Do we even care about random merchant ships? This is for our Navy and Trade ones first. Heck I'd charge a minor fee to other ships to give them the tracking and rescue in case of emergencies. Call it a coast guard or sea trade tax.

Yes, very much so it matters for this reason.


Then Detect Ship will be able to tell you the presence of any craft and by cross reference against all Tracked ships you can determine any unidentified craft in the area.


The less unidentified craft in the area the more likely you find your enemies.

I've also convinced myself this is the opposite of an issue and actually highly profitable.


The alternative perspective on this being when a Tracked Ship goes down and a crew of teleporting outsiders pulls the crew out of the ocean.

If the ship is reduced to 0 or fewer hit points, its icon changes from a ship to a skull and crossbones.

When being tracked by Sorcerer's Deep means a shipwreck is no longer a loss of life the crew may just expect it of any vessel they sign on with.

Couple this with Raise Ship and Sorcerer's Deep now runs the most successful maritime insurance policy imaginable, now the ships owner chooses between profitability and geographical privacy.

Yeah this is no longer a problem and just became insanely profitable.


It will fund itself and then some.
 
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Also stormwrack has a creature called the Sisiutl at CR8 but I cant find it online. Could you guys look up the creature. It looks good for its CR. Real good and a aquatic serpent too.

And did you guys like any of the items in that list?
 
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@DragonParadox, the Construct portion of the front page is lacking quite a few of the constructs you guys have now made. I think @Goldfish is keeping an up to date list, but as a reader I didn't find his list for a couple weeks because there is already a Construct Tab on the Front Page. Might as well consolidate and just link to Goldfish's post in that tab of the Front Page. So lazy plebs like me don't miss the glorious Herald/Harbinger stat pages.
 
Mind you that we are already causing a global, economic crisis.

- Widespread use of the farming ritual dumps prices for agriculture products.
- Everflame Ironworks is outproducing every steel producer in the world and thanks to cheap PoE iron at preposterously low prices.
- The PoE Terminus means metals and gemstones, especially precious metals, will soon loose a lot of value.
- ACSEC is cutting out a lot of middlemen in long-range trade.

At the same time:
- Preposterous amounts of money flow through SD, due to it being the center of all of this.
- Cheap alchemical products take the market by storm.
- Prices for high-quality wood, sea-salt and pelts are rising due to the Terminus.
- Faster communications and Divinations invigorate sea trade.

Things are shifting heavily and a lot of people are going to either win or loose a lot of money while the poor see massive shifts to their life situation.

Also: Tywin Lannister will loose a lot of wealth while the North suddenly produces valuable trade goods. You can thank us later Ned.
Holy shit. You guys are beating Tywin "Shits Gold" Lannister with an Economic Victory. Mind blown.
 
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@Artemis1992 @TalonofAnathrax

What's the lowest level to guarantee a profession sailor check of 15?

With and without items?
Assuming a relativly normal 14 Intelligence?
Level 6 for 9 skill-ranks in it +2 from INT +3 from Skill Focus. Means +14, which guarantees a 15 as lowest roll.

With item no trouble at all, +5 or more competence bonus means anyone can make it.
 
Holy shit. You guys are beating Tywin "Shits Gold" Lannister with an Economic Victory. Mind blown.
Tywin doesn't exactly have a good economic plan. He just started off being rich, and knows how to leverage that with loans and whatnot to control his vassals. He's still very much a typical Westerosi noble in that he sneers at merchants.

Viserys on the other hand sees himself as an adopted son of Braavos, and the Imperium reflects that with trade being the backbone of the economy. Damn right we're getting that economic victory.
 
Tywin doesn't exactly have a good economic plan. He just started off being rich, and knows how to leverage that with loans and whatnot to control his vassals. He's still very much a typical Westerosi noble in that he sneers at merchants.

Viserys on the other hand sees himself as an adopted son of Braavos, and the Imperium reflects that with trade being the backbone of the economy. Damn right we're getting that economic victory.
That's very true. I was more entertained from the irony though, rather than the difficulty.
 
Assuming a relativly normal 14 Intelligence?
Level 6 for 9 skill-ranks in it +2 from INT +3 from Skill Focus. Means +14, which guarantees a 15 as lowest roll.

With item no trouble at all, +5 or more competence bonus means anyone can make it.

Cheers, the central version won't need it but a cheaper version for scout ships or beacons might be better off having a skilled operator.
 
Tywin doesn't exactly have a good economic plan. He just started off being rich, and knows how to leverage that with loans and whatnot to control his vassals. He's still very much a typical Westerosi noble in that he sneers at merchants.

Viserys on the other hand sees himself as an adopted son of Braavos, and the Imperium reflects that with trade being the backbone of the economy. Damn right we're getting that economic victory.

Let's not undersell his talent, Tywin explicitly brought his house back from the brink of economic ruin singlehandedly.

He's not beating us but he didn't just inherit wealth and sit on it all ladeedah either.
 
Let's not undersell his talent, Tywin explicitly brought his house back from the brink of economic ruin singlehandedly.

He's not beating us but he didn't just inherit wealth and sit on it all ladeedah either.
Even during that crisis, the Lannisters were never in economic ruin. The main thing that needed recovering was prestige and reputation, which was taken by the sword from the Reynes and Tarbecks.

Tywin is a very competent steward and Hand, but I wouldn't say he has much in the way of truly mercantile skills given how much he and other nobles around him look down on it. Do we ever hear about companies he starts? Businesses he provides funding for? No, because to do so would be merchant's work, and Tywin Lannister wouldn't be caught dead sullying the Lannister name.

Where he shines is in using the Lannister's established wealth to give out loans and making more money that way. And of course taxes.
 
Let's not undersell his talent, Tywin explicitly brought his house back from the brink of economic ruin singlehandedly.

He's not beating us but he didn't just inherit wealth and sit on it all ladeedah either.
He did it by skinning the sheep when he was Hand, you know. Filling the treasury I mean.

So pretty typically Westerosi, getting by mostly by taxation. The place doesn't really develop much beyond replacing what's immediately needed.

Essos on the other hand? It's grown and developed a lot since the Century of Blood. They all used to be provincial bumpkins.

In contrast, in Westeros, a somewhat maintained dirt road stretching up and down the continent is considered a great feat.
 
Okay, somewhat important question.
Do we care about this part of the research action?
[] Elder Arts: An in-depth study of Runelore.
-[] Attempt to create advanced wards to protect your places of power (Scholarum, administration, Inquisition, etc…) not unlike those of most ancient castles of Westeros.
-[] Research the Landwards in Thenn's holdings (Progress: 15 Cost: 6000 IM)
Next month, we can guarantee evacuation of Thenns and participation of the Moonchaser in company against Golden Conpany - but not really the full-month RA of their wards at the same time.

Or we can forego the evacuation for a while longer still.
Then Moonchaser could... eh, enforcing our will somewhere, or something.
 
Okay, somewhat important question.
Do we care about this part of the research action?
Next month, we can guarantee evacuation of Thenns and participation of the Moonchaser in company against Golden Conpany - but not really the full-month RA of their wards at the same time.

Or we can forego the evacuation for a while longer still.
Then Moonchaser could... eh, enforcing our will somewhere, or something.
Yes. Those are wards that made the Thenn Valley have something resembling a normal summer right at the edge of the freaking Lands of Always Winter. Those are powerful wards, and we're going to need them for the Long Night. And we have a limited time to grab them, because when the Thenns leave the Others inevitably move down and presumably destroy the wards which will no longer be maintained.
 
@Deliste, @Artemis1992 no need to be so high-level to guarantee a 15 on a skill check. Just take the Hardened Criminal feat, which lets you take 10 in all circumstances and has no prerequisites. Then all you need is a +5 modifier, which you can get at level one with 4 ranks and aid another (or decent stats, or masterwork gear, etc).
 
@Deliste, @Artemis1992 no need to be so high-level to guarantee a 15 on a skill check. Just take the Hardened Criminal feat, which lets you take 10 in all circumstances and has no prerequisites. Then all you need is a +5 modifier, which you can get at level one with 4 ranks and aid another (or decent stats, or masterwork gear, etc).

Sorcerer's Deep does not lack for these sort of people so it's a free build on your average sailor. Worth considering for many more ships now.
 
Ye, I did too just yesterday.
I haven't gotten how far are we in our road-building plans though.

@Goldfish, have we gotten our road to Pentos/Braavos/connection to Volantis finished?
What we had mapped out should all be finished by now, considering how many sets of Titan's Tools have been dedicated to it. The bridges connecting the various islands shouldn't all be completed yet, though. I need to sit down and figure out exactly how much progress we've made on those sometime.
 
Okay, here's what I'm thinking about for a Magical Traffic Control System;

We start with Detect Ship. It's a 3rd level spell that reaches one mile per caster level by default, and while that is a large area, it's not really suitable for our purposes at minimum caster level. Instead, we Enlarge it and rather than use the minimum 7th caster level for the resulting 4th level spell, we instead enchant it at 10th caster level. That raises the radius to 10 miles from the point of origin, which is much more reasonable and falls within the abilities of our hired Master Enchanters (who are all 10th level). A constant 4th level spell effect at 10th caster level will cost us 6,000 IM after taking into account the discount for the base effect having a duration 24 hours and the +50% tax for adding an additional effect to an already existing item.

Then we tie a basic Track Ship effect in with the Detect Ship function. This one allows us to catalog our ships, along with all ships which make port in Sorcerer's Deep, making note of their names, captains, and other relevant information. We can also assign each of them an Imperial Registration Number for ease of reference. Adding this as a constant effect to the system will cost 1,800 IM after taking into account the +50% tax for adding an additional effect to an already existing item. A separate Track Ship system tied to a large nautical chart (or a globe after we get a good orbital view of Planetos) would be used to track ships that move beyond the 20 mile Detect Ship effect.

And tying it all together would be a Mirage Arcana spell at 10th caster level. The Mirage Arcana effect would generate a massive holographic illusion within the tracking chamber using the spell's ten 20-foot cubes to show a scaled down image of Sorcerer's Deep and the surrounding space for a radius of 10 miles, with every ship under the water, floating atop it, or flying overhead represented by a tiny illusory duplicate. This would cost 10,000 IM.

A central operator would rest in a command and control cradle which would magically feed the output from the Detect Ship spell into their mind, allowing them to be simultaneously aware of all ships operating within range. The cradle would grant the operator a +10 Competence bonus to Profession (Sailor) skill checks in order to maximize the effectiveness of the Detect Ship spell (at a cost of 1,000 IM). The operator would be able to mentally manipulate the Mirage Arcana illusion to zoom in one specific areas, such as the port facilities of Sorcerer's Deep, in order to better view all of the ships docked there. A flock of Calligraphy Wyrms and Imperial assistants could help to catalog the information, updating our records and taking some of the load off the central operator.

The total cost for this system would be 18,800 IM.

It wouldn't be able to track troop movements or ground traffic, but we could probably upgrade it with relative ease to use something like specially placed Dragoneye Runes to track individual fliers (Dragons, Erinyes, Heralds, etc).

Thoughts?
@DragonParadox has given his approval for this. Y'all want us to build it next month? We don't have much in the way of aerial traffic at the moment, but that is bound to increase markedly as time goes on, and SD's port is very busy, so the tracking system will immediately see use.

I figure we can also come up with an alert system to notify our forces should an unregistered ship suddenly appear within the 10 mile radius detection envelope, to scramble the Wyverns, prep the Steam Cannon Batteries, unleash the Heralds, etc.

We can also make a separate system linked to the main system's enchantments which uses an updatable illusory nautical chart/globe that covers all known Planetosi waters (and those which become known as it is further mapped). Then we can implement @Deliste's idea to offer the most comprehensive shipping insurance service known to mankind. If your ship goes down, we'll know about it, likely in time to provide rescue services to the ship's crew, along with being able to find the ship's resting place beneath the waves in order to raise and repair it, possibly even saving the cargo of it was packaged well or not particularly vulnerable to salt water contamination.
 
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