I encourage everyone to consider that @Deliste raises a good point about Marid with a history of feuding with a dragon dominion might make a poor ally to us. But one thing @Deliste isn't considering...

If you cut off the head of a dragon dominion, you have neatly avoided having a power extant leftover holding a grudge against you--people will sweep in to take over what he leaves behind, they'll be too busy to pay attention to you, at least not immediately.

A Marid emirate seems like a bad enemy to make. I would much rather play them off each other and other dragons, and the one benefit to picking a fight with a dragon in the first place would probably be the fact that we can kill them and call it a day instead of just adding yet another concern to our list of concerns.

With that in mind would anyone be particularly opposed if I just had us focus on grabbing enchanters like @Goldfish originally suggested? And maybe more artisans for our underwater district from the other two city states with those trade concerns? Building up our local economy and gaining skilled labor leads to far fewer complications.
...Just write up the list of possible allies to talk to in the next month, and people to visit to grab crafters/order items from (next month too), please.
I'm too sleepy to think through the political write-up DP gave us, and tomorrow's gonan be toobusy for me to work through it either way.
I'll add that to MAs and stop worrying about it at least for a while.
 
I encourage everyone to consider that @Deliste raises a good point about Marid with a history of feuding with a dragon dominion might make a poor ally to us. But one thing @Deliste isn't considering...

If you cut off the head of a dragon dominion, you have neatly avoided having a power extant leftover holding a grudge against you--people will sweep in to take over what he leaves behind, they'll be too busy to pay attention to you, at least not immediately.

A Marid emirate seems like a bad enemy to make. I would much rather play them off each other and other dragons, and the one benefit to picking a fight with a dragon in the first place would probably be the fact that we can kill them and call it a day instead of just adding yet another concern to our list of concerns.

With that in mind would anyone be particularly opposed if I just had us focus on grabbing enchanters like @Goldfish originally suggested? And maybe more artisans for our underwater district from the other two city states with those trade concerns? Building up our local economy and gaining skilled labor leads to far fewer complications.
This would be my preference.

And once we hire those crafters and artisans, including those we have already acquired, we need to make them as happy as possible. We pay them well, we respect them beyond what they normally experience in Vialisk and other Plane of Water locales, and make them feel as safe and comfortable as possible. That's how we convince them to permanently immigrate to Sorcerer's Deep and the Imperium.
 
I for one really, really want to flip Dondarrion and the other Marcher lords. Even if they're initially aligned with Robert I'm pretty sure we can pull it off.

Sure, if we could flip Caron and Dondarrion it would mean we could bypasse Starpike entirely and march a Dornish host into the Stormlands, secure the Kingdom, then link forces with Stannis and move into the Southern Crownlands, secure it, then march them west along the Goldroad right to Casterly Rock.
 
[X] Seek out an audience with the envoys of one of the other major realms
-[X] Hampa to try and recruit more enchanters. With Viserys.
-[X] Dalaqua to discuss alliance, trade or recruiting artisans. With Rhaella.
-[X] Mardja to discuss alliance, trade or recruiting artisans. With Relath and Breath Taker.
--[X] The goal is to secure more enchanters for our burgeoning war machine, and we can adjust the particulars from there as we will be personally negotiating, but also to get more crafters and artisans for our Underwater district more generally, hence the placement of our other envoys. Besides that, we would like to offer patronage to some artists and performers, or really anyone remotely capable of adding a bit of culture, sophistication and civilization to our submersed and hopefully rapidly growing aquatic population.
 
[X] Crake

As long as we aren't picking one side of a feud without the full story I am, as they say, hunky dory.
 
Alone?
Do we have anyone we could put with her?

Any suggestions? We have a large list of characters... I mostly sent Breath-Taker along with Relath since most people see "dragon" and think "oh no, not again" and then spit-take when they see a Triton Priest and immediately become way more amenable.
 
Actually wait, Dany is free at the moment, I think? I'll send her.

[X] Seek out an audience with the envoys of one of the other major realms
-[X] Hampa to try and recruit more enchanters. With Viserys and Lya.
-[X] Dalaqua to discuss alliance, trade or recruiting artisans. With Rhaella and Dany.
-[X] Mardja to discuss alliance, trade or recruiting artisans. With Relath and Breath Taker.
--[X] The goal is to secure more enchanters for our burgeoning war machine, and we can adjust the particulars from there as we will be personally negotiating, but also to get more crafters and artisans for our Underwater district more generally, hence the placement of our other envoys. Besides that, we would like to offer patronage to some artists and performers, or really anyone remotely capable of adding a bit of culture, sophistication and civilization to our submersed and hopefully rapidly growing aquatic population.
 
You could sure, that sounds balanced for 8th level.
Excellent.

So here's what I want to focus Lya's crafting time on starting this month. A Greater Baleful Teleport effect enchanted into a Teleportation chamber will require 21,600 IM in crafting, or 16,200 IM after Lya's EA discount.

It would need to be properly protected through a combination of physical security, guardians, active spell defenses, and significant warding, as the chamber would be an incredible strategic resource.

Not only can we use it to deliver strike teams and troubleshooters to nearly any location on Planetos, we can also use it to transport suicide drones directly to their targets. Right now, the single-use Beetle Bomb Constructs cost 250 IM each, which isn't a huge amount, but most of that comes from the 225 IM single-use Teleport effect they are imbued with. Great for arming our Wyverns and Moonchasers, but a real crafting bottleneck which requires attention from our higher level crafters. Using the Teleportation Chamber, however, would allow us to enchant suicide drone Constructs for just 25 IM each.

And even anti-Teleportation warding won't be completely effective, since the Constructs can fly, or we can use a swimming variant, which allows them to continue past wards to deliver their payloads.

Stealth versions of the suicide drones, each capable of a single-use three minute long Invisibility effect, would only cost 55 IM.

Y'all cool with this?
 
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Excellent.

So here's what I want to focus Lya's crafting time on starting this month. A Greater Baleful Teleport effect enchanted into a Teleportation chamber will require 21,600 IM in crafting, or 16,200 IM after Lya's EA discount.

It would need to be properly protected through a combination of physical security, guardians, active spell defenses, and significant warding, as the chamber would be an incredible strategic resource.

Not only can we use it to deliver strike teams and troubleshooters to nearly any location on Planetos, we can also use it to transport suicide drones directly to their targets. Right now, the single-use Beetle Bomb Constructs cost 250 IM each, which isn't a huge amount, but most of that comes from the 225 IM single-use Teleport effect they are imbued with. Great for arming our Wyverns and Moonchasers, but a real crafting bottleneck which requires attention from our higher level crafters. Using the Teleportation Chamber, however, would allow us to enchant suicide drone Constructs for just 25 IM each.

And even anti-Teleportation warding won't be completely effective, since the Constructs can fly, or we can use a swimming variant, which allows them to continue past wards to deliver their payloads.

Stealth versiona of the suicide drones, each capable of a single-use three minute long Invisibility effect would only cost 55 IM.

Y'all cool with this?
It sounds like an Orwellian nightmare.
 
Excellent.

So here's what I want to focus Lya's crafting time on starting this month. A Greater Baleful Teleport effect enchanted into a Teleportation chamber will require 21,600 IM in crafting, or 16,200 IM after Lya's EA discount.

It would need to be properly protected through a combination of physical security, guardians, active spell defenses, and significant warding, as the chamber would be an incredible strategic resource.

Not only can we use it to deliver strike teams and troubleshooters to nearly any location on Planetos, we can also use it to transport suicide drones directly to their targets. Right now, the single-use Beetle Bomb Constructs cost 250 IM each, which isn't a huge amount, but most of that comes from the 225 IM single-use Teleport effect they are imbued with. Great for arming our Wyverns and Moonchasers, but a real crafting bottleneck which requires attention from our higher level crafters. Using the Teleportation Chamber, however, would allow us to enchant suicide drone Constructs for just 25 IM each.

And even anti-Teleportation warding won't be completely effective, since the Constructs can fly, or we can use a swimming variant, which allows them to continue past wards to deliver their payloads.

Stealth versions of the suicide drones, each capable of a single-use three minute long Invisibility effect would only cost 55 IM.

Y'all cool with this?

Keep in mind you guys would have to design the spell first.
 
@Goldfish Have the drone go inert about a minute after being teleported, otherwise you run into economics of scale levels of power imbalance. We could spam hundreds of these until we kill just about anything, warded or not, since they could be placed beyond range and then stealth in or circumvent obstacles. Eventually they'll get you if they have unlimited amounts of time to sneak closer and closer through your security apparatus.
 
It sounds like an Orwellian nightmare.
So...a good thing?

Inquisition teams appearing in the dead of the night...

Legion kill squads arriving unseen to remove troublesome threats before they can rampage through the countryside...

Teams of diplomats showing up immediately upon international crisis...
 
@DragonParadox, how much progress would it take to design that version of Banishment that leaves behind the corpse?
[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
Eject

Abjuration




Level: Clr 7, Sor/Wiz 8 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes An Eject spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be ejected.
Different from the Dismissal spell only the spirit of the targets is send back to their homeplane, their bodies and equipment stay intact and on the plane they are ejected from. For a creature that is not either Outsider or Elemental this is a [Death] effect since they can neither survive without body nor form a new one without aid. A possessing fiend does not have the opportunity to damage its host-body before ejection when affected by this spell.
You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
Arcane Focus

Any item that is distasteful to the subject (optional, see above).
 
And, since we started the trend of showing Viserys' imagery everywhere...
We'll be able to see everything soon enough~


*sigh*
how much?

16 progress research, to be done by someone with decent arcana and access to eight levels spells

@Goldfish Have the drone go inert about a minute after being teleported, otherwise you run into economics of scale levels of power imbalance. We could spam hundreds of these until we kill just about anything, warded or not, since they could be placed beyond range and then stealth in or circumvent obstacles. Eventually they'll get you if they have unlimited amounts of time to sneak closer and closer through your security apparatus.

Good call on the balance
 
@Goldfish Have the drone go inert about a minute after being teleported, otherwise you run into economics of scale levels of power imbalance. We could spam hundreds of these until we kill just about anything, warded or not, since they could be placed beyond range and then stealth in or circumvent obstacles. Eventually they'll get you if they have unlimited amounts of time to sneak closer and closer through your security apparatus.
The current Beetle Bomb Constructs already have that exact limitation built into them. They remain powered for just one minute after being activated, then their magic is expended and they become inert. ;)
 
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So...a good thing?

Inquisition teams appearing in the dead of the night...

Legion kill squads arriving unseen to remove troublesome threats before they can rampage through the countryside...

Teams of diplomats showing up immediately upon international crisis...

And suicide drones killing innocent civilians as collateral to an attempt at assassinating you.

Man, we are just asking for mod intervention, aren't we?
 
The current Beetle Bomb Constructs already have that exact limitation built into them. They remain powered for just one minute after being activated, then their magic is expended and they become inert. ;)

That was why I suggested it. Having these also go inert despite not having the enchantment bound to the shell might have been implicit to you from a balance perspective, but making it explicit is essential to not actually having forty people point out at the same time "so what could possibly stop us from using these until we kill every single one of our enemies not immune to explosions, of which almost no one is?"
 
Lya #2 isn't assigned to anything this month, right? She could start working on researching the Greater Baleful Teleport spell.
 
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