Any thoughts on putting a tree of Tongues, Discern Lies, and a third thing in the Bazaar?

And regarding the supertree's Keep Watch aura, does everyone in town just not sleep anymore?
 
Any thoughts on putting a tree of Tongues, Discern Lies, and a third thing in the Bazaar?
That's actually something we e discussed before, but I believe it got sidetracked. It would be best to place one such Heart Tree in the trade center of each Imperial city.

Maybe we could set them up where the effect isn't automatically provided, but instead requires two or more interested parties who wish to benefit from it to make a miniscule blood sacrifice (1 HP). In return, those who are part of the group gain the effects of Tongues and flawless Discern Lies between themselves, plus the ability to make a binding deal which inflicts a curse on those who willingly renege on their part of the agreement.

We could call them the Trees of Commerce, or something a bit catchier. They would fit well with Yss' new Trade Domain.
 
[X] Help Denys to build a temple in addition to the ritual (Cost 32,000 IM Total Cost)
-[X] Have him try to write up the actual religious doctrine for his Faith when the insights come to him, it is important for legal reasons.

-[X] An important detour in your schedule before you move on to the other activities: Discuss Dragon Law with Malarys, Zherys, Rhaella, Nettles, Valaena, Teana and Saenena. This will begin with a discussion of the Crimson Code in general, but only to set the tone for the rest of the discussion. Ultimately, from what you have gathered from associated details on Valyria, the Code only worked because of a mixture of Valyria having external enemies, the most influential Senators' holdings being most at risk to the sheer destruction such repeated civil wars would wreak, and the fact that a number of Syrax's original dark cabal had ensured Valyria's culture would be shaped to be fratricide averse. This is effective only in getting some of the future's most influential mages and warriors to not think of each other as their most important enemy, not sustainable in the long term, even though you imagine you won't run out of external enemies for quite a while, you have generally made a habit of not accepting "good enough" when it comes to those long term problems.
-[X] This will cover regulations for dragon enclosures. A centralized stabling system would only be sustainable through a dizzying set of logistical feats that would probably impress even the Freehold, but its seems greater folly to not heavily regulate a system that resulted in treacherous agents from actively subverting access to the beasts and, you suspect, even poisoning Balerion, who definitely didn't die of old age or even of his wounds from Valyria. More importantly it would go a long way toward improving Imperial authority. Dragons are strategic resources, it is harder to protect them if they are scattered throughout the empire away from whatever guards and wards you eventually set up, and any housing for them outside of that should be temporary in nature. Better to head any problems here off at the pass. Will probably involve a distributed stabling system, making use of a few long-term locations set up similarly to Claw Isle, repeated in like on Dragonstone and other islands along the coast of your realm. Organized teleportation will eventually have to be used to allow riders to come and go to maintain bonds with their dragons no matter the distance they live from them.
-[X] This will cover regulations for appropriate ages to hatch or tame dragons. The Valyrians seemed to have the right idea here, though. You wouldn't let someone as rash as Daemon or Aemond try to claim a full grown dragon from the young age they did, setting aside the concern they wouldn't be able to master the older wyrms' will, it just encourages the worst of preexisting tendencies in some given how the bond is soul deep.
-[X] This will cover regulations regarding usage of Dragons. At its very essence, it's bad habit not to make it clear kinstrife will not be tolerated under any circumstances under Imperial Law, but you will honestly start accepting suggestions from the other people at this meeting for deciding the impetus behind the motion. You are somewhat more confident that in the future state where there are more than a handful of riders of mature dragons, the Imperial Navy will be an institution that no small number of aligned dragonlords will want to tangle with under any circumstances, but in the case of a full-scale conflict they mostly just present a barricade. Your skyships do possess the strategic advantage over riders in that they can outfly most dragons tactically and overland, but any sufficiently skilled mage will be able to move them around with translocation regardless, so the bigger concern then would be terror attacks. Eventually long-term emergency procedures for wide-scale attacks of this nature which mostly target heavily populated areas will have to be written and adopted, but that's a separate concern.
-[X] This will cover regulations regarding egg distribution and creation of new Dragon Houses. Ultimately, each Dragonlord will be your direct client. The only people who should be granted eggs from stock a House already possesses is their own children and heirs, as they will inherit the same responsibilities and obligations. It is an executive privilege of yours to grant eggs or dragons to new Houses. Though it already seems to be a rare concern given the nature of how dangerous dragon taming can be without an extensive state apparatus or familial resources mitigating risks, if someone from outside these groups should eventually claim or hatch a dragon without permission from the Crown, it will be considered a capital offense of the most grievous nature, a preliminary hearing before the highest Court to determine the degree of guilt will be held, interrogations performed if it should prove systematic, and sentencing carried out by your own hand.
-[X] This will cover this distinction in terminology between fleshcrafted Dragons of Valyria and True Dragons. You aren't particularly attached to the name you end up giving them, so long as no one makes the mistake of conflating the two, not out of any pride for yourself but for the fact that you have several intelligent dragons under your rule and would rather people associate the non-sentient variety with important military resources and hardware rather than pets. Privately, you don't think you can prevent significant attachments from forming between rider and beast but it isn't a good idea to allow for any ambiguity here. Firewyrms, Imperial Drakes, Greater Dragonbeasts. Whatever seems the best compromise to the pride of Dragonlords.
 
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[X] Help Denys to build a temple in addition to the ritual (Cost 32,000 IM Total Cost)
-[X] Have him try to write up the actual religious doctrine for his Faith when the insights come to him, it is important for legal reasons.

-[X] An important detour in your schedule before you move on to the other activities: Discuss Dragon Law with Malarys, Zherys, Rhaella, Nettles, Valaena, Teana and Saenena. This will begin with a discussion of the Crimson Code in general, but only to set the tone for the rest of the discussion. Ultimately, from what you have gathered from associated details on Valyria, the Code only worked because of a mixture of Valyria having external enemies, the most influential Senators' holdings being most at risk to the sheer destruction such repeated civil wars would wreak, and the fact that a number of Syrax's original dark cabal had ensured Valyria's culture would be shaped to be fratricide averse. This is effective only in getting some of the future's most influential mages and warriors to not think of each other as their most important enemy, not sustainable in the long term, even though you imagine you won't run out of external enemies for quite a while, you have generally made a habit of not accepting "good enough" when it comes to those long term problems.
-[X] This will cover regulations for dragon enclosures. A centralized stabling system would only be sustainable through a dizzying set of logistical feats that would probably impress even the Freehold, but its seems greater folly to not heavily regulate a system that resulted in treacherous agents from actively subverting access to the beasts and, you suspect, even poisoning Balerion, who definitely didn't die of old age or even of his wounds from Valyria. More importantly it would go a long way toward improving Imperial authority. Dragons are strategic resources, it is harder to protect them if they are scattered throughout the empire away from whatever guards and wards you eventually set up, and any housing for them outside of that should be temporary in nature. Better to head off any problems here off at the pass. Will probably involved distributed stabling system, making use of a few long-term locations set up similarly to Claw Isle, repeated in like on Dragonstone and other islands along the coast of your realm. Organized teleportation will eventually have to be used to allow riders to come and go to maintain bonds with their dragons no matter the distance they live from them.
-[X] This will cover regulations for appropriate ages to hatch or tame dragons. The Valyrians seemed to have the right idea here, though. You wouldn't let someone as rash as Daemon or Aemond try to claim a full grown dragon from the young age they did, setting aside the concern they wouldn't be able to master the older wyrms' will, it just encourages the worst of preexisting tendencies in some given how the bond is soul deep.
-[X] This will cover regulations regarding usage of Dragons. At its very essence, it's bad habit not to make it clear kinstrife will not be tolerated under any circumstances under Imperial Law, but you will honestly start accepting suggestions from the other people at this meeting for deciding the impetus behind the motion. You are somewhat more confident that in the future state where there are more than a handful of riders of mature dragons, the Imperial Navy will be an institution that no small number of aligned dragonlords will want to tangle with under any circumstances, but in the case of a full-scale conflict they mostly just present a barricade. Your skyships do possess the strategic advantage over riders in that they can outfly most dragons tactically and overland, but any sufficiently skilled mage will be able to move them around with translocation regardless, so the bigger concern then would be terror attacks. Eventually long-term emergency procedures for wide-scale attacks of this nature which mostly target heavily populated areas will have to be written and adopted, but that's a separate concern.
-[X] This will cover regulations regarding egg distribution and creation of new Dragon Houses. Ultimately, each Dragonlord will be your direct client. The only people who should be granted eggs from stock a House already possesses is their own children and heirs, as they will inherit the same responsibilities and obligations. It is an executive privilege of yours to grant eggs or dragons to new Houses. Though it already seems to be a rare concern given the nature of how dangerous dragon taming can be without an extensive state apparatus or familial resources mitigating risks, if someone from outside these groups should eventually claim or hatch a dragon without permission from the Crown, it will be considered a capital offense of the most grievous nature, a preliminary hearing before the highest Court to determine the degree of guilt, interrogations if it should prove systematic, and sentencing carried out by your own hand.
Since we have several actual Dragons under our banner, and are very likely to bring more in as time passes, I think we should formalize the separation between actual Dragons and the Fleshcrafted feral Valyrian Dragons most of Planetos is familiar with.

Maybe we can officially change their designation and call them something new? Imperial Dragons rather than Valyrian Dragons?
 
Since we have several actual Dragons under our banner, and are very likely to bring more in as time passes, I think we should formalize the separation between actual Dragons and the Fleshcrafted feral Valyrian Dragons most of Planetos is familiar with.

Maybe we can officially change their designation and call them something new? Imperial Dragons rather than Valyrian Dragons?
They're not even called Valyrian Dragons IC, they're just "Dragons" because this is all that Prime Material has known for millennia. We only call them Valyrian Dragons OOC to distinguish them.

That being said Imperial Dragons has a really nice ring to it. I'm in support.
 
Since we have several actual Dragons under our banner, and are very likely to bring more in as time passes, I think we should formalize the separation between actual Dragons and the Fleshcrafted feral Valyrian Dragons most of Planetos is familiar with.

Maybe we can officially change their designation and call them something new? Imperial Dragons rather than Valyrian Dragons?
Added.
 
Inserted tally
Adhoc vote count started by Goldfish on Dec 27, 2019 at 9:24 PM, finished with 54 posts and 18 votes.

  • [X] Help Denys to build a temple in addition to the ritual (Cost 32,000 IM Total Cost)
    -[X] Have him try to write up the actual religious doctrine for his Faith when the insights come to him, it is important for legal reasons.
    -[X] An important detour in your schedule before you move on to the other activities: Discuss Dragon Law with Malarys, Zherys, Rhaella, Nettles, Valaena, Teana and Saenena. This will begin with a discussion of the Crimson Code in general, but only to set the tone for the rest of the discussion. Ultimately, from what you have gathered from associated details on Valyria, the Code only worked because of a mixture of Valyria having external enemies, the most influential Senators' holdings being most at risk to the sheer destruction such repeated civil wars would wreak, and the fact that a number of Syrax's original dark cabal had ensured Valyria's culture would be shaped to be fratricide averse. This is effective only in getting some of the future's most influential mages and warriors to not think of each other as their most important enemy, not sustainable in the long term, even though you imagine you won't run out of external enemies for quite a while, you have generally made a habit of not accepting "good enough" when it comes to those long term problems.
    -[X] This will cover regulations for dragon enclosures. A centralized stabling system would only be sustainable through a dizzying set of logistical feats that would probably impress even the Freehold, but its seems greater folly to not heavily regulate a system that resulted in treacherous agents from actively subverting access to the beasts and, you suspect, even poisoning Balerion, who definitely didn't die of old age or even of his wounds from Valyria. More importantly it would go a long way toward improving Imperial authority. Dragons are strategic resources, it is harder to protect them if they are scattered throughout the empire away from whatever guards and wards you eventually set up, and any housing for them outside of that should be temporary in nature. Better to head off any problems here off at the pass. Will probably involve a distributed stabling system, making use of a few long-term locations set up similarly to Claw Isle, repeated in like on Dragonstone and other islands along the coast of your realm. Organized teleportation will eventually have to be used to allow riders to come and go to maintain bonds with their dragons no matter the distance they live from them.
    -[X] This will cover regulations for appropriate ages to hatch or tame dragons. The Valyrians seemed to have the right idea here, though. You wouldn't let someone as rash as Daemon or Aemond try to claim a full grown dragon from the young age they did, setting aside the concern they wouldn't be able to master the older wyrms' will, it just encourages the worst of preexisting tendencies in some given how the bond is soul deep.
    -[X] This will cover regulations regarding usage of Dragons. At its very essence, it's bad habit not to make it clear kinstrife will not be tolerated under any circumstances under Imperial Law, but you will honestly start accepting suggestions from the other people at this meeting for deciding the impetus behind the motion. You are somewhat more confident that in the future state where there are more than a handful of riders of mature dragons, the Imperial Navy will be an institution that no small number of aligned dragonlords will want to tangle with under any circumstances, but in the case of a full-scale conflict they mostly just present a barricade. Your skyships do possess the strategic advantage over riders in that they can outfly most dragons tactically and overland, but any sufficiently skilled mage will be able to move them around with translocation regardless, so the bigger concern then would be terror attacks. Eventually long-term emergency procedures for wide-scale attacks of this nature which mostly target heavily populated areas will have to be written and adopted, but that's a separate concern.
    -[X] This will cover regulations regarding egg distribution and creation of new Dragon Houses. Ultimately, each Dragonlord will be your direct client. The only people who should be granted eggs from stock a House already possesses is their own children and heirs, as they will inherit the same responsibilities and obligations. It is an executive privilege of yours to grant eggs or dragons to new Houses. Though it already seems to be a rare concern given the nature of how dangerous dragon taming can be without an extensive state apparatus or familial resources mitigating risks, if someone from outside these groups should eventually claim or hatch a dragon without permission from the Crown, it will be considered a capital offense of the most grievous nature, a preliminary hearing before the highest Court to determine the degree of guilt will be held, interrogations performed if it should prove systematic, and sentencing carried out by your own hand.
    -[X] This will cover this distinction in terminology between fleshcrafted Dragons of Valyria and True Dragons. You aren't particularly attached to the name you end up giving them, so long as no one makes the mistake of conflating the two, not out of any pride for yourself but for the fact that you have several intelligent dragons under your rule and would rather people associate the non-sentient variety with important military resources and hardware rather than pets. Privately, you don't think you can prevent significant attachments from forming between rider and beast but it isn't a good idea to allow for any ambiguity here. Firewyrms, Imperial Drakes, Greater Dragonbeasts. Whatever seems the best compromise to the pride of Dragonlords.
    [X] Help Denys to build a temple in addition to the ritual (Cost 32,000 IM Total Cost)
 
Heh, DragonParadox: "I'm worried about having enough ideas for the next update..."

Overnight planner: "CHALLENGE ACCEPTED."
 
Been looking into snake-adjacent creatures for Yssian fleshforging or spawning as divine servitors.


Huge flying snake, can spit webbing to contain victims as per the sepia snake sigil spell, has a debuffing gaze attack, and a stinger tail.

Seps – d20PFSRD


Another huge snake, with acid/Con poison that melts anything it kills into an acid puddle (how does it eat?). Also has acid blood.


A Large snake that can climb and swim. Possesses slowing venom (as the spell), and is so quick, it can take an extra move or standard action per round. Give this Quickling and watch it basically teleport across the battlefield.

Taniwha – d20PFSRD


Large snakes with crocodile heads. They have a number of water and anti-poison SLAs, can frighten any number of people and cause them to forget the encounter once a day, and can inflict a 24 hour curse that interferes with spellcasting once a day. They have 17 Wisdom and 19 Charisma, so they can be Sorcerers, Druids, or Clerics, with a few extra HD for more spells.


Yet another huge snake, this one with extra movement abilities. Its statblock says it can climb and swim, but its description and tactics says that it can burrow. Given that it's supposed to be a subterranean creature, one of those movements is an error. It has Con poison and a respectable wisdom, making it not an unreasonable druid.

Peuchen – d20PFSRD


A medium flying snake, these creatures can transform into herd animals to trick farmers into giving them access to prey, though given their abilities god only knows what the farmer would do about it. The bites inflict both bleed and Dex damage, they can drain the victims blood for Con damage, they have at will vampiric touch and can hold person 3/day. Their staggering 21 Charisma makes them natural sorcerers.


A Large snake that can climb and swim. Its poison deals Con damage. They're animals, as opposed to the magical beasts above. They've got 17 wisdom, making them potential druids with some more HD.


An variant of the Emperor Cobra. Slower, fewer HD, slightly weaker poison and Strength in exchange for more Con and Cha, and two less CR. Giving it 4 HD to match the Emperor would only increase its CR by one.
 
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If you are referring to the holy Roman Empire that is not remotely true. At best they were given titles of Arch-duke. As for China well regional lords but kings. The Mongol Empire is a shit example because they collapsed rather quickly and they did have kings. The Persian empire had kings but this was so far before Feudal era politics that frankly it didn't matter. Kings are a danger to centralizing power and crowns are symbols especially crowns that were worn by the last true king of the Reach. It is a bad idea to let them keep it
The thing about the HRE is not technically true. The ruler of Bohemia was a King, and it was part of the HRE. As a big history buff, I felt obligated to say something. :p
 
Don't forget the magic seeds trees/plants we need to grow with plant growth weirwoods guys. We are pretty short on day of change stuff, need to stock up.

[X] Crake
 
Large snakes with crocodile heads. They have a number of water and anti-poison SLAs, can frighten any number of people and cause them to forget the encounter once a day, and can inflict a 24 hour curse that interferes with spellcasting once a day. They have 17 Wisdom and 19 Charisma, so they can be Sorcerers, Druids, or Clerics, with a few extra HD for more spells.
A Large snake that can climb and swim. Possesses slowing venom (as the spell), and is so quick, it can take an extra move or standard action per round. Give this Quickling and watch it basically teleport across the battlefield.
These 2 stand out to me but the rest you posted are really good too. We should look into making them or getting them from yss.
 
Oh right how could I forget one of the asterisks regarding the HRE. Wasn't Prussia also ruled by a King?
Technically. The Electors of Brandenburg were Kings of Prussia, but the lands in the HRE weren't part of the Kingdom of Prussia itself. They were just ruled by the same person. Brandenburg only formally became a province of Prussia after the dissolution of the HRE in 1806.
 
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