunch of shmucks with dimebags shoved up their keester. And maybe that occassional prick with a switchblade and a grudge.

Just Scholorums and Inqusition bases then? Kinda wanted Ports and Merchant check stations. You know for contraband checks.
 
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