This amount of space is more along the lines of what I consider reasonable for a single person likely paying exorbitant amounts of money mostly for location and still able to live in relative comfort.

I guess 10x10x10 could work as a slightly more spacious capsule hotel, and you can even fit communal facilities those have in there for slightly less apartment space.

Though this is all pretty irrelevant except in the far future, since we're moving in tens of thousands of immigrants per month for basically nothing. In the far future when Sorcerer's Deep has millions of inhabitants we could make a lot of money selling luxury condos to the upper-middle class or students from extremely wealthy families, all stuck inside of an extra-dimensional space. Right now space is no great impediment, though, and there's all kinds of fanciful projects we could spend that crafting time on if we wanted to improve the city.
Like say a public chocolate fountain? Like a literal fountain that spews endless hot coco.
 
Last edited:
10x10x10 could easily become 10x20x10 or 20x20x10, and so on. I was just using 10x10x10 as an example because it's the same amount available within an Inquisitor's Redoubt.

That same 340,000 cubic feet could be broken up into ten 30,000 cubic luxury spaces with a very nice 40,000 cubic foot indoor shared courtyard recreation area and still cost no more than 9,792 IM for the initial setup.

Or it could be used for retail purposes to create nice little shopping malls.

Lots of possibilities, but like you said, that's more of a future concern when space begins to grow somewhat limited.
And even before we have to resort to stuffing people in pocket dimensions, we could make some arcology structures, have them completely self-contained systems with all the amenities. Climate control included.

Though like you said, having actual public services and piping heated or chill air, along with piping the water directly into all the buildings in SD, would be a massive project but entirely worth the effort. Simply having a central heating system in most structures would obviate the need for fuel burning during most of the winter.

Something to clear the roads of snow would be another cool idea. Rather than just making something that did this though, I was thinking if we could teach some Enchanters runecrafting, a rune that effects parts of the road at set intervals that imparts multiple effects on them would be really cool, one giving hastened movement so people can travel from one end of the city to another faster, another that kept the ground from becoming slick...

And also information terminals with illusory maps of the city, which gave directions and distance and even business hours. Though come to think of it, given Sorcerer's Deep is now literally the city that never sleeps, and man it is collecting lots of names, I'm betting a lot of businesses are open throughout the day and night now.
 
And even before we have to resort to stuffing people in pocket dimensions, we could make some arcology structures, have them completely self-contained systems with all the amenities. Climate control included.

Though like you said, having actual public services and piping heated or chill air, along with piping the water directly into all the buildings in SD, would be a massive project but entirely worth the effort. Simply having a central heating system in most structures would obviate the need for fuel burning during most of the winter.

Something to clear the roads of snow would be another cool idea. Rather than just making something that did this though, I was thinking if we could teach some Enchanters runecrafting, a rune that effects parts of the road at set intervals that imparts multiple effects on them would be really cool, one giving hastened movement so people can travel from one end of the city to another faster, another that kept the ground from becoming slick...

And also information terminals with illusory maps of the city, which gave directions and distance and even business hours. Though come to think of it, given Sorcerer's Deep is now literally the city that never sleeps, and man it is collecting lots of names, I'm betting a lot of businesses are open throughout the day and night now.
Arcology living will be neat and relatively simple from a logistics and infrastructure standpoint thanks to just a handful of low level magic effects.

For snow and ice removal, numerous Rods of Snowdrift would be cheap to produce and quite effective at clearing roadways and other heavily trafficked areas, while large scale removal could be handled by one or more tools using the Move Snow and Ice spell, like wintry Titan's Tools.
 
Part MMMCXCI: Growing Stone
Growing Stone

Twenty Second Day of the Eleventh Month 293 AC

As you and Ser Richard depart Oakbarrel unseen on steeds of smoke and shadow as you had come, welcome news soon catches up with you. Lady Arild Shawney had agreed to swear to your banner in exchange for books on warging and a discrete leshy tutor for her children. According to your mother's letter the lady had practically converted to the Old Gods on the spot, not from any great religious yearning, but because it would simplify her children's' relationship with magic and help assure their inheritance. There had also been some trouble with overly insistent would-be suitors, but having found herself on firmer ground where her children's magic was concerned the head of House Shawney had made short work of the nuisances. You can only hope your own next destination will prove to have as straightforward a solution.

The lands of House Lychester are not far as the raven flies, though it would take far longer on the winding paths between the crumbling chalk hills. Even with the lingering effects of the drought in Lolliston lands the herds grow scarcer and the lights of villages more distant form one another as you move west towards the sea. Yet these lands had not always been so lonely, you soon realize as you spot the too-regular outlines of three First Men barrows and even a lone surviving standing stone at the edge of some forgotten clan's territory, now standing in mute and unhung warning atop a steep hill not even the shepherds had bothered to claim.

In the wind-swift pace of the spirit horses the monuments of the ancient dead are quickly left behind, however, for the halls of the living. Lychester Hall looks... lopsided. The hill on which it was built had collapsed somewhat on the south slope, leaving one of the keep's corner towers shaken from its foundations and from the lack of light in any of its widows most likely deserted. Lord Derman Lychester it seems would rather take the chance of an invading army than a further collapse that could cost him the lives of his garrison.

Though you are late arriving in the village at the foot of the keep it is never so late that you cannot buy drinks and listen to tales in the guise of a peddler foreign enough to be interesting, but not so foreign as to cause the locals to close ranks at any questions. Even so, for hours no one is willing to talk about the 'silver mine' in any but the most general and blatantly false terms.

Just as as you are beginning to worry that you may have found a kindred spirit to Ser Jorah Mormont, this one with the complication that he was selling slaves to an ally, you finally manage to draw a straight answer from one of the 'miners'.

"There ain't nothing but chalk and flint in thee hills, so we're growing rock you see from the spirits," the man explains, adding boastfully. "They need light and air to grow and there ain't any better of either than right here in the Riverlands." Unfortunately the man's description of the crystals he and his fellows have been farming is too vague to even guess at their origins, you would have to inspect them yourself or simply speak to Lord Derman on the matter.

What do you do next?

[] Speak to Lord Derman Lychester
-[] Write in

[] Try to infiltrate the crystal farm

[] Write in


OOC: Not the longest update this time, a set up and some world-building along with an account of background diplomancing.
 
Last edited:
[X] Divine if there's anything untoward in the growth of the Crystals. If there's something greatly unusual there, investigate where they're grown while unseen and disguised with a Cloak of Khyber in case there's someone from the Opaline Vault protecting their interests.
-[X] While the Sultana commands greater loyalty, to your mind out of means other than fear, you know how nobles in mortal lands can be very well, to say nothing of what the earth spirits can convince themselves of in exploiting the lack of virtue or sense of 'mere mortals' as something that won't truly concern her. After all, they aren't under the rule of any of her allies. You scoff at the thought but resolve to let her deal with them herself if such should come to pass.
-[X] If it seems nothing more than as it appears--and you for once hope that two sides engaged in business of mutual self interest could at least manage not to squeeze from the meek and poor like blood from a stone--you'll just move on to meeting Lord Lychester as at that point who he trades with isn't a great concern of yours, so long as such transactions do not breach Imperial law when he falls fully under your banner.
 
Last edited:
Growing Stone

Twenty Second Day of the Eleventh Month 293 AC

As you and Ser Richard depart Oakbarrel unseen on steeds of smoke and shadow, just as you had arrived, welcome news soon catches up with you. Lady Arild Shawney had agreed to swear to your banner in exchange for books on warging and a discrete leshy tutor for her children. According to your mother's letter, the lady had practically converted to the Old Gods on the spot. Not from any great religious yearning, but because it would simplify the relationship of her children with magic and help assure their inheritance. There had also been some trouble with overly insistent would be suitors, but having found herself on firmer ground where here children's magic was concerned, the head of House Shawney had made short work of the nuisance. You can only hope your own destination will prove to have so straightforward a solution.

The lands of House Lychester are not far as the raven flies, though it would take far longer on the winding paths between the crumbling chalk hills. Even with the lingering effects of the drought in Lolliston lands, the herds grow scarcer and the lights of villages more distant form one another as you move west towards the sea. Yet these lands had not always been so lonely, you soon realize, as you spot the too-regular outlines of three First Men barrows and even a lone surviving standing stone at the edge of some forgotten clan's territory, now standing in mute and unsung warning atop a steep hill not even the shepherds had bothered to claim.

In the wind-swift peace of the spirit horses, the monuments of the ancient dead are quickly left behind for the halls of the living. Lychester Hall looks... lopsided. The hill on which it was built had collapsed somewhat on the south slope, leaving one of the keep's four corner towers shaken from its foundations and deserted, judging from the lack of light in any of its widows. It would seem Lord Derman Lychester would rather take the chance of an invading army than a further collapse that could cost him the lives of his garrison.

Although you are late arriving in the village at the foot of the keep, it is never so late that you cannot buy drinks and listen to tales in the guise of a peddler foreign enough to be interesting, but not so foreign as to cause the locals to close ranks at any questions. Even so, for hours no one is willing to talk about the 'silver mine' in any but the most general and blatantly false terms.

Just as as you are beginning to worry that you may have found a kindred spirit to Ser Jorah Mormont, this one with the complication that he was selling slaves to an ally, you finally manage to draw a straight answer from one of the 'miners'.

"There ain't nothing but chalk and flint in thee hills, so we're growing rock, you see, from the spirits themselves," the man explains before adding boastfully, "They need light and air to grow, and there ain't any better of either than right here in the Riverlands." Unfortunately, the man's description of the crystals he and his fellows have been farming is too vague to even guess at their origins. You would have to inspect them yourself or simply speak to Lord Derman on the matter.

What do you do next?

[] Speak to Lord Derman Lychester
-[] Write in

[] Try to infiltrate the crystal farm

[] Write in


OOC: Not the longest update this time, a set up and some world-building, along with an account of background diplomancing. Not yet edited.
Here's an edited version of the chapter, DP.
 
Sadly chocolate is not an elemental aspect of reality.
Yet.

But really if we can Miracle a chocolate fountain with a 1000 IM in chocolate reagents. We can make a Hot Chocolate Fountain with say 10k and a couple days of offscreen Viserys time in his off days.

I still like to think he indulges his wacky side on his days off. Making plans for Magic Goldberg contraptions, giant crystal palance and wacky fairy tale magic items.

For now the windy is chocolate and fountains. The Coco must Flow!
 
Last edited:
3 Miracles a day every day and no God to tell you no. Willy Wonka style confectionaries is far from impossible.

You telling me no Djinn would ever get the bright idea to try and pay the guy with miracles and no compunctions about using them to make a Cotton Candy Castle in the Sky?
 
Last edited:
I think there is a spell of making water into wine, a spell for making fruit juice would be equivalent for enchanting purposes. there is no carbonated drinks to copy though.
Depends on how you fluff potions. :V :p

But anyway how about endless hot cocoa? In Fountain farm. I still remember the endless chocolate fountain in 1000IM and a miracle. And we got a company selling sap from marshmallow trees.

It is just the next logical progression.
 
Last edited:
Back
Top