The thing is Gold was happily accepted in Vialesk, I'm questioning this crash a little more every day.

[X] Goldfish
Vialesk has long since been open to the Plane of Earth and has had a long time to adapt to sudden influxes of cold, and it also has bigger markets. It doesn't really compare to Prime Material which only just opened to the other Planes. The Iron Bank was worried about this for a reason IC, and IC it's also the reason the Lannisters try to hoard the majority of their gold to keep the value high.

Now with the Planes open to Prime Material where anyone can go buy precious metals and come and use it as currency outside of the Imperium, it's definitely going to be abused, to the detriment of those currencies.
 
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The Plane of Water also has the last large, thriving population of Dragons that we know of. They probably keep the value of gold at a decent level through their love of shiny stuff.
 
Vialesk has long since been open to the Plane of Earth and has had a long time to adapt to sudden influxes of cold, and it also has bigger markets. It doesn't really compare to Prime Material which only just opened to the other Planes. The Iron Bank was worried about this for a reason IC, and IC it's also the reason the Lannisters try to hoard the majority of their gold to keep the value high.

Now with the Planes open to Prime Material where anyone can go buy precious metals and come and use it as currency outside of the Imperium, it's definitely going to be abused, to the detriment of those currencies.
I understand that but the point is that gold bought us plenty in Vialesk.
That market has had access the Plane of Earth and has adapted to their impact on the gold economy.
If our gold economy takes an impact from our access to Plane of Earth, the value it is currently accepted at on Vialesk acts as a floor.

The Plane of Water also has the last large, thriving population of Dragons that we know of. They probably keep the value of gold at a decent level through their love of shiny stuff.

I was thinking the same thing, the risk of that being that they become enlightened like we are trying to do with Amrelath and Relath and start injecting gold into the economy.

That's one of the most terrifying things in this setting, we're turning Dragons into their real world economic counterparts.

Coupled with our Braavosi roots and influence, our tendency to win and encourage winning, economic warfare may very well become the norm in the new world:o
 
I understand that but the point is that gold bought us plenty in Vialesk.
That market has had access the Plane of Earth and has adapted to their impact on the gold economy.
If our gold economy takes an impact from our access to Plane of Earth, the value it is currently accepted at on Vialesk acts as a floor.



I was thinking the same thing, the risk of that being that they become enlightened like we are trying to do with Amrelath and Relath and start injecting gold into the economy.

That's one of the most terrifying things in this setting, we're turning Dragons into their real world economic counterparts.

Coupled with our Braavosi roots and influence, our tendency to win and encourage winning, economic warfare may very well become the norm in the new world:o
It's had millennia to adapt, and Prime Material hasn't. Its all well and good to dismiss this by saying it will eventually adapt, but it's our plane that'll have a partially crashed economy outside the Imperium, and "brief" in this case could easily be years as the markets adjust.

We get to sidestep that hassle.
 
Viserys: *cracks knuckles* "Well Lads, let's be bad guys."

[X] Plan "Viserys Got A New Conspiracy!"
-[X] Perform some divinations, forwarding part to the House of Mirrors while you handle the most tangled with your own magic. "It seems you all might get to learn something of how one turns even common hearsay into actionable intelligence, short of beating down the door of a spymaster and rifling through his belongings. Assuming of course that half the Lords in the Riverlands or their servants aren't warded by spells of the Eighth Circle, in which case, we've greater things to worry about."

--[X] Determine if House Keath intends to hire a Faceless Man. While you doubt that is the case, as they tend to ask a price most would count an actual sacrifice if not a ransom greater than all could pay, and they explicitly have some arrangement with Braavos itself, you don't have their measure yet and the vengeful without recourse might be inspired to madness when further denied.

--[X] Vary that question, are their servants, minions, family members, and so on.
--[X] If not, are they reaching out to the Orphne Court?
--[X] Trade Magnates?

--[X] Intermediaries to obtain magic through the Terminus?
---[X] What deal did Lord Lychester strike with mages from the Opaline Vault? Were they connected to some Trade House? If hitting wall, reword, were they moving large quantities of goods through the Terminus via some intermediary? Reword if necessary: Did large volumes of goods from Lychester lands leave through the Planar Terminus?
----[X] Is the bout of ill fortune striking House Lolliston magical in nature? A curse? Deliberate sabotage? What vector? An enemy? Fiendish ploy? Fey trickery?

-----[X] Would House Roote be amenable to a visit? Would subtler overtures through Ser Mooton be more prudent?
------[X] Lord Theomar takes his oaths seriously, but given the derelict performance of pretty much everyone whatsoever with any authority over him, is he truly against at least talking to you on principle? If he's amenable to even that much you're fairly confident he won't be more difficult to sway than Lord Mallery, who at least takes his duties seriously to the point where he might contemplate treason against an unworthy King.

-------[X] Lord Vypren seems to be easing off his displays of piety, which seems to indicate something more like caution than lack of faith. Did someone convince him to show more restraint?
--------[X] Lord Halmon Paege seems disincined to involve himself one way or another, but given how the Riverlands is the infamous stomping ground of Westeros when it comes to war, he has to know that he can't avoid the fighting in the first place and must make a decision in time, even if it is with banners on the horizon. Is he amenable to meet? If it is with some assurance that he will strengthen his House, you are famous for your generous largesse to those loyal, one of the tales about you that might come across the Narrow Sea in mostly positive light.
----------[X] Determine the chink in House Wayn's armor, what is the state of the succession? Who are likely claimants? Is Lady Wayn actually inclined to support Hoster Tully as her Uncle serves him, or does she value that honor as lesser considering Hoster's poor bedfellows?
 
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It's had millennia to adapt, and Prime Material hasn't. Its all well and good to dismiss this by saying it will eventually adapt, but it's our plane that'll have a partially crashed economy outside the Imperium, and "brief" in this case could easily be years as the markets adjust.

We get to sidestep that hassle.

I am not saying anything about adaption.

Vialesk functions as a price floor, the value of Planetosi precious metal currency cannot fall below what they accept it as now by definition.

Of course there will be disruption to the economy but those rich purely in coin will remain rich as long as they can currently afford to purchase from Vialesk.
 
Next in line for a full Bio-Construct stat sheet is the Caretaker model. I took some liberty rearranging their stats and abilities to make them better able to fulfill their role. They're not really combat servitors, after all, but intended for childcare and bodyguard duties. This involved gutting their Strength and Dexterity down to merely average human levels, while increasing their Constitution a bit so they can soak more damage via Shield Other and bringing their mental attributes up to a level that would keep them from raising emotionally stunted children. Their mental attributes aren't exceptional by any means, but they're no longer heavily penalized either.

I made up the Hidden Nature abilities entirely based off what DP's blurb on their more human appearance. Right now I have their skill points (which they get more of thanks to a higher Intelligence attribute) spread among a bunch of knowledge skills and a Skill Focus-boosted Profession (Instructor) skill, with the reasoning that the Caretakers wouldn't have just been meant to play nanny and supernatural bodyguard, but also that they would act as trustworthy tutors for their wards in all the important areas of knowledge. Do ya'll think their skill points should be allocated differently?
Caretaker: Medium Bio-Construct (Seeker Child Guardian Variant) - CR 4
Hit Dice: 6d10 + 18 (CON) (51 HP)
Initiative: +0
Speed: 30 ft.
AC: 16 (+4 Natural, +2 Heavy Bone Shield), Touch 10, Flat-Footed 16
Base Attack/Grapple: +6
Attack: Retractable Bone Longspear +6 (1d8; x3) or Tentacle +6 (paralysis)
Full Attack: Retractable Bone Longspear +6/+1 (1d8; x3) or Tentacle +6/+1 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with retractable bone longspear or tentacle)
Special Attacks: Retractable Bone Longspear, Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, SR 11, Vulnerability to Chaos
Saves: Fort +7, Ref +4, Will +8
Abilities: Str 10, Dex 10, Con 16, Int 12, Wis 10, Cha 10
Skills: Knowledge (Arcana) +7, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nobility) +6, Knowledge (Religion) +6, Knowledge (The Planes) +6, Profession (Instructor) +12
Feats: Healing Devotion, Protection Devotion, Skill Focus (Profession[Instructor])
Language: High Valyrian
Alignment: Lawful Neutral

Spell-like Abilities (Sp): Caster Level: 6th; At-Will: Shield Other (wards only), 3/Day: Dimension Door (self plus wards only)

Ward Bond (Su): The Caretaker can be simultaneously bonded to up to three different wards, who are usually but not always children. Bonding a ward is a simple process which requires the Caretaker to ingest a drop of the potential ward's blood in addition to a verbal command. This bond is necessary for the Caretaker to use many of its special abilities.

Touch of Life (Su): 1/Day as an Immediate Action, the Caretaker can gain Fast Healing 2 for one minute. Alternatively, the Caretaker can use a Full-Round Action to use their Touch of Life on one of their bonded wards.

Protective Aura (Su): 1/Day as an Immediate Action, the Caretaker can activate a protective aura which provides itself and all of their bonded wards who are within a 15 foot radius with a +3 Sacred bonus to their AC for one minute.

Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 16 Fortitude save negates). A Caretaker's bonded wards are immune to the effects of its paralytic slime.

Hidden Nature:
  • Human Appearance (Ex): Caretakers eschew the typical inhuman appearance of Seeker-type Bio-Constructs, the better to blend in with their charges. On casual inspection, a Caretaker appears to be a human female, though one with an overly symmetrical face which lacks a mouth, and and a slight physical build. Loose clothing and a scarf is often enough to obscure the Caretaker's more unusual physical traits.
  • Hidden Form (Su): To better pass as a normal human, a Caretaker can further hide their unusual physical properties via a minor magical transformation. This transformation merges the Caretaker's retractable bone longspear, heavy bone shield, and paralytic tentacle with their body, while rendering them fully human in appearance. They become fully capable of speech and can mimic normal human behavior such that a DC 20 Sense Motive is needed to discern that they are, in fact, emotionless beings. In addition to losing access to the offensive and defensive properties of these features, the Caretaker also loses its +4 Natural Armor bonus to AC. This ability requires a Full-Round Action to activate or deactivate.
Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
  • Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
 
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I am not saying anything about adaption.

Vialesk functions as a price floor, the value of Planetosi precious metal currency cannot fall below what they accept it as now by definition.

Of course there will be disruption to the economy but those rich purely in coin will remain rich as long as they can currently afford to purchase from Vialesk.
Until the day a Terminus opens up to the Plane of Water, Vialesk isn't going to be a price floor. Our two separate economies are still effectively cut off from one another unlike with the Opaline Vault and Armun Kelisk. And moreover the day that a Terminus opens, Vialesk will be connected to the other two genie cities, so with direct contact with the Opaline Vault where the streets are paved with the stuff I suspect gold is going to be valued less there.

This assumes a lot about people's ability to get to Vialesk at all. You'd need a mage of the fifth circle at minimum on your payroll just to reach, and a bunch more magic to traverse the citadel. Can the obscenely rich scrape by even in a precious metal economy? Sure. But the rest of the people in that economy won't have the luxury of being able to dump their precious metals in Vialesk purely by virtue of difficulty to travel.

Assuming someone maliciously floods one of the precious metals markets with an influx of gold or silver or something, it's not exactly easy for the Westerosi or Essosi still outside the Imperium to just round it all up and fix it. There would in fact be a period of economic paralysis, especially since they're not us and they don't have close ties with the genie realms and thus will need to go about it the hard way.
Next in line for a full Bio-Construct stat sheet is the Caretaker model. I took some liberty rearranging their stats and abilities to make them better able to fulfill their role. They're not really combat servitors, after all, but intended for childcare and bodyguard duties. This involved gutting their Strength and Dexterity down to merely average human levels, while increasing their Constitution a bit so they can soak more damage via Shield Other and bringing their mental attributes up to a level that would keep them from raising emotionally stunted children. Their mental attributes aren't exceptional by any means, but they're no longer heavily penalized either.

I made up the Hidden Nature abilities entirely based off what DP's blurb on their more human appearance. Right now I have their skill points (which they get more of thanks to a higher Intelligence attribute) spread among a bunch of knowledge skills and a Skill Focus-boosted Profession (Instructor) skill, with the reasoning that the Caretakers wouldn't have just been meant to play nanny and supernatural bodyguard, but also that they would act as trustworthy tutors for their wards in all the important areas of knowledge. Do ya'll think their skill points should be allocated differently?
Caretaker: Medium Bio-Construct (Seeker Child Guardian Variant) - CR 4
Hit Dice: 6d10 + 18 (CON) (51 HP)
Initiative: +0
Speed: 30 ft.
AC: 16 (+4 Natural, +2 Heavy Bone Shield), Touch 10, Flat-Footed 16
Base Attack/Grapple: +6
Attack: Retractable Bone Longspear +6 (1d8; x3) or Tentacle +6 (paralysis)
Full Attack: Retractable Bone Longspear +6/+1 (1d8; x3) or Tentacle +6/+1 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with retractable bone longspear or tentacle)
Special Attacks: Retractable Bone Longspear, Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, SR 11, Vulnerability to Chaos
Saves: Fort +7, Ref +4, Will +8
Abilities: Str 10, Dex 10, Con 16, Int 12, Wis 10, Cha 10
Skills: Knowledge (Arcana) +7, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nobility) +6, Knowledge (Religion) +6, Knowledge (The Planes) +6, Profession (Instructor) +12
Feats: Healing Devotion, Protection Devotion, Skill Focus (Profession[Instructor])
Alignment: Lawful Neutral

Ward Bond (Su): The Caretaker can be simultaneously bonded to up to three different wards, who are usually but not always children. Bonding a ward is a simple process which requires the Caretaker to ingest a drop of the potential ward's blood in addition to a verbal command. This bond is necessary for the Caretaker to use many of its special abilities.

Protective Aura (Su): 1/Day as an Immediate Action, the Caretaker can activate a protective aura which provides itself and all of their bonded wards who are within a 15 foot radius with a +3 Sacred bonus to their AC for one minute.

Touch of Life (Su): 1/Day as an Immediate Action, the Caretaker can gain Fast Healing 2 for one minute. Alternatively, the Caretaker can use a Full-Round Action to use their Touch of Life on one of their bonded wards.

Spell-like Abilities (Sp): Caster Level: 6th; At-Will: Shield Other (wards only), 3/Day: Dimension Door (self plus wards only)

Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 16 Fortitude save negates). A Caretaker's bonded wards are immune to the effects of its paralytic slime.

Hidden Nature:
  • Human Appearance (Ex): Caretakers eschew the typical inhuman appearance of Seeker-type Bio-Constructs, the better to blend in with their charges. On casual inspection, a Caretaker appears to be a human female, though one with an overly symmetrical face which lacks a mouth, and and a slight physical build. Loose clothing and a scarf is often enough to obscure the Caretaker's more unusual physical traits.
  • Hidden Form (Su): To better pass as a normal human, a Caretaker can further hide their unusual physical properties via a minor magical transformation. This transformation merges the Caretaker's retractable bone longspear, heavy bone shield, and paralytic tentacle with their body, while rendering them fully human in appearance. They become fully capable of speech and can mimic normal human behavior such that a DC 20 Sense Motive is needed to discern that they are, in fact, emotionless beings. In addition to losing access to the offensive and defensive properties of these features, the Caretaker also loses its +4 Natural Armor bonus to AC. This ability requires a Full-Round Action to activate or deactivate.
Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
  • Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
Looking good. It's probably a bad idea to actually use them for child care due to creepiness, but they're still great guardians.
 
Looking good. It's probably a bad idea to actually use them for child care due to creepiness, but they're still great guardians.
They're not actually creepy in the full appearing human form.

We only have five of them, though, so even if they were amazing childcare murderbots we couldn't really afford to spread them around much. I definitely want to assign one of them to Alinor as part of a Bio-Construct protective detail (Warden, Slayer, and Caretaker).

Maybe Garin would like a Caretaker to watch over the triplets?
 
They're not actually creepy in the full appearing human form.

We only have five of them, though, so even if they were amazing childcare murderbots we couldn't really afford to spread them around much. I definitely want to assign one of them to Alinor as part of a Bio-Construct protective detail (Warden, Slayer, and Caretaker).

Maybe Garin would like a Caretaker to watch over the triplets?
They were explicitly noted to be creepy, though. To the point where Malarys actively recommended not to use them for child-rearing unless we wanted terrified children.

I don't think Garin and Selyse would be thrilled about this.

EDIT: An adult on the other hand is a different prospect. Alinor honestly wouldn't even flinch.
 
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They were explicitly noted to be creepy, though. To the point where Malarys actively recommended not to use them for child-rearing unless we wanted terrified children.

I don't think Garin and Selyse would be thrilled about this.

EDIT: An adult on the other hand is a different prospect. Alinor honestly wouldn't even flinch.
I gave them the ability to assume a fully human appearing form, including the ability to talk, at the cost of temporarily losing access to their shield, spear, tentacle, and Natural Armor. Gonna run it by DP on the morning. If he doesn't approve, I'll just remove that from the Caretaker sheet.
 
Until the day a Terminus opens up to the Plane of Water, Vialesk isn't going to be a price floor. Our two separate economies are still effectively cut off from one another unlike with the Opaline Vault and Armun Kelisk. And moreover the day that a Terminus opens, Vialesk will be connected to the other two genie cities, so with direct contact with the Opaline Vault where the streets are paved with the stuff I suspect gold is going to be valued less there.

The Terminus is assumed and I agree with access though your follow up is in direct contradiction to your original stance, they have had access to Plane of Earth for Millennia, Planetosi gold is nothing in the face of that and is incapable of flooding the market.

So either they've been linked and won't fluctuate much at all or we're about to cause much bigger problems on a Planar scale, something to plan for.
 
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