The Spice of Magic Part II

Tenth Day of the Eleventh Month 293 AC
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Narrow Sea, Stepstones, Cabin upon the Basilisk's Fang


Baedar did strive to mimic the Braavosi adage inspired as much by the drudgery of mummers at their most humble beginning--though he supposed they called themselves 'actors' now--as much as the witticisms of philosophers that had sprouted from the Secret City and foreign climes. Indeed, there was a similar saying in Volantis, though it would be far too prosaic to compare his own lineage as having sprouted from children of like minds.

Right now the Investigator was trying not to let the internal screams threatening to spill past his lips become external, and he began to curse the fact he had not decided to become a lawyer or a scribe instead of a spy. Alas, the world does not move where you will it except when you spelled it so, and even then you had to act with care lest the blade you forge from the effort shatter like so many shards of glass.

"We'll be taking on additional cargo in Lys of course, not really comestibles as we have plenty of purification storage capabilities already, but whatever we cannot take on at Sorcerer's Deep," Gyles spoke softly as the two whispered over the sounds of scratching quills and angry murmurs heard a cabin over.

"We'll recommend tinctures and unguent more than weapons," Baedar replied, carefully schooling his features still. To a mage like Gyles he was as inscrutable as he could be, though to others he had kept a cool head and an air of exasperation. Better that they think him put-upon to be here, rather than actually convinced there was going to be any law-breaking taking place the moment they landed on southern shores.

Aside from the fact it would be more difficult to watch for such idiocy, it would make it more difficult for the crew to do their work if he loomed over them like a phantom, plenty of Myrmen in the crew were as superstitious as any other commoner to be found across half of Essos, only slightly more composed over the fact than an unwashed barbarian from the Sunset Lands.

He supposed there was the knowledge that they at least had some experience with the matter, seeing the work of relatively organized magecraft and the work of the Hunters quickly putting to an end any upstarts trying to conjure or enchant to their own ends.

"So curatives for plague and sickness, antivenom, and vermin repellent," Gyles confirmed, quick on the uptake as he scribbled down another note. "Lord Baelon has invested heavily in the effort already, a mobile stronghold for the main expedition, and multiple shelters for auxiliary camps, as well as enough scrolls to keep smaller traveling groups safe for a time, enough to rest and sleep and stay clean at least. I myself have that spell in my Grimoire," Gyles added, thumbing through the large tome at his side, glowing with the power of their blood woven into the pages.

"As do I," Baedar confirmed. "He will need another mage, at least." Inwardly the Investigator wondered who would be foolish enough to sign on for such an expedition, but then again, going by what the other man was being paid, and the prospect for further riches as their expertise would be much relied upon in carrying out the operation in detail, the leader of the venture might have to pick and choose who to hire if they so happen to be engulfed by all number of madmen. Gyles himself seemed a tad too sanguine over the prospect of diving headfirst into the Green Hell himself.

"I know a few graduates myself, it is just that they have already accepted positions with the Fleet or the Legion, or even taken up work with the State as artificers or with Royce Alchemy Works." Gyles stared at the badge on his doublet's lapel pointedly. "The others did not say where they were going." Which is to say that they were scouted by the Inquisition and weren't at liberty to disclose such, as not all would be working in the public eye as Baedar was.

"I am able to bring a partner, though that only aids in the efforts to keep the expedition from dying to looting the wrong cursed idol or agitating a colony of parasitic shapeshifters." Baedar shook his head, "A physician would be preferable--"

"That we have already," Gyles confirmed, "He's no mage but he does good work and can use enchanted objects well enough. Just as well, we have the means to stay healthy enough, pennants to make sleep easy for those not used to the sweltering jungle, which is to say most of the expedition, minor wishcraft to keep clean or to make even the most unappetizing rations palatable, inextinguishable firestarters and a source of clean water, with the means to keep it uncontaminated."

"Foraging will be difficult," Baedar warned, "Even a city dweller such as I knows that hunting or gathering food in unfamiliar terrain would make an experienced hunter call the whole thing off at the start."

"We will have to rely on local guides to some extent but we do have some means of mitigating the problem for smaller groups," Gyles confirmed, "But we'll be relying on the fact that the base camp will be well guarded and well supplied."

"Then the whole thing will be scuppered if it runs afoul of anything stronger than we can handle." Baedar truly wondered if this Lord Baelon had planned things that well.

"We do have some things to help with that, a Mage Hunter commissioned after Lord Baelon had traded away some... favors, he had said. Two of his companions are former pit fighters, one a brute from Ibben, another a Dothraki freerider, rescued on one of the many raids the King's navy performed a while ago, when they were still troubling Ghiscari shipping. His Manservant can likely cut a man in half as easily as balance a ledger, and the First Mate upon the Fang isn't a slouch in a fight either. They all would have acquitted themselves well enough in the Grand Tournament in the Deep, from what I've been able to observe."

"It's something," Baedar agreed, "But he'll have to temper his ambitions. A dozen wands and a few mages isn't going to make the most mundane problem, the fact that there are painted lizards with no magic yet strong enough to trample the entire expedition into the dust or tear a bloody swathe through even a well-drilled group of Legionnaires," or the squad of Inquisitorial Stormtroopers he would be bringing with himself and Tobyis, he didn't add, battle-hardened elite veterans, each one, but that didn't account for much when faced with teeth as sharp as swords or as long as man's forearm.

"Feycraft crossbows help," Gyles said, without much hope.

"They don't hurt," Baedar agreed. "Nor the Myrish ones the regular members will carry, though you'll have to rely on copious magic to keep the wood from rotting in a matter of days."

Gyles looked around carefully, as though trying to make sure they weren't overheard. He sent his next words on a silent wind anyway. "That man, with the heavy brow, he is a mage of some kind. I am not sure what kind, but it likely involves a sword, as I know he is quite skilled with it."

"Armandir, was it?" Baedar questioned in like.

"Yes, that's his name. I don't know much about him, but he is dangerous, more so than even Lord Baelon, and for all their bluster he really has survived the voyage around Valyria twice and been as far as Asshai and braved the Bassilisk Isles before they were, err, 'properly civilized'." Gyles seemed inordinately amused by the last. "I trust him to hold his own at least." Though they did not elaborate on how one such as Baelon had acquired the services of a mage who had managed to go either unnoticed or at least little bothered in the tumult since the rise of magic and sorcerer lords. Likely some heavy price or a mighty favor exchanged.

"Worth looking into," Baedar spoke at last aloud, nodding. "That's not much, but a damn sight better than I expected. Hopefully the locals will provide much needed muscle to the interior group."

"The young Lord wishes to rely on guides to avoid the worst the jungle has to offer, and the magic to keep safe against the best that can't be avoided. In the the most extreme case, we will have the means to escape at the last moment should the worst come to pass..." Gyles hesitated and Baedar completed the thought with nary an interruption.

"You mean to say he is fully willing to abandon the rest to an unpleasant end while everyone too important to lose escape unscathed." Gyles didn't meet the Investigator's eye as Baedar spoke the accusation.

Gyles then shrugged, a smile quirking on his lips. "Most of the men here are know their pay will be going to whatever family they leave behind. Is it not the same impetus which drives many to join the Legions despite all the talk of facing the pits of Hell should they uproot themselves and drop upon our doorstep?"

"Dying for a pension you'll never live to see is something youths and old men already having missed too many chances to bury their nest eggs resort to, yes," Baedar agreed grimly.

"I for one don't intend to abandon anyone to die a terrible death if at all avoidable," the Wisdom said, surprising Baedar. "Think of all the research materials I'd be leaving behind!" He said with good cheer, further convincing Baedar that the Prince would have no trouble finding his mages.

Suicidal madmen, the lot of them.

OOC: A bit boring, but necessary exposition and build-up.
Oh, cool, you incorporated all of my suggestions. :)

This is neat, dude. I'm really eager to see how the expedition develops. Poor Baedar, hopefully his internal monologue doesn't go hoarse from all that screaming. :V

EDIT: What class is Baedar?
 
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@Crake, why are they actors now instead of mummers? Whats the actual difference? I never quite understood that from the series itself and just thought it was a literary choice.
 
@Crake, why are they actors now instead of mummers? Whats the actual difference? I never quite understood that from the series itself and just thought it was a literary choice.

Mummers mostly did folksy little plays and puppet shows. It was a community thing, the same family would probably do it every year at the village festival, or travel to do more of the same (and inevitably get tormented by people like Aerion Brightflame for getting a little too political).

One key note is around this time in Essos it's kind of the Renaissance era, if magic hadn't reawakened I imagine we would be heading for the Enlightenment and art would be a bigger deal, playwrights getting more respect, and Shakespeare just about to show up.
 
Scholarum Sorcerer 6.
Combat or Enchanter? A 6th level Scholarium Combat Sorcerer brings a ton of firepower to the expedition, casting Fire spells at 11th level, while an Enchanter has a lot of really good control options. They're also really well equipped for dealing with locals thanks to their spell selection and high social skills.

Name:
Alignment: ???
Race: Human (Medium)
Class: Scholarium Sorcerer 6
Feats: Bloodline of Fire, Draconic Heritage (Red), Draconic Power, Expanded Arcana (Glitterdust, Lesser Dragon Shape), Expanded Arcana (Dispel Magic), Fiery Burst, Searing Spell, Versatile Spellcaster
Flaws: Noncombatant, Vulnerable
Class Features: Arcane Thesis (Pyromancy), Cooperative Study, Searing Spell

Hit Dice: 6d4 + 12 (29 HP)
Armor Class: 10 - 1 (Vulnerable) + 2 (DEX) + 4 (Mage Armor) + 2 (Deflection vs Evil) = 15/17 (Flat-Footed: 13/15, Touch: 11/13)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +3

Spell Save: DC: 10 + 4 (CHA) + Spell Level (+3 Fire)
Weapon Proficiency: Simple Weapons
Immunities: Possession/Mental Control
Resistances: Cold 5

STATS:
8 (-1) Strength
14 (+2) Dexterity
13 + 1 = +14 (+2) Constitution
16 + 2 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES: +10 against Fire, +2 vs Magic Sleep & Paralysis effects
FORTITUDE: 2 +2(CON) + 2 = 4/6
REFLEX: 2 +2(DEX) + 2 = 4/6
WILL: 5 +0(WIS) + 2 = 5/7

SKILLS
Bluff
: 9 +4 (CHA) = 13
Concentration: 9 +1(CON) = 10
Diplomacy: 9 +4 (CHA) +2(SYN) = 15
Knowledge (Arcana): 9 +1(INT) +2(SYN) = 12
Knowledge (The Planes): 9 +1(INT) = 10
Spellcraft: 9 +1(INT) +2(SYN) = 12

Spells Known (Caster level 7/11 [Fire]/0 [Cold]; cannot cast Cold spells):
--Level 0: Detect Magic, Detect Poison, Light, Message, Prestidigitation, Read Magic, Spark (6/day)
--Level 1: Grease, Lesser Orb of Fire, Mage Armor, Nerveskitter (6+1/day)
--Level 2: Elemental Dart, Glitterdust, Invisibility, Lesser Dragon Shape(5+1/day)
--Level 3: Dispel Magic, Fireball (3+1/day)

Grimoire: Pages of Spell Knowledge
Cantrip: Amanuensis, Arcane Mark, Caltrops, Mending
Level 1: Disguise Self, Shield, Snapdragon Fireworks
Level 2: Defending Bone, False Life, Rope Trick

Supernatural Abilities:
Fiery Burst(Su):
As long as you have a Fire spell of 2nd level or higher available to cast, you can spend a Standard Action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage.

Class Features:
Fiery Metamagic:
When you apply a Metamagic effect to a Fire spell, you do not increase its casting time.
Arcane Thesis (Pyromancy): +4 Competence bonus on saves against Fire abilities, +2 to the DC of [Fire] spells.
Restricted Magic: You cannot cast spells with the Cold descriptor and cannot use any item which mimics or casts Cold spells.
Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Amulet of Tears (3 charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes

Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity (3 Charges/day): 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)

Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effects.
  2. Convert any spell of 3rd level and above to Flashburst.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance

Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemical Items: Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x12), Incendiary Catalyst (x12), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)

Lesser Dragon Shape
Transmutation (Polymorph)
Level: Sorcerer 2 (see text)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

You invigorate your Draconic blood with an infusion of Arcane power, allowing you to temporarily assume a small wyrmling form.

Your size changes to Small (+1 Size bonus to AC and Attack), you gain a Natural Armor bonus of +2, a flight speed of 60 with Average maneuverability, one Bite (1d6) and two Claw attacks (1d4), and Energy Resistance 10 (matching the energy type from your Draconic Heritage).

Special: To learn this spell you must be a Sorcerer with the Draconic Heritage feat, plus one additional Draconic feat.

Name:
Alignment: ???
Race: Human (Medium)
Class: Scholarium Sorcerer 6
Feats: Expanded Arcana (Air of Nobility, Mesmerizing Glare), Fey Bloodline, Fey Heritage, Fey Power, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Arcane Thesis (Enchantment), Cooperative Study, Enchantment Domain, Potent Enchantment
Hit Dice: 6d4 + 12 (29 HP)
Armor Class: 10 + 2 (DEX) + 4 (Mage Armor) + 2 (Deflection vs Evil) = 16/18 (Flat-Footed: 14/16, Touch: 12/14)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +3

Spell Save: DC: 10 + 4 (CHA) + Spell Level (+4 Enchantment; +5 Mesmerizing Glare)
Weapon Proficiency: Simple Weapons
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
14 (+2) Dexterity
13 + 1 = +14 (+2) Constitution
16 + 2 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES: +7 vs Enchantment
FORTITUDE: 2 +2(CON) + 2 = 4/6
REFLEX: 2 +2(DEX) + 2 = 4/6
WILL: 5 +0(WIS) + 2 = 5/7

SKILLS
Bluff
: 9 +4 (CHA) = 13
Concentration: 9 +1(CON) = 10
Diplomacy: 9 +4 (CHA) +2(SYN) = 15
Knowledge (Arcana): 9 +1(INT) +2(SYN) = 12
Knowledge (The Planes): 9 +1(INT) = 10
Spellcraft: 9 +1(INT) +2(SYN) = 12

Spells Known (Caster level 6/8 [Mesmerizing Glare]):
--Level 0: Arcane Mark, Daze, Detect Magic, Detect Poison, Haunted Fey Aspect, Light, Prestidigitation, Read Magic (6/day)
--Level 1: Charm Person, Cultural Adaptation, Detect Secret Doors, Mage Armor, Sleep (6+1/day)
--Level 2: Detect Thoughts, Glitterdust, Hideous Laughter, Invisibility, Mirror Image (5+1/day)
--Level 3: Air of Nobility, Deep Slumber, Mesmerizing Glare, Suggestion, Tongues (3+1/day)

Grimoire: Pages of Spell Knowledge
Level 1: Detect Charm, Disguise Self, Shield
Level 2: Protection from Arrows, Rope Trick

Class Features:
Potent Enchantment:
The Potent Enchantment ability increase the maximum HD of creatures affected by the Scholarium Sorcerer's Enchantment spells by +3.
Arcane Thesis (Enchantment): +4 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Enchantment spells.
Enchantment Domain: At the expense of losing the ability to cast spells from the Necromancy and Transmutation schools of magic, the Scholarium Sorcerer gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it.
Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and the caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell.
Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Amulet of Tears (3 charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes

Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity (3 Charges/day): 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)

Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.

Mask of Allure: +2 bonus to the saving throw DC of your Enchantment spells.

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Mask of Allure, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance

Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemical Items: Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x6), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)
 
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The Spice of Magic Part II

Tenth Day of the Eleventh Month 293 AC
<<<Previous

Narrow Sea, Stepstones, Cabin upon the Basilisk's Fang


Baedar did strive to mimic the Braavosi adage inspired as much by the drudgery of mummers at their most humble beginning--though he supposed they called themselves 'actors' now--as much as the witticisms of philosophers that had sprouted from the Secret City and foreign climes. Indeed, there was a similar saying in Volantis, though it would be far too prosaic to compare his own lineage as having sprouted from children of like minds.

Right now the Investigator was trying not to let the internal screams threatening to spill past his lips become external, and he began to curse the fact he had not decided to become a lawyer or a scribe instead of a spy. Alas, the world does not move where you will it except when you spelled it so, and even then you had to act with care lest the blade you forge from the effort shatter like so many shards of glass.

"We'll be taking on additional cargo in Lys of course, not really comestibles as we have plenty of purification storage capabilities already, but whatever we cannot take on at Sorcerer's Deep," Gyles spoke softly as the two whispered over the sounds of scratching quills and angry murmurs heard a cabin over.

"We'll recommend tinctures and unguent more than weapons," Baedar replied, carefully schooling his features still. To a mage like Gyles he was as inscrutable as he could be, though to others he had kept a cool head and an air of exasperation. Better that they think him put-upon to be here, rather than actually convinced there was going to be any law-breaking taking place the moment they landed on southern shores.

Aside from the fact it would be more difficult to watch for such idiocy, it would make it more difficult for the crew to do their work if he loomed over them like a phantom, plenty of Myrmen in the crew were as superstitious as any other commoner to be found across half of Essos, only slightly more composed over the fact than an unwashed barbarian from the Sunset Lands.

He supposed there was the knowledge that they at least had some experience with the matter, seeing the work of relatively organized magecraft and the work of the Hunters quickly putting to an end any upstarts trying to conjure or enchant to their own ends.

"So curatives for plague and sickness, antivenom, and vermin repellent," Gyles confirmed, quick on the uptake as he scribbled down another note. "Lord Baelon has invested heavily in the effort already, a mobile stronghold for the main expedition, and multiple shelters for auxiliary camps, as well as enough scrolls to keep smaller traveling groups safe for a time, enough to rest and sleep and stay clean at least. I myself have that spell in my Grimoire," Gyles added, thumbing through the large tome at his side, glowing with the power of their blood woven into the pages.

"As do I," Baedar confirmed. "He will need another mage, at least." Inwardly the Investigator wondered who would be foolish enough to sign on for such an expedition, but then again, going by what the other man was being paid, and the prospect for further riches as their expertise would be much relied upon in carrying out the operation in detail, the leader of the venture might have to pick and choose who to hire if they so happen to be engulfed by all number of madmen. Gyles himself seemed a tad too sanguine over the prospect of diving headfirst into the Green Hell himself.

"I know a few graduates myself, it is just that they have already accepted positions with the Fleet or the Legion, or even taken up work with the State as artificers or with Royce Alchemy Works." Gyles stared at the badge on his doublet's lapel pointedly. "The others did not say where they were going." Which is to say that they were scouted by the Inquisition and weren't at liberty to disclose such, as not all would be working in the public eye as Baedar was.

"I am able to bring a partner, though that only aids in the efforts to keep the expedition from dying to looting the wrong cursed idol or agitating a colony of parasitic shapeshifters." Baedar shook his head, "A physician would be preferable--"

"That we have already," Gyles confirmed, "He's no mage but he does good work and can use enchanted objects well enough. Just as well, we have the means to stay healthy enough, pennants to make sleep easy for those not used to the sweltering jungle, which is to say most of the expedition, minor wishcraft to keep clean or to make even the most unappetizing rations palatable, inextinguishable firestarters and a source of clean water, with the means to keep it uncontaminated."

"Foraging will be difficult," Baedar warned, "Even a city dweller such as I knows that hunting or gathering food in unfamiliar terrain would make an experienced hunter call the whole thing off at the start."

"We will have to rely on local guides to some extent but we do have some means of mitigating the problem for smaller groups," Gyles confirmed, "But we'll be relying on the fact that the base camp will be well guarded and well supplied."

"Then the whole thing will be scuppered if it runs afoul of anything stronger than we can handle." Baedar truly wondered if this Lord Baelon had planned things that well.

"We do have some things to help with that, a Mage Hunter commissioned after Lord Baelon had traded away some... favors, he had said. Two of his companions are former pit fighters, one a brute from Ibben, another a Dothraki freerider, rescued on one of the many raids the King's navy performed a while ago, when they were still troubling Ghiscari shipping. His Manservant can likely cut a man in half as easily as balance a ledger, and the First Mate upon the Fang isn't a slouch in a fight either. They all would have acquitted themselves well enough in the Grand Tournament in the Deep, from what I've been able to observe."

"It's something," Baedar agreed, "But he'll have to temper his ambitions. A dozen wands and a few mages isn't going to make the most mundane problem, the fact that there are painted lizards with no magic yet strong enough to trample the entire expedition into the dust or tear a bloody swathe through even a well-drilled group of Legionnaires," or the squad of Inquisitorial Stormtroopers he would be bringing with himself and Tobyis, he didn't add, battle-hardened elite veterans, each one, but that didn't account for much when faced with teeth as sharp as swords or as long as man's forearm.

"Feycraft crossbows help," Gyles said, without much hope.

"They don't hurt," Baedar agreed. "Nor the Myrish ones the regular members will carry, though you'll have to rely on copious magic to keep the wood from rotting in a matter of days."

Gyles looked around carefully, as though trying to make sure they weren't overheard. He sent his next words on a silent wind anyway. "That man, with the heavy brow, he is a mage of some kind. I am not sure what kind, but it likely involves a sword, as I know he is quite skilled with it."

"Armandir, was it?" Baedar questioned in like.

"Yes, that's his name. I don't know much about him, but he is dangerous, more so than even Lord Baelon, and for all their bluster he really has survived the voyage around Valyria twice and been as far as Asshai and braved the Bassilisk Isles before they were, err, 'properly civilized'." Gyles seemed inordinately amused by the last. "I trust him to hold his own at least." Though they did not elaborate on how one such as Baelon had acquired the services of a mage who had managed to go either unnoticed or at least little bothered in the tumult since the rise of magic and sorcerer lords. Likely some heavy price or a mighty favor exchanged.

"Worth looking into," Baedar spoke at last aloud, nodding. "That's not much, but a damn sight better than I expected. Hopefully the locals will provide much needed muscle to the interior group."

"The young Lord wishes to rely on guides to avoid the worst the jungle has to offer, and the magic to keep safe against the best that can't be avoided. In the the most extreme case, we will have the means to escape at the last moment should the worst come to pass..." Gyles hesitated and Baedar completed the thought with nary an interruption.

"You mean to say he is fully willing to abandon the rest to an unpleasant end while everyone too important to lose escape unscathed." Gyles didn't meet the Investigator's eye as Baedar spoke the accusation.

Gyles then shrugged, a smile quirking on his lips. "Most of the men here are know their pay will be going to whatever family they leave behind. Is it not the same impetus which drives many to join the Legions despite all the talk of facing the pits of Hell should they uproot themselves and drop upon our doorstep?"

"Dying for a pension you'll never live to see is something youths and old men already having missed too many chances to bury their nest eggs resort to, yes," Baedar agreed grimly.

"I for one don't intend to abandon anyone to die a terrible death if at all avoidable," the Wisdom said, surprising Baedar. "Think of all the research materials I'd be leaving behind!" He said with good cheer, further convincing Baedar that the Prince would have no trouble finding his mages.

Suicidal madmen, the lot of them.

OOC: A bit boring, but necessary exposition and build-up.

Who am I reading about that they have artifacts and Glass Golems, even just looking at the gold they threw around is ridiculous and then that on top with multiple ~lvl 10 individuals?
 
The lvl 10 guys are probably there on their own, also they have several levels in Expert so not that good.

they probably hit the necessary trauma but lacked the proper method to get some real class.
 
Who am I reading about that they have artifacts and Glass Golems, even just looking at the gold they threw around is ridiculous and then that on top with multiple ~lvl 10 individuals?
No artifacts that I saw. From what I understand of the previous chapter, Baelon is the leader of a gathering of wealthy merchants and traders who have pooled their resources to invest in a last ditch effort to remain relevant in the face of the changing economy and trade sphere brought about by easy access to other Planes and other economic shockwaves.

The Glassmakers Guild has been producing Glass Golems for over a year now. We're buying 12 of them a month now. It makes sense that some would be on the market for rent or outright purchase for those with the right connections and a deep enough purse.
 
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No artifacts that I saw. From what I understand of the previous chapter, Baelon is the leader of a gathering of wealthy merchants and traders who have pooled their resources to invest in a last ditch effort to remain relevant in the face of the changing economy and trade sphere brought about by easy access to other Planes and other economic shockwaves.

The Glassmakers Guild has been producing Glass Golems for over a year now. We're buying 12 of them a month now. It makes sense that some would be on the market for rent or outright purchase for those with the right connections and a deep enough purse.

Am I misremembering Instant Fortress as Minor Artifact? Still requires Wish/Miracle to repair any hitpoint damage?

If it's the last ditch effort of an alliance of powerful people then that makes a bit more sense, there's so much cash just in what was mentioned here that they're going to have to undertake a monumental effort to break even.

The lvl 10 guys are probably there on their own, also they have several levels in Expert so not that good.

they probably hit the necessary trauma but lacked the proper method to get some real class.

Sure but they're still not common or cheap, there is a ridiculous amount of resources involved here all up.

I wonder if they're trusted agents or they're just hoping Imperial Law will keep them from being screwed over by the semi-demi-gods of mid-pcdom.


Edit:

@Duesal

Do you still have those details on how much the average labourer, skilled labourer, artisan makes in a year?
 
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Am I misremembering Instant Fortress as Minor Artifact? Still requires Wish/Miracle to repair any hitpoint damage?

If it's the last ditch effort of an alliance of powerful people then that makes a bit more sense, there's so much cash just in what was mentioned here that they're going to have to undertake a monumental effort to break even.



Sure but they're still not common or cheap, there is a ridiculous amount of resources involved here all up.

I wonder if they're trusted agents or they're just hoping Imperial Law will keep them from being screwed over by the semi-demi-gods of mid-pcdom.


Edit:

@Duesal

Do you still have those details on how much the average labourer, skilled labourer, artisan makes in a year?
Unfortunately not, but IIRC a laborer should consider ~50-100 IM to be a fucking fortune. Like "I worked years for this and saved every bit of it" kind of fortune, probably with an added dose of, "Also this is grandpa's life savings which I just inherited." We've basically lost sight of the concept of monetary value at this point thanks to the amount we deal with.
 
Eh our money's backed with currency from the place we dump most of it in for items and reagents. We bought the backing currency with valuable metals and we trade for rare materials with materials rare in our trading partners regions.

Honestly it's actually a pretty sound economic partnership. Even the Opaline Vault if probably noticing a minor boom from the trade and goods flow they are seeing from us. I wouldn't worry about inflation.
 
I am traumatized by our time being poor. Never again.
You know, I sometimes wonder if our dragon citizens like Relath and Amrelath know about how poor we started out as. Since they see us as a dragon primarily, that seems like a scary situation.

Amrelath: "Wait, you had nothing? As in, a hoard of ZERO coins to sleep on?"

Relath: "How did you not die? I remember you being weaker than me at one point."

Viserys: "Why do you think I spend so much effort on being rich? I NEVER want to be that poor again."
 
You'd think inflation would set in by now...
Thank god we took measures against that via making currency out of adamantine so it always has inherent value and backing our Imperial Marks currency against the Shaitan Glassteel Scepters and the Djinn Silk Notes. I would have a heart attack if despite this inflation still set in.
You know, I sometimes wonder if our dragon citizens like Relath and Amrelath know about how poor we started out as. Since they see us as a dragon primarily, that seems like a scary situation.

Amrelath: "Wait, you had nothing? As in, a hoard of ZERO coins to sleep on?"

Relath: "How did you not die? I remember you being weaker than me at one point."

Viserys: "Why do you think I spend so much effort on being rich? I NEVER want to be that poor again."
Cue Amrelath and Relath starting a self-help group for all dragonkind on how not to be poor.
 
I have a question for you guys. I've noticed a lot that you guys refer to Volantis as having an Archon, but Volantis was ruled by 3 Triarchs, and doesn't have an Archon in canon if I recall correctly. Am I missing something from ASOIAF lore, or is it different in this universe?
 
So next turn what do you guys want to order from Vialesk? 32 High level items, 100k or mid level and unlimited lower level available. What's your wish list?
 
I have a question for you guys. I've noticed a lot that you guys refer to Volantis as having an Archon, but Volantis was ruled by 3 Triarchs, and doesn't have an Archon in canon if I recall correctly. Am I missing something from ASOIAF lore, or is it different in this universe?
That drifts into spoiler territory. If you'd still like I can explain.
So next turn what do you guys want to order from Vialesk? 32 High level items, 100k or mid level and unlimited lower level available. What's your wish list?
Mind Blanks each and every time. We will get everyone important covered. Though I'm more interested in recruiting whatever high level crafters we can outright. We were making good progress. Each one we recruit is 11,000 IM minimum saved for every Mind Blank they make.
 
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