Another absentee I forgot to ask about.
@Deliste, hope you're okay with all the fires there.
Yeah, @Deliste, I hope everything is all right in your neck of the woods. The fires and Summer heat look absolutely brutal from what I've read.

I'm not sure if you live in the danger zone, or have friends or family who do, but I hope ya'll are safe.
Anyone got any political cartoons for the next issue of the Imperial Times?
Doesn't seem like it, but that's fine. That leaves more room for real content, more articles, more Monster Manual entries, etc.
 
"See, that is how you deal with demons. No need to coddle me," Oathkeeper projects proudly, as though the deed were its merit alone.

"Even uglier on the inside," Ser Richard proclaims, clutching in his hand the green gem that had been set in his enemy's forehead.

Mereth laughs, an oddly carefree sound. "Now let's see how many of the smaller ones you can catch."

*whistles*

*click* *click*

Smooth Richard, real smooth.

I Ship it.
 
Inserted tally
Adhoc vote count started by DragonParadox on Jan 6, 2020 at 3:33 AM, finished with 75 posts and 15 votes.
 
Part MMMCCLXXV: Tides of Battle, Works of Peace
Tides of Battle, Works of Peace

First Day of the Twelfth Month 293 AC

Astehedos had been quite content with your notion of teaching in the Scholarum, you suspect in part because it is a task that will keep him close to the collections of arcane and historical texts you have amassed for while he has the power to cross a thousand leagues and more in a single step he can only do so once each day and not when he wills as and Erinyes can. For her part Teana was glad to have another skilled teacher of an tradition the the Scholarum has not so far drawn from. Lotus Leshy are fair at what they do, but their perspective does not resonate with everyone. Not every student seeks serenity or balance in his art.

Turning your attentions to more material things you note with satisfaction that Astral Currents continues to grow as new markets open to it, you wonder if Bu Gai would object to a headwaiters in Yin or even other major trade ports of his realm. Something more for Valaena to negotiate...

Astral Currents grows by 14% (Regular Growth)

The progress of other trading companies ranges from complete in the case of the Great Northwestern Trading Company thanks to Menel's personal touch to still acquiring needed assets and setting up operations in the case of Great Northwestern Trading Company Speaking of Goldentooth's exploits closer to home Lorath is ripe for the plucking after the fall of the Prince of the Streets at least according to Menel, all that remains to be determined is the asking price. Apart from the need to protect the island city from the looming threat of the Deep Ones the Labyrinth at the city's heart is of some interest to scholars and sorcerers.

"We found that amulet of Boash in Braavos so perhaps the god himself might yet endure in some form," Lya muses glancing over your shoulder at the writs you are sealing and authorizing. "The eye might even prove a key..."

"You want to send Mercy?" you ask surprised. "She is a skilled mage and warmhearted but..."

"Only about as charming as me?" She giggles at your expression as you momentarily struggle to rephrase the rather blunt point.

"More than a healer than a diplomat," you settle on it finally.

"We might just need another healer out east," Dany notes from where she is perched silver-winged upon the windowsil. "She will know we are coming though not what weapons we bring."

"Do you think we should involve Pol Qo?" you ask thoughtfully. "He seemed to have a plan of hit own on how to deal with the Golden Company and it would serve us ill to work at cross purposes. On the other side of the scales..."

"It would harm Valaena's efforts in Yin to be seen working too closely with the rebel general," your sister finishes. "I think we should lay it all out, our reasons and outr means before the Asure Emepror, after all he agreed to sare knowlege of Tiamat even with the rebel. I would say there is a good chace he would underrstand the need to work with him to end the threat as long we we do not try to hide it."

You nod seeing her point. "Everethying is in place?"

"Everything," she replies with a smile most fitting upon the face of a dragon even one so young your sister motions to the fruit of her own labors, a net of chains binding together glittering scales, adamantine and gold, true silver and singing steel and even time-twisted metal rare almost beyond finding even in the markets of the Oppaline Vault. Five metals, five chains, five the heads of Tiamat the Many hued, her own adition to the workings of gods. Most would be hesitant, uncertain to set their own craft i this company. Your sister is eager. "Let's finish this."

What shall the month ahead hold for you, your Companions, and the fledgling empire you rule (List of Actions and Characters)?

[] Increase Manpower
By starting a recruitment drive, you can increase the available manpower in a province. When this action completes, throw 1d4 and an additional 1d4 for every multiple of 500 of Population the province has. The sum of these dice gives the number of Population that is converted into Manpower. If the Manpower would exceed the cap, no Population above the cap will be converted.
Requirements: None
Action: Military
Progress Needed: 10
Cost: 20,000 IM

[] Construct Guard Posts
A network of posts that can be used by the military and law-enforcement to better control the province. Grants a +1 bonus to Law. If the province also has a Messenger Service, this bonus is doubled.
Requirements: None
Action: Military
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Construct Training Center
Allows the training of soldiers. Each Training Center can accommodate 1 manpower (1,000 people).
Requirements: Must be a coastal province or have a major river.
Action: Military
Progress Needed: 20
Cost: 10,000 IM, 50,000 IM (Construction)
Upkeep: 500 IM

[] Enforce Martial Law
By using military force, the Administration and Law of a province can be forcefully raised. While under martial law, the province makes progress against both Expand Administration and Expand Law-Enforcement simultaneously as if every action assigned to Enforce Martial Law were used for both of those projects at the same time. However, for every turn under martial law, the Life-Quality of a province is lowered by 1. Once martial law ends, this penalty is reduced by 1 per turn. This action can't raise the Administration or Law scores higher then half of the maximum value.
Requirements: Need to have at least 10 soldiers per Population of the province present. This can be halved by spending an additional Military action and quartered by spending three additional Military actions.
Action: Military
Cost: None

[] Expand the Capital of Verdant Vistas
With the Orphne Court now your subjects in full, the Verdant Vistas can come into its own as a trading company, with Fey employees and perhaps even investors.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: None (May produce wealth from trading stock)

[] Improve Infrastructure
Effort is put into constructing new roads, harbors, bridges, and channels in the province to ease traffic and aid trade. When completed, the Infrastructure rating of the province improves by 1.
Requirements: None
Action: Economy
Progress Needed: the current Infrastructure rating * 5
Cost: the current Infrastructure rating * 50,000 IM (Construction)

[] Create / Expand Manufacturing Business
This represents a local business that produces either raw materials or refines them into goods. It has the following statistics:
- Size - This gives the number of people in thousands who are employed in the business. When creating this business, the size is always 1 and additional actions be used to expand it.
- Profitability - How much income is produced each turn. At the end of each turn, a Manufacturing Business generates Size x Profitability x 1,000 IM of income for the owner. The profitability of a given business is decided on a case by case basis by the GM.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: 100,000 IM, 50,000 IM (Construction)

[] Encourage Immigration
Try to attract Population from another Province. At the end of the turn, a number of Population equal to 2d6 + local Life-Quality - target province Life-Quality moves from the target to the local province. Note: A large influx of people into a currently sparsely populated province can have impact on its statistics.
Requirements: None
Action: Economy
Cost: 5,000 IM per moved Population, 50,000 IM (Construction) per moved Population

[] Construct Shipyard
Allows the construction and maintenance of ships. Each shipyard can support up to 20 ships and create one ship per turn.
Requirements: Coastal Province
Action: Economy
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 1,000 IM

[] Expand Administration
By recruiting additional personnel and constructing new offices, the reach of the local administration is expanded. When completed, the Administration rating of the province improves by 1.
Requirements: None
Action: Government
Progress Needed: the current Administration rating * 5
Cost: the current Administration rating * 5,000 IM, the current Administration rating * 10,000 IM (Construction)

[] Establish Orphanages
Providing care for orphans ensures that they do not have to beg and slightly lowers crime-rates in the area. An orphanage system gives a +1 bonus to Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 10 IM, Population * 50 IM (Construction)
Cost: Population * 5 IM

[] Hail to Glory Most Ancient
Dany tells you she can try to teach others who bear the Dragon-blood to call on the glory and might of those Most Ancient... save one. It would be perilous for mind and spirit both, but great too would be the reward.
Requirements: Must be taken by Dany
Action: Government
Progress: 15
Cost: 5,500 IM

[] Establish Public Schools
Providing general education to the population allows a higher standard of living and makes it easier to recruit learned workers. Public Schools give a +1 bonus to Life-Quality and can give 2d6 of additional progress to one action performed in or by the province per turn.
Requirements: At least 50 Population and at least 10 Administration and Law
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Establish Higher Learning Institution
Every institution of this type has a focus, such as magic, natural science, law, or economics, and provides 1 Research action per turn that can be only used for matching topics. Alternatively, it can provide an additional 2d6 of progress to any action that matches its specialization. A province can have an arbitrary number of these institutions, but each must have a different focus.
Requirements: At least 25 Population and at least 5 Administration and Law
Action: Government
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 2,000 IM

[] Establish Healthcare Services
Providing free healing for the population increases the quality of life significantly and lower the effect of diseases and plagues. It provides +2 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Construct Sanitation Systems
Providing good sanitation increases the quality of life and lowers the effect of diseases and plagues. It provides +1 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 2 IM

[] Establish Messenger Service
An organized group of messengers or similar system that allows fast communication in the province. Grants a +1 bonus to Administration. If the province also has Guard Posts, this bonus is doubled.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Expand Law Enforcement
By recruiting additional personal and constructing new offices, the reach of the local law enforcement forces is expanded. When completed, the Law rating of the province improves by 1.
Requirements: None
Action: Law Enforcement
Progress Needed: the current Law rating * 5
Cost: the current Law rating * 5,000 IM, the current Law rating * 10,000 IM (Construction)

[] Establish Espionage Outpost
By establishing a base of operations for an espionage group, it can more easily work in the area. An Espionage Outpost allows the owner to perform 1 Intrigue action in the province in which it is built, which can also be used to support other Intrigue actions that target this specific province.
Requirements: None
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 3 IM

[] Establish Espionage Base
By improving upon a Espionage Outpost, the organization gains more power and reach in the area, and the resources necessary to act outside of it. In addition to the free Intrigue action that can only be used in the province itself, the Espionage Base provides another Intrigue action that can be used anywhere. Furthermore, if the owner of the province and the Espionage Base are the same, it gives a +1 Bonus to Administration and Law.
Requirements: Espionage Outpost
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 6 IM

[] Sow Dissent
By leveraging the existing tensions and fractures of another realm the hero manipulates the realm into either rebellion unwise policy or some other circumstance favorable to their realm.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Sway Ruler
The Hero gathers support among the ruling elite of another realm to gain alliance, vassalage, or some other favorable diplomatic position.
Requirements: Must be performed by a Hero.
Action: Intrigue
Progress Needed: Event-Based
Cost: Event-Based
Upkeep: None

[] A Forge of Flesh
It is time, perhaps past time, that you visit Qohor of the daughters of Valyria, the one who best kept her secret arts, for there is much to be learned there for those who would dare the shadow of the Black Goat... more than even the sorcerer-priests know.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress Needed: Event-Based
Cost: Event-Based
Upkeep: None

[] Songs and Glories
The Lannisters tarnish your name and superstitious fools claim you consort with demons and monsters. Even the foul Deep Ones spoke of making you abhorred. Time and past time you picked up the gauntlet at your feet. Walk among the people of the Seven Kingdoms, learn of them, their woes and worries, then gather to you minstrels to sing true songs of your deeds.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: 20
Cost: 2000
Upkeep: None

[] A Whiff of Brimstone II
Malarys has managed some progress in Mereen slaying lesser devils disrupting their webs of informers and the new inquisition base in Yunkai should provide a strong anchor into further investigations, nit there is work yet to be done, bringing Astapor under the eye of the inquisition, contacting the servants of the Lady of Spears

Cost: Varies
Progress Needed: Event Dependent

[] A Look into Lorath
The two remaining princes of Lorath seem amenable to your influence, but influence is not rule, perhaps bringing to their attention the wealth and good fortune the city will gain by joining your realm will grant, or if not mayhap the increase of their own fortunes will serve. You have never bought a city outright, but you cannot say you object to the notion. Better to pay gold than blood.

[] Establish Trade Colony
The focus of this colony is to extract wealth from the lands and send it as tribute to the parent realm. While remaining a colony, it is uses Administration, Law-Enforcement, and Life-Quality equal to half that of the parent province for all purposes. Due to the increased focus on economic exploitation, the initial expected Wealth of a trade colony is doubled.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Yeoman Colony
Used as an outlet for those wishing to leave behind their current lives and homes or just to see the world, this colony attracts settlers all on its own. While remaining a colony, it uses Administration, Law-Enforcement, and Life-Quality equal to half that of the parent province for all purposes. A Yeoman colony attracts 1d4 population per turn, usually taken from provinces with low Life-Quality. This can include neighboring provinces, colonies or even the provinces of other realms.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Military Colony
Created not to claim wealth or lands, these colonies are much tighter controlled by their parent province. While remaining a colony, it uses Administration and Law-Enforcement equal to that of the parent province and Life-Quality equal to half that of the parent province for all purposes.
Action: Colonization
Cost: Population of the colony * 50 IM

Westeros
[] The Curse of Brightbarrow: "Brightgallow near Three Towers, the seat of House Costayne in the Reach, is the site of some sort of powerful transformative curse theorized to be caused by wishcraft gone awry. Most of the villagers were put to the sword following instances of banditry and cannibalism, but there is an indication that Garth 'The Gallant', a fey-sworn knight, has preserved the lives of the youngest inhabitants who were them taken to Greyshield in secret. Investigate the site in search of whatever artifact had worked the initial transformation.
(Opposition: ??; Rewards: ??)

[] A Cult of Personality: In Cinderwood Glade near Ashford, what seems to be a small cult dedicated to a charismatic enchanter with little interest beyond fulfilling his base desires through his arts appeared. Marked for possible recruitment by the devils due to being clever enough to keep his hand away from the high nobility unlike most such power-drunk mages, this man needs to be dealt with – one way or another.
(Opposition: ??; Rewards: ??)

[] A Darker Kind of Fey: Deal with various Fey of Court of Stars proving a danger to people of Westeros:
-[] Swift Eye, a Quickling who haunts the outskirts of Oldtown alongside his troupe has been known to deal with Deep Ones. On the other hand, he has helped the Lantern Bearers as much if not more. His greed seems to be the great constant of his being. Due to his loyalty to the court, he has been left in peace, though it has been foretold that he will meet an unfortunate end soon at the hands of Deep One agents. He is counted among the Gold faction.
-[] Jagged Knife, a Redcap whose court has set up on the edge of the Rainwood ambushing travelers, particularly families with young children whom he torments with dreadful choices trading lives until they go mad. He is only nominally part of the Court of Stars. Crimson Lotus suspects he gained that position by some manner of blackmail. Killing him might gain favor with his supposed patron of the Indigo if one can stomach working with a being who tacitly allowed such monstrous deeds.

[] Courts of Wild, courts of Green: Meet with Courts of the Greenwood, known for the association with Old Gods of the North. (Tokens of Passage for Old Gods friendly courts near Harroway and Starfall available)

[] The Court of Depths: Meet with the Fey hiding beneath the Garden's waves.

[] The Court of Goldengrove: A Driad queen resides in Rowan's Nest, guarding an entrance to Feywild – and alongside her a Court of nymphs and satyrs. Go there, and learn more of what place they seek in this world of returning magic – if they can be trusted, or relied upon with deals fairly made
(Opposition: ?? Wylkfae, A Driad Queen, Satyrs, Nymphs; Rewards: ??).

[] Capping off a Danger: Cleaned out as most of darker WylkFae have been by Faith and the clansmen, some still escaped. Hunt down the dangerous Redcap murdering travelers, now moved to Kingswood in search of more prey.
(Opposition: ??, Redcaps; Rewards: ??)

[] Hunter, turned Prey: Unfortunate as the member of Wildhunt may have been, he earned your ire well – and the help of Wildhunt may prove invaluable. Hunt down the Wildhunt's member, turned stag, in Stormlands, with no magic.
(Opposition: ??; Rewards: ??, positive influence with the Wildhunt fey)


Beyond the Wall
[] Saltwives' Lament: Standing on the shore of the Sunset Sea upon Sea-Dragon point is a tower of white stone, that seems to have been dipped in salt, local legend claiming from the tears of the kidnapped maidens locked within by cruel ironborn lords. Supposedly such was their sorrow that the sky itself took pity upon them and spat forth a mighty storm to sunder the longships that would take them on to the Iron Isles. Whether they were then slain as witches, or if the deed itself required spilling their heart's blood none can say for certain but all tales agree that one can still hear their sobs and cries whenever a storm strikes those shores. What is clear is that no bird or beast will approach the tower willingly and when Boloodraven drove a raven to do so despite its instincts he briefly spotted pale figure upon the tower's crumbling battlements
(Opposition: ??, Ghosts and Wraiths CR: 5-7; Rewards: ??)

[] The Barrows of the Lost Clans: Finish cleaning up the halls of Lost Clans of Freefolk, filled with risen dead – the bodies unburned by foolish people of now nameless clans.
(Opposition: ??; Rewards: ??)

[] Enter Deadwood Vale: Some ancient blight lingers over this rocky vale between barren peaks, that no weirwood tree will grow within ten leagues of it. Even the beasts here are uncannily hateful to men and will attack not out of hunger but malice... or perhaps the need to keep some deeper evil from being awoken.
(Opposition: ??; Rewards: ??)

[] The Lost Beastbreaker: The famous Beastbreaker of Lorath went looking for more exotic beasts Beyond the Wall a year ago… and has not returned. With the rumors of his proficiency at flesh-crafting and creating new life-forms, it is perhaps important to learn what happened to him… and deny him to Winter if possible.
(Opposition: ??; Rewards: ??)

[] The Fist of Giants: Many months have passed since you learned of Giants gathering beyond the Wall - seemingly seeking leadership, and escape from coming Winter. Having seemingly found former by now, you may just offer them the latter. Visit the Giants with a diplomatic mission.

[] The Last of Frost Untainted: When torn away from the clutches of Others, Rina connected to something -- a focus, or perhaps even a source of her powers, if the comparisons you can draw to other forms of magi are correct -- yet said something was far, far in the reaches of the North - where even you couldn't dare to casually walk then. Now, with far more power at your side, and knowledge that sooner or later the taint of Others will get to where it lies - you shall recover it before it's too late.
(Opposition: ??; Rewards: Something Rina's connected to, apparently not an Eidolon as per DP's PMs with Takesis)

Essos
[] The secrets of Quohor: With the map you gained from Zherys, and the turmoil in Essos, perhaps it's finally time to visit Quohor, gaining the access to its Flesh-forge… and dealing with whatever forces struggle to control the city (Layout plans available).
(Opposition: ??; Rewards: Flesh-forge, state unknown)

[] The Shadow Fortress: Having discovered a path past the watchful gaze of the Rat King the tiem has finally come to strike at the fortress of the Golden Company
(Opposition: The Rat King (Undead, sees through Mindblank), Adult Shadow Dragon, Mages and crafters of Golden Company, Tiamat-aligned Outsiders, ??; Rewards: Illyrio's death, removal of Golden Company infuence).

[] The False Dragon: The instruments have bene forged, the forces gathered for the strike, now all that remains is to sift though the information provided by the shadow spies and find the perfect day to strike, not just against the Golden Company, your dinasty's foes of old but Tiamat herself, though the Well of Ternity you aim to deal her such a blow that she has not felt in many ages of the world.
(Opposition: The full might of the Golden company. Rewards: all dragons have hoards and the greater the wyrm the greater the hoard)

[] A Kingdom, Resting at Last: The Undead of Sallosh, wakened by Golden Company and Tiamat's meddling, are too much of a danger to all living – but most of all, the danger is their 'leaders'. Tear down the "royalty" of theirs, and bring an end to organized efforts of Undead, making further destruction of their forces a much easier task.
(Opposition: ?? – somewhat tied to Tiamat's Shadow Fortress – Rat King may be an opponent; Rewards: ??).

[] On the Paths of Summer Folk: Reach out through the Feywild entrance in Ifequevron – and find out what happened to the remaining Children of Forest.
(Opposition: ??, likely Fey shenanigans; Rewards: ??)

[] A Smoke of Many Colors: Ibbenise sailors have been hunted by a mysterious cloud of smoke from which none return a while now – but it still being out there does not bode well for anyone – whatever it is. Look into the matter, and deal with the danger. (Opposition: ??; Rewards: ??)

[] The Dreamlands, haunted: Dreamlands of Sarnor are stalked by something terrifying… and sooner or later, that will be a danger to your people too. Try to find out more about what once turned it's gaze upon you there.
(Opposition: ??; Rewards: ??

Sothoryos
[] Into the cities of scale-folk: Visit any of the 6 lost Cities of Serpentfolk Yss and Jazzirian informed you of.
(Opposition: ??; Rewards: ??)
-----[] Yglathir of the Thousand Falls: Built partly atop and partly within a great plateau that towers over the surrounding jungles, Yglathir was once protected by wards woven by the waters that crashed down from the heights. By mist it was warded from sight and by the fury of the raging waterfalls from any attacker who thought to take the city by force. Its' people were known to trade in serpentstone blood crystal and sepia ink drawn from the blood of the city's colonies of rainbow serpents that dwelt among the rushing waters as well as more common fare like dried fish, fine pottery and glassware.
-----[] Sorzin the Thorn-City: Guarded by a great living barrier of poisonous thorns that does not merely slay but induces madness and delusion in any who would enter the city unbidden, the city's great walls are thought to be if not the direct inspiration for the walls and wards that guard many Sothoryi villages than at least the greatest example of that art. Without a doubt the most involved in the affairs of the warm-bloods the merchant lords of Sorzin both warred with certain tribes of Brindled Men for plunder and slaves and accepted the tributes of others. It was the first great serpentfolk city to fall in the Fading Times as its webs of alliances collapsed leading to its sacking by bands of Sothoryi whose shamans had discovered a way of passing though the weakened hedge
-----[] Loz'Syn, the Crown of the World: Sitting on the edge of the Great Inland desert, straddling one of the few major rivers navigable rivers that grant access to the interior Loz'Syn also had the good fortune of being satiated upon a unique leyline node that allowed the growing of gem scarabs without the ruinous cost in treasure that raising the creatures woudl otherwise require. Unlike most other serpentfolk cities Loz'Syn was not destroyed by any calamity or invasion but by the gradual dying up of its river-artery. It is thus likely that many of the city's treasures have been carried away by the last departing inhabitants, then again a smaller portion of its vast wealth would still be precious beyond the dreams of avarice
-----[] Tolzeen, Jewel of the Bubbling Waters: A city built on stilts of enchanted wood over poisonous waters bubbling in the caldera of and extinct volcano Tolzteen was known for both its export of rare minerals and crystals and the craft of its alchemists who were said to have achieved immortality by imbibing certain fumes and extracts, though it did not save them from the eruption that scoured the city from the face of the world.
-----[] Nagathisaar, Cradle of the Ancestors: The birthplace of the Naga this city is not laid out as the dwellings of men under the sky might be, not even as much as you had seen already of Seth'Vas. Instead the city is a maze of corridors meant to accompany the sinuous forms of the Naga, though one is unlikely to lack for space to stand within its bounds, the naga never stopped growing age upon age. Here guarded by the eternal ancestors lies the Great Ossuary where the bones of the honored dead were interred that the sages of days yet to come might consult them. Alas that that it was the very bones that were Nagathisaar's downfall. An anciant darkness crept though the sacred halls infesting the bones with its malice and as the wards died so too did the sage priests and all in their realm.
-----[] Thiv'Zin, The Bountiful: Constructed upon a vast sprawl of channels damns and spillways Thiv'Zin was in its hayday the most populous realm of the serpent-kin, the breadbasket of the empire, though not quite in the manner one might at first imagine for its people could not eat of the rice it grew. Instead they herded vast numbers of the painted lizards grown fat and docile though the generations. Their skill did not end with meat-beasts however. Some lizards were bred for hide others for fine bone and horn, still others for their fair plumage. Yet these herds died long ago for blight and war claimed fair Thiv'Zin.

[] Into the Depths: Go through the entrance to Underdark under the city once opposing Lolth.
(Opposition: ??; Rewards:??)

[] Beneath the Silver Mountains: Clear out the Venthari silver mines.
(Opposition: Degenerate Fleshcrafters Drow (Hags), ??; Rewards: ??)

[] The City of Black Stone: Set an expedition/task force to Yeen, the city of Blightstone.
(Opposition: ??, Rewards: ??, an entire city's worth of Blightstone to sacrifice to MK).

Valyria
[] Balerion's Might: Seek out The Arch of Balerion… or whatever is left of it – and the great arsenal inside of it, famed to be 'enough to wage war on Hell itself".
(Opposition: ??; Rewards: ??).

[] The Knowledge Unburnt: Seek out Great Library of Oros, the place that held the combined knowledge of Valyria old and new and, supposedly, visited by Fourteen Gods themselves .
(Opposition: ??; Rewards: ??, works of Valyrian Scholars and knowledge recovered from the rule of Red Dragons).

[] Into the Heart of Doom: Venture into the deepest and darkest pars of Valyria – and face the blight that poisons all its descendants and their works.
(Opposition: The 15th God of Valyria, ??; Rewards: ??, the bodies of 14 Gods of Valyria)

Asshai
[] Into the Land of Ash:
The strange box given to you by the Faceless Men marks a place both feared and infamous the world over, Asshai-by-the-Shadow. Though you know more of what lay beneath the darkness in the east than most, you know but fragments of lore gleaned from old books and trader's tales of the city itself. Perhaps it is time to send an expedition there or even go yourself. After all, you already have a guide in the Lady Melisandre.
(Opposition: The Bloodstone Emperor, ??, Rewards:??).

Other Planes
[] The Rot of Stone, on paths of Trade: Clear out the infestation of Rotstone near the Xorn trade route.
(Opposition: ??, Aberrations; Rewards: ??).

[] Into the Depths: The darker the depths, the harder the pressure... and stranger the secrets hiding beneath. Lurking in the deepest parts of Plane of Water, many wondrous and terrifying things can be found - but neither is it an easy search, for some of those places have never known light, and few things are safe when capable enduring pressures as high.
(Opposition: ??; Rewards: ??)

[] In Oil and Smoke, Divinity's Carcass: The "Sundered" Divine forge, reported to us by Hadhayosh as the place of his birth, can be of significant strategic use, even if all one can recover are mere scraps of lore. Had only it not been lost to tumultuous and chaotic edges of Plane of Fire... Find the Forge, loot as much as possible.
(Opposition: ??; Rewards: ??)

[] A Hateful Eye: Go into the Plane of Earth, to take out Thrasyr, The Hateful Eye. His slights against Shaitan and Efreeti alike had made him no friends, but more importantly, he holds many a treasure beyond mere riches – his knowledge on Undeath may prove to be extremely useful against many dangers Garden faces these days.
(Opposition: Very Old Hex Dragon (CR 19), Rewards: ??)

Efreeti War
[] A Fire, on Fire turned: Aid the rebel Salamander Kingdoms by striking at their rivals
-[] Update: Whether though some slip of the eye of the Great Sultan or the covert actions of Shaitan or Djinn agents many of the Salamander Realms that hard remained loyal to the Brazen throne erupt in fresh rebellion, not enough to make any of them defect, but sufficient to deal the local Efreeti Commander, Bey Hakim Three Eyes a stinging defeat while the Princedoms in rebellion continue to rally into what is increasingly more than an alliance of convenience. Where before the Battle at Ember Sound they had been fighting to throw off the yoke of Efreeti rule, now they fight for plunder.
(Opposition: ??; Rewards: ??)

[] The Enmity Undying: Negotiate with the Lich King Salamander and potentially turn him against the Brazen Throne.
(Opposition: ??; Rewards: ??).

[] Changing the Battlefields, One at a Time: take a personal part in the war against Efreeti - hopefully breaking stalemates beyond mortal memory.
-[] The Ashen Cysts: Said to be the colony of some lost Formian realm the Cysts tower above the shores of the Sea of Fire like a trio of oddly pyramidal mountains. They lie atop valuable deposits of iron, copper, and other base metals. The vast fortresses that have sprung up upon the slopes also provide a deep pool of Azer slaves known as 'the Pale Ones' as they are raised in total darkness before they see the light of the auction block.
Status: Partial Shaitan encirclement. The network of old formian tunnels has proven hard to cut off even when the Shaitan otherwise closed the gap. Shaitan employ earth-ships in order to try and break through.
--[] Update: The Ashen Cysts remain a bloody quagmire with the Shaitan not quite able to tighten the noose or incite rebellion among the 'Pale Ones', leaving only the slow grinding advance of dozens of 'Xorn-Spirals' to eat away at the Efreeti fortresses one by one.

-[] Div's Delight: Once these caverns at the edge of the Plane of Fire were a place of great, if stark and unforgiving, beauty but centuries of attrition to claim the easy passages between the realms has made them into a haunted wasteland, most beloved of the wretched div who hunt the warriors of both sides to add to their ranks.
Status: Centuries-old stalemate.
--[] Update: Div's Delight endures in its age-old stalemate, though there have been more Shaitan losses than usual. You suspect the urgency in wishing to capture that damned place has to do with the revaluation of the Efreeti's willingness to create divs in their war, but so far there is no intelligence report on that front.

[] The Throne's lifeline: The Adamantine Mine, though but one of many sources for Brazen Throne, is a critical strategic location for the war. Take it and hold with Shaitan/Djinn forces providing guard, or make it inaccessible for a long time in some way.
(Opposition: ??; Rewards: ??, Adamantine)

Other
[] Reach for the Moon, Immortal Smoke: What lies beyond the "above" always puzzled many scholars. With the Moonchaser vessel complete, many secrets of what lies beyond Garden may open to you… and many opportunities too. Fly to the Moon. (Opposition: ??; Rewards: ??, Coatl?)

[] The Children of Yahzarin: Seek out the surviving Coatls of Jazzirian (one beyond the Sunset Sea, one either in the Summer Isles or some unknown lands west of Sothoyros, one… seemingly either on the Moon or the Sun).
(Opposition: ??; Rewards: ??, Coatls ?)

Research of Magic:
Fleshcrafting: Everything concerning fleshcrafting, from upgrading and repairing the Fleshforges, to creating Supersoldiers, to researching exotic creature templates.
[] Project Praetorian: WIth use of Fleshforges, create the sort of soldiers that could reasonably fight even Outsiders - elites and Champions the Empire will need in the coming years. (Progress 40 Cost 35,000 IM)

[] Works of Flesh: With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm:
-[] Further research of Maelephant's breath weapon (Progress: 9 Cost 8,000 IM)
-[] Sonic breathweapon (Kongamato corpse) (Progress: 6 Cost 7000 IM)
-[] Acid breathweapon (Irony's Steel-blooded calves) (Progress: 5 Cost 4000 IM)
-[] Electricity breathweapon (Lightning Lizards) (Progress: 5 Cost 6000 IM)
-[] Hero-Killer creature (Tatzlwyrm Hero-Killers) (Progress: 7 Cost 13,000 IM)
-[] Create cosmetic variations of Leshys (Progress: 2 Cost None)
-[] Create the adamantine-like bone, using the samples from Rhango's knife (Progress: 4 Cost 5000 IM)

[] Frost-Forged: Attempt to splice the essence of Heart Tree with the cold-resistant herbs and vegetation gathered by Djinn, ideally searching to give Heart Trees Immunity to Cold. (Progress: 37 32, Cost ??) (Progress reduced to 32 after "The Tree Connection" was finished)

[] The Forge Restored: Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create in Fleshforge of Lys to 15 (Progress: 10)

[] Watchful Eyes, by Aeons Untouched: Attempt to create the Watchman-creature template (Progress: 25, Cost: ??)

[] To Curb a Dreadful Hunger. The Far-Spawn being that had once been disguised as a chest hungers for the flesh of thinking beings, but it is more than its instincts, however strange. Perhaps the forge could help it live on the healthier fare (Progress: 5 Cost: 4000 IM)

[] Spell-Wrought Daggers: Feeder is indeed a dragon... of sorts at least. By drawing on that ancient legacy, one can not only create more of his kind but also grant some small measure of sorcery to those who possess none.
-[] Create the templated Dagger-wyrms with lvl 1 Sorcerer casting. (Progress 8, Cost ??)

[] Reforging Anew the Secrets Lost: The technique of making Seeker-constructs was lost alongside Valyria itself... Until you took the forge of Gogoss and it's secrets. However, for all their utility, the method of their creation... is severely lacking.
-[] Recreate the ritual technique necessary to create Seekers, without a need for unborn children, or otherwise equally unethical resources, to be used.
(Progress: 25, Cost:)

[] An Eye of Wavering Weave: The eye of the colossal beast captured on Astral Plane preying upon souls lost to Doom holds a terrifying and exciting power. While mass-producing something like that would be too costly and too lengthy... Perhaps one of your oldest friends can have much use of something like it?
--[] Make an artifact/lense for Xor out of Astral Behemot's Eye with an "Antimagic Cone (Su)" as an effect (Progress: 8 Cost: ??)

[] The Segregation of Astral: The claws of the colossal beast captured on Astral Plane preying upon souls lost to Doom holds curious property that few other things or beings in existence can claim to have. If these can in some way be made in a weapon...
-[] Turn the claws of Astral Dreadnought into a weapon capable of severing silver cords. (Progress: 13 Cost: )
Runelore and works of First Men: Everything concerning the Runic language used by First Men - all from wards to Legend-based empowerment.
[] 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.
--[] Part one, equivalent to a nondetection spell (Progress: 12 Cost: 6000 IM)
-[] Research the Landwards in Thenn's holdings (Progress: 15 Cost: 6000 IM)

[] The Bulwark of North: Take a deeper look into the magics of the Wall, for all the power of enchantment upon it, and long years of its legend, it is not infallible, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Comand (Progress: 15)
-[] Part II: ???
Godcrafting: Everything concerning the creation of "Imperial Deity"; a tiered line of Research Actions
[] The Tree Connection: While the Old Gods gave you what they remember about their beginning, the knowledge retained within the first dreams is still vague and hard to grasp for mortal minds. However, by examining the magic imbued in a Heart Tree both in the physical and other planes, you might be able to deepen your understanding of their true nature. It will be slow work though, as you can hardly take a tree apart for dissection. (Progress: 30, Cost: 50,000 IM)
Completed.
Follow-up pending - when the other 2 are completed.

[] Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work. (Progress: 6/20)

[] Fey Lore: Even though they detest the divine, the Fey are closer to the gods in nature than any mortal ever could and in their endless years, they must have acquired much lore on the matter beside. Seek out the Orphne, the Goblin Market and other Fey gathering grounds in your realm and friendly lands to see what can be bargained for. (Progress: 10, Cost: ???)
Necromancy and Negative Energy: Everything concerning the aforementioned, from making Undead that don't "leak" the Negative Energy, to the creation of anti-Undead weaponry.
[] Stabilization of Sentient Undead: While the process to craft lesser undead has been greatly refined, those who still possess sentience are a different matter. Their state makes the process meant to stabilize a soulless husk impossible to apply, but further research might be able to find an alternative. (Progress 30, Cost 100,000 IM, needs at least one sentient undead as a test subject)

[] Undead Template Research
-[] Advanced Template: Qyburn had been trying to use alchemical substances to treat the bodies of his creations before animation to make them stronger and sturdier. With some aid from skilled alchemists, he might be able to finish this process. (Progress 10, Cost 20,000 IM)
-[] Metal-Clad Template (Mundane Metals): Qyburn was trying to incorporate the lead shielding into his creations by applying it directly to the bones, but was met with some troubles in actually raising them afterward. Additional research with other metals would be costly but might yield useful processes. (Progress 10, Cost 30,000 IM)
-[] Metal-Clad Template (Mythral and Adamantine): Unlike the Dreadfort, the Imperium has vast stocks of arcane metals. Some of those might yield exceptionally strong coatings for undead bones. (Requires Metal-Clad Template (Mundane Metals), Progress 20, Cost 100,000 IM)
-[] Metal-Clad Template (Valyrian Steel): With the bonding of arcane metals to undead bones having been researched, the possibility arises to look into applying Valyria's most enduring legacy to these arts. (Requires Metal-Clad Template (Mythral and Adamantine), Progress 30, Cost 50,000 IM and 500 lb. of Valyrian Steel)
Valyrian Magic: Everything concerning the secrets of Fallen Valyria, their crafts, and spells.
[] Secrets by Devils' Blood Wrought: Valyrian Steel holds many a secret, from what was the first seed that bore this metal-eating material... To what it can yet do.
-[] Find out the mechanisms and effects of the process allowing Valyrian Steel to consume ambient magic and release it slightly changed. Potentially, VS could be used to store magical energies or to transform them to cause specific effects, also study the mechanics of the way that Valyrian Steel "devours" other metals. Especially how it is doing so with Gold, which doesn't corrode naturally, and magical metals like Mythral and Adamantine. (Progress: 12)
-[] The process of creating VS can be compared to the way Anu used to "quieten" Living Brass. As the making of both materials has similarities, using life-force and souls respectively to empower mundane metal, this study might give insights into the creation of VS or similar materials from scratch, without needing a pre-existing seed. (Progress: 16)
Fey Magic: Everything concerning learning the secrets of Fey.
[] Currently empty
Shadow Magic: Everything concerning natural and unnatural manifestations of Plane of Shadows, as well as similar effects - such as nature of Shadow Tower of Sorcerer's Deep.
[] Deepening Shadows: Sorcerer's Deep could use more room to house its students and teachers, perhaps with skill and patience one might expand what was wrought from instinct and ambition (Progress: 16)
Forgotten Lore: Everything concerning delving deeper into secrets of magic used by ancient civilizations (Drow, Snake-people, Warforged, etc.)
[] The Forge of Creation: With Anu having finally restored the ritual necessary for the creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[] Organise a magi-industrial complex capable of producing Warforged en-mass.
(Progress: 30)

[] The Stone of Memories, The Stone of Visions: The mysterious Serpentstone Projector you recovered from the deeper parts of Riz'Neth's city may not look like much... But you have learned quite well how much but a little show before the audience as large as cities could mean for a ruler.
-[] Research the Serpentstone Projectors, emphasizing the function of recording visual and auditory signals - something that may well be priceless if a way is found to make more of such "recorders" cheaply, and also searching for a way to integrate them with the MirrorVision network - allowing to both (hopefully) make MirrorVision sets cheaper and easier to make, and to store transmissions shown - perhaps allowing for plays and speeches to be replayed in the future? (Progress: 45, Cost: 50.000 IM)
Research and compiling of available Lore: Everything concerning looking through already existing compilations of lore, or learning from masters of specific crafts.
[] The Mysteries of East: With them now open to you, have the libraries of Vahar accessed, and scoured through for lore of illusion, divination, and other low-energy magics. (Progress: 18)

[] Waves of the Sea, on Depths and Fire Turned: research the wardings of the Marid house of Mardja.
-[] Wards that could be of use in Efreeti Ritual Fortress (Progress: 15, Cost: 100.00 IM)
-[] Wards that would be able to protect the coastal regions and cities of Plane of Balance (Progress: 30, Cost: 80.000 IM)

[] Study Qarthi Lore: Deep and old runs the lore of Qarth, Gateway between East and West. Long have the Warlocks toiled in the workings of fell magics. Where others faltered, they endured. What secrets might be gleaned from their artifacts and writings? Lya is more than happy to try and seek the answers. (Progress: 12)
Spellcrafting: Everything concerning the creation of new spells, or changing the effects of the existing ones.
[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
-[] Attempt to create an "inverted" version of Icy Soul spell, negating Cold subtype instead. (Progress: 10)
-[] Research a Greater version of Baleful Teleport [no distance limit, 8th level] (Progress: 16, Cost: ??)

[] Sand Wiper's Reach: Have Tyene retrain her Occular Spell into a version of a Reach Spell that has only +1 level adjustment (Progress: 8)

Primordial Magic: Everything concerning the very base structures of magic making up the world, from Pact Primeval to forging elemental spirits from clear energies of elements.
[] The Final Contravention: With how far you have come, and how many you broke off from Hells' leash, perhaps you can go around the Pact Primeval in a way none before you had - and utilise the Lawful nature of all Devils to create a Ritual that would be capable of severing their connection to Hells regardless of their exact kind, or strength. (Progress: 23/30, Cost: 20.000 IM)

[] Connections Broken, Chains Undone: there are many more beings scattered across the Planes, who may find use in having the connection to what once was their home Planes subverted and becoming Native Outsiders to the Garden - be it because their home is no more, or they themselves have changed.
-[] Create a ritual designed to sever an Archon's connection to their sundered home plane, designating Prime Material as their new home plane and allowing them to reform there in safety.
(Progress: 15, Cost: 10.000 IM)
-[] Requires the "The Final Contravention"-Research to be completed.

[] Motes of Fire: With the lore Lya uncovered in R'hlor's holy work, the possibility of delving yet deeper into the matter is now open to you.
-[] Create Pyrasta in the Fleshforge, open further research into forging elemental spirits (Progress: 10, Cost: 9000 IM)
Psionic Research: Everything concerning with Psionics, from applying templates in Fleshforge to finding weaknesses in Illithid's network
[] A Method to Madness: the body the Mind-Eaters crafted for Jeyne with infiltration in mind is an incredible piece of magic wholly unlike anything you've ever seen. Copying it won't be easy, but succeeding promises an ability to flesh-craft similar vessels as needed, granting you an in into mysteries of Psionic powers.
-[] Research into Psionic templates
(Progress: 40, Cost: 200.000 IM)

[] The Heavy Thoughts: The Mindspeak that some creatures wield in this day and age has proven it's utility time and time again - and finding a way to grant the ability to use it holds great promise for various fields.
-[] Find a way to evoke the ability of Telepathy in those without innate talent for it.
(Progress: 8, Cost: 7500 IM)

[] Mind's shackles, by blood cast off: By following along the secrets of Drow Flesh-crafters, attempt to create something the degenerate blood-drinkers only speculated about in their notes - a creature capable of twisting the reality in same and ways so different to magic Aberrations do - yet not bound to Outer realms.
-[] Adds Vampire, Psychic (CR+2) template, as possible creation in Fleshforge. Requires a functioning Flesh-forge. (Progress: 24, Cost: 26.000 IM)
Assorted lore and exotic magic: Everything concerning the topics that don't cleanly fit into other categories
[] In Hatred Ancient, a Soul Restored: The former Priestess of Spider-Goddess Lollth, cursed into form of a staff for centuries, has not forgotten the slight of her former Mistress. Her soul may have been damaged too much to simply will her into a new body... But with time and effort, she too can be mended back together. (Progress: 15, Cost: )

[] The Undeath's End: The secret of creation of the ancient and extremely potent anti-Undead poison you received from Faceless Men is lost to eons... Yet one of the greatest poison-makers the world knows is in your employ, and few other races have as much intimate knowledge of poisons as the Snake-kin, and the Drow, both of whom you have access to. Recreate the ancient mixture (Progress: 50, Cost: 80.000 IM)

[] The Magic Made Manifest: Research the Living Spells you've captured at Lys.
-[] Find a method to keep them docile at all times (Progress: 18)
-[] Find a method to increase their population
--[] Tiered research (requires getting first tiers before next ones):
---[] Level 1-3 spells - (Progress: 30)

[] The Magic by Ink Bound: Research a way to make Tattoo Guardians become inert on command for a short time, so that their presence does not interfere with translocation magic. (Progress: 15)

Item-crafting and identification, development of armaments:
Item identification: Everything concerning unknown effects on gear, or learning the secrets of its origin.
[] Tools of the Trade: Through the ritual you gained in the Opaline Vault has revealed the secrets of many of the arcane treasures in your possession, yet some remain beyond the ritual's reach. Will you study them further?
-[] The Cloak of Bone (First King Artifact)
-[] The Bent Barrow Key (Great Barrow Barrowtown; Will require access to the barrow)
-[] The Sarnori Dreadknight's armor (Contains his restless spirit)
Requirements: Must be performed by a mage with the requisite skill
Action: Research
(Progress: Item Caster Level*0.5)

[] It's not the Size of the Instrument...: The Fleasticker, sword found in Essaria and now serving as Bronn's weapon of choice, holds a unique effect to it. The size-changing, unseen in any other magical item, is somehow possible to it. This merits some research if only because of prospects such an effect opens before you. (Progress: 22)

[] The Crown of Flowers: Without a doubt, this is one of the most potent magical artifacts you ever witnessed. From it much can be learned, even if it is never put on by anyone.
-[] Attempt to further Lya's understanding of Artifacts their creation and rules of existence. (Progress: 18)

[] Hellfire Belchers: Captured in a battle with Devil's battleship, carry secrets of holding and utilizing some of one the most powerful weapons in Hells' arsenal. (Progress: 12)
Item improvement: Everything concerning upgrading, reforging, or otherwise changing the effects on existing gear/items.
[] Empower Dark Sister: The Sword of Queen Visenya, ever loyal in the hand has been little used of late, though you wonder if it could be empowered to strike not only at flesh but at the soul
Requirements: Must be performed by a mage with the requisite skill
Action: Research
(Progress: 12)

[] The Bloodchain: The weapon Valaena fields is a powerful one indeed... Yet, with recent breakthroughs of yours, it clearly can be made better. Upgrade Valaena's Chain to Valyrian Steel (Progress: 6)

[] A Broken Treasure: Plinth you found in the treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else.
-[] Find the purpose of the broken artifact, possibly repair given new information. (Progress: 22)
Armor Development: Everything concerning research into new and unique armor types, be it advancing the ideas of the subdermal armor found on Varys, or something entirely new.
[] Layering the Defenses: The composite mesh recovered from Varys was truly an ingenious work... Yet based on it, even more could be achieved.
-[] Develop the Composite Armor, combining the expertise of Fey artisans, Imperial magesmiths, and Celestial spellwork to create the sort of armor that has so far no equal in the world - not hindering the wearer in any way, yet leave no gaps or chinks in his defense. Light and inconspicuous, yet stopping even the blades of demonic warriors. (Progress: 20, Cost: 90,000 IM)

[] Tireless Steel, by Sorcery Moved: The art of golem-making is ancient indeed... but one has to wonder if it is possible to wring an armor in the same qualities, to create personal defense truly unsurpassable. (Requires the "Layering the Defenses"-Research Action)
-[] Develop the basic chassis of the Imperial Powered Armor systems - and create the Warden Pattern armor. (Progress: 26, Cost: 140.000 IM)
-[] Continue the research into the creation of unstoppable war-gear - develop Warlord Pattern armor [requires Warden Armor developed] (Progress: 30, Cost: 20.0000)
-[] Reach the peak of what is possible in the field without the direct Divine intervention - develop Titan Pattern armor [requires Warlord Pattern armor developed] (Progress: 30, Cost: 300.000 IM)
Inquisitorial Armaments Projects: [REDACTED]
[] Inquisitorial Armaments > Black Projects: Inquisition faces challenges beyond those that can be reasonably solved with mundane equipment. As the realm grows, so does the need to supply Inquisitors with the tools to solve such problems. This line of projects intends to create a whole new tool, that, given a certain level of secrecy, will guarantee a significant rise in Inquisitors' effectiveness (Tiered research, each development requires previous tiers)

[] Inquisitorial Armaments: Black Project "Arbiter": Create a modified version of a Launcher, the "Arbiter"-class Launcher, a modular weapon and a base for further technological improvement, yet an effective weapon all in of itself. (Progress: 20, Cost: 60.000)
-[] Inquisitorial Armaments: Black Project: "Heavy Arbiter" and FIrefield: Further develop the concept of "Arbiter"-class Launcher for use in missions requiring precise devastation of targets, with no mage of sufficient power available. Develop the "Heavy Arbiter"-class Launcher. As further development of the concept, "Firefield"-class Launcher would serve in situations when overwhelming firepower and total destruction of the target is necessary, but no sufficient source of fire support is available. (Progress: 28, Cost: 100.000 IM)

[] Inquisitorial Armaments: Black Projects: "Dragon's Fang" and "Viper's Kiss": As a tool for a very particular sort of missions where direct engagement isn't possible, "Dragon's Fang"-class Launcher would serve as a long-range engagement or assassination. "Viper's Kiss"-type Alchemical Dart would further enhance the performance by allowing unnoticeable delivery of poisons over extreme distances. (Progress: 28, Cost: 140.000 IM)
-[] Inquisitorial Armaments: Black Project: "Deathstrike Projector": Further develop on of concepts applied by "Dragon's Fang"-class Launcher and "Viper's Kiss"-type Alchemical Dart, creating a unique completely magic-based long-range engagement/assassination weapon - the "Deathstrike Projector". (Progress: 32, Cost: 150.000) IM

[] Inquisitorial Armaments: Black Project: "Lawgiver": The pinnacle of Launcher-based weaponry - the peak of efficiency and the project of utmost secrecy - "Lawgiver"-class Launcher would be one of the most powerful personal weapons known to Imperium, and one made to serve only the best of Inquisition's field agents, bound to them ritually, and crafted by the only person who could be trusted with it - Wisdom Lya herself. (Progress: 32, Cost: 180.000 IM)

OOC: I got rid of the Free Action category since those are basically just minor actions that get voted separately under this system. I also just ported over @egoo's research and expedition lists instead of trying to mash those together with previous actions. If anything got lost in the transition do not hesitate to says so. Once again many many thanks @egoo for keeping the actions organized so stuff does not get lost along the way. Not yet edited.
 
I'm at work right now so I can't help much with turn planning.

Might be able to contribute as time and opportunity permits, but will probably be limited until this evening.

[X] Crake
 
[X] Empire Day preparations
-[X] We will spend up to 100,000 IM on official state-sponsored celebratory events across the Imperium for the celebrations.
-[X] We will announce first over Realm-wide broadcast, including our newly placed MirrorVision sets, both the holiday celebrations and the intent of the realm to grant non-essential or militarily engaged personnel to be granted leave for a day to partake in the events. Law Enforcement will likely be out in force still, but they like the Legion will likely be included in catering and feasting of some sort (and the Inquisition will likely be working overtime and granted commiserate pay for the inconvenience).
-[X] State of the Realm: A news segment by Viserys playing off someone else to illuminate the people on what is currently happening, what has been done, and what will be done, sometimes it is a Companion, other times a vassal or high official. Today he will be speaking with Governor-General Ferrego Antaryon and Embra Rebys, if she should be available. The Sealord and Viserys have been through many things together, had ups and downs, though Ferrego has remained rather sanguine about most of the rougher portions. You think that he saw Viserys in a completely different light the day he voluntarily entered exile for Braavos' sake. In a strange way, you are as much friends as either could be given your respective positions, an ironic foil to Zherys in Volantis given all the similarities reflected in him, not that either would care to mention it. As for Embra, she equally compliments the subjects of today, and his a public darling already.
-[X] Security: "The recent troubles to shipping have not escaped my notice, and we will soon have viable responses to sudden and inclement weather that strikes upon the more vulnerable southern and northern routes, even despite use of divination to ensure safe travel." You will go over some of the details of the Moonchaser, using illusions to display some of its capabilities. You will also announce the creation of Wyvern/Hestati variant, cheaper patrol craft who can ensure decent coverage for the Imperium's airspace without sacrificing combat capability. The more common Principes has already contributed to the War of Three Realms extensively given their relative newness as a combat arm, and you are always looking to innovate in order to better aid your allies the Djinn.
-[X] The War Effort: You will go over the award ceremony that took place not long ago honoring brave and valiant pilots and their diligent ground crew, the battles they have participated in pulling information from the war reports that have landed on your desk, and a great military victory against slavers who thought they could operate with impunity from within the Valyrian wastes, impervious to fire and mortals easy pickings, through the aid of your many allies and a considerable amount of combat power, displaying brief views of Companions and those likes Zherys in the midst of battle, and a brief panning of Balerion unleashing his breath upon a skyship.
-[X] Religious Unity: "Many of you might have been subject to a moment of panic earlier in the last month, when a vibrant display of light flashed across the sky, prismatic and shifting colors. Worry not, for this is as much a cause for celebration as anything else. A guardian of life, an architect of innovation, and a stalwart friend to the realm has made their official entrance to the world stage." Go over some of the efforts Zathir has involved himself with, from creating a culture of education in Sorcerer's Deep that has contributed to making it one of the most comfortable, equitable and wealthy places to live, as well as among the safest. Then expand from the segment seamlessly into the efforts to raise the Sept of Reconciliation, a illusory panning of the dashing Seven Swords wielding their blades of Valyrian Steel, all to your knowledge quite involved in the community. Finish the segment with the easy cooperation between the Scholarum of Volantis and the Red Faith, their great cleansing of the fire-tainted manse earlier last month as well as efforts to rebuild it into a library to educate the people living there on the otherworldly.
-[X] Realm Policy: Segway from that last portion into your intent to make public education at a primary level free and widely available across the Imperium, trying to go over some of the numbers, mostly for the sake of landowners and the more educated on why, with the extensive use of ritual lore, given there is less need for working hands in the fields, the youth of today will have more opportunities to improve themselves in ways that were previously unavailable to them, as well as the realm's rather streamlined recruitment efforts or the resources thrown into opening up the private sector to those seeking workers for equitable terms.
-[X] Finance: You will go outline several improvements to the realm's fiscal policy made of the last several months, as well as the opening of recent branches of ACSEC and its effect on the winds of trade, from actual percentages to those who can follow the terms to more tangible benefits, goods that have been made available in different parts of the realm, almost common these days, when before they could be somewhat rare, not through mighty sorcery for the most part, though that contributed somewhat, but the sheer organization and logistics behind it all, directing trade with such ease as never before.
-[X] Foreign Relations: You will outline some of the ongoing negotiations between Lorath, Saath and Omber, the warm welcoming from even as far south as the Summer Isles and entwined fortunes of Ibben, to the arrival of the Trade Fleet to the port of Yin. You will also spend some time discussing improving relations with some of the realms of Marid and the injection of skilled workers from Vialesk and other parts yet unknown to the world, going over their culture somewhat with the help of Embra, who has to have studied this extensively over the centuries, and then turn from that to your own diplomatic efforts with Armun Kelisk and the Opaline Throne, institutions trading technical knowledge and research already. Thank Embra sincerely for her various civic contributions over the last year, she has been a delight to work with.
-[X] The State of the Realm ends, but the broadcast doesn't. There is one more thing that must be broadcast for those across the Imperium to witness, though the tone of the subject matter is rather more grave, though no less intimately known to many living within it.


[X] Speech (Start of Turn; via MirrorVision)
-[X] Address the seditious movement causing outbreaks of violence in Pentos in a public address across the Imperium, broadcast by Mirror Vision.
-[X] "It saddens me to have to make such a formal address, given the subject matter, so soon after many causes for joy and the heartening circumstances which brought us together to share it. Unfortunately, I must."
-[X] "Worse than mere sedition, the tragedy of it all is even with my writ carried across a great swathe of Western Essos, it has been circumvented in some cases, held in contempt, despite all evidence of the prudence and effectiveness of my policies, spurred on by the sheer audacity of men and women who have witnessed the division that has been wrought upon these lands, the corruption, mismanagement and lack of prosperity it has shepherded, and failed to move them to the nonce."
-[X] "That being, quite simply, the peril which hangs above our heads, that folly might visit us at anytime when men are yoked like cattle, when hatred curdles in their heart, that darkness might incubate inside of it and then breed madness."
-[X] "I speak of slavery."
-[X] "What can I say of slavery, that has already not been said? Nevertheless, it appears some might need to hear it from my own lips for it to, at last, finally sink in."
-[X] "For every moment slavery endures in this world, in every place where civilization might flourish, we play with fire so hot that it burns at the very soul."
-[X] "How many lives have been saved by pulling that thread to the very end of the spool? How many lost instead by yanking upon the tether binding the fate of others? Tighter, and tighter, eventually something will snap and break. It is...
inevitable. How much have the horrors from the furthest ends of creation been stymied in their insatiable greed and hunger by denying it, one mirrored in kind by the very men and women who perpetuated nigh uncountable atrocities over long centuries since the Doom had claimed Valyria the Fallen?"
-[X] "We are not made better by the actions of one man alone, even a Dragon, but by recognizing that the path forward is one we must take in the first place. I am merely one voice in the chorus that has been echoing since elder days, when despair was all we had ever known."
-[X] "So why then, must we walk alone, chasing a figment that was never as we imagined it to be, mired in lies as it was?"
-[X] "To avoid our own ruin, to build something we can both be proud of, yes, but which will also endure the trials and tribulations besetting us each and every day. So many have claimed to be champions of such causes, and yet ignored the lesson made implicit by it."
-[X] "That can only be done
together. To weave harmony where there had been chaos, to spread compassion where there had been cruelty, to grant enlightenment where there had been ignorance. That was my hope for all, one that I like to believe many share with me, for the alternative is... madness. Stupidity and madness."
-[X] "What glory can one person alone hold in both hands, or even two claws, lest it shatter when gripped too tightly? Again, and again, and again, it has been proven it will always
break."
-[X] "Regardless of any temporal triumph, what has mere pride and self-satisfaction earned anyone alone, but for mediocrity or the envy of others? What grand dreams have been realized since those halcyon days viewed in rose-tinted glass? What greatness has endured beyond the last dying gasp of the vainglorious and the damned?"
-[X] "
Nothing. Nothing at all but the taste of ashes."
-[X] "Only together, aware as we are of how far shared visions can stretch, can a better world be built from the broken pieces we found this one in."
-[X] "And yet..."
-[X] "Over, and over, and over again. I have repeated this. I have plead for reason, rationality, I have given warning far in advance of just cause, perhaps in some cases more than they deserved. And still, these people with their hearts of stone remain unmoved. Unlearning, unchanging, unceasing in their depravity."
-[X] "No more. In Pentos, as in the Flatlands, where there had been naught but a nest of tangled laws and a mire of lies before the Legion visited it, hundreds claimed, the innocent and the guilty accounted for each day, there it ends."
-[X] "From the city with festering wounds, still healing from the incompetence of last administrators, to the most forgotten corner of the Velvet Hills, to the Andal Coast and the furthest marches, you
will give up slavery. This has never been a negotiation. Only inexorable will. Not one will alone, no. For if you fear me, you should know, it is a million voices that speak with me. If you stand against me, know it is a million feet that march with me. Because I am not alone."
-[X] "From Braavos to Sorcerer's Deep, they are with me. From Volantis to Ny Sar, they are with me!"
-[X] "From sea to shining sea, to the tallest mountains and the wide open plains, I know who you are, I know those of you who stand with me."
-[X] "And to those who fall outside the light of the campfire, who refuse to share our flame, I know of your abuses, your corruption and the seeds of destruction which you have sewn among your fellows.
I know what you have done."
-[X] "Should you run to the opposite end of the world. I will be there. Should you even flee beyond its known boundaries, I will be there. Even if you should prostrate yourself before the thrones of elder evils, begging for shelter, I will shout my defiance, echoed thousand thousand times more."
-[X] "You will not escape. With all speed, I say unto you, go forth and dance to ruin and sing to madness, to the very ends of the world under the sun I deny you,
beyond the furthest Spheres I cast you!"
-[X] "Should you fail to comply, it will end just the same."
-[X] "If, in defiance of the law and all sanity, all who do even
now hold a responsibility to their fellow citizens, who have suffered under that same dreadful yoke, one of chains, of iron, of hypocrisy... if you do not yield to my writ, I shall deliver your end."
-[X] Flames dance across the face of the Mirror. "In Fire and Blood."
-[X] "I bid you, reflect on these next words: Each time which I have spoken of sacred pacts, made a promise kept in confidence, a solemn vow, swore an oath upon my name, when did it not stand fulfilled?"
-[X] "That you were not under my laws then had protected you, just as the laws of your forebears were upheld where previous breaches did not conflict with those current. You have benefited from foresight, from restraint,
not for clinging to the past. If you do not look to the future, you will have none."
-[X] "I would like to call for a moment of silence, for those who have departed from us. Let us remember that we are building a world where such suffering can be avoided, and vow to remember those who have been lost before their time, without forgetting about tomorrow."
-[X] ...
-[X] "Thank you."
-[X] Fade out to anthem.


[X] Propaganda
[] The Imperial Times Issue #2: Included in the link is a variation of that logo with a depiction of Viserys in Dragon-form and Planetos guarded by his wings during his rest, depicted upon the title page.
-[] Details: The Broadsheets will each have an Arcane Mark differentiated with each Issue #. This will make tracking them with a proper ritual and foci (the Marker key) simple for any properly trained mage or expert. The Broadsheets will be hardened by sorcerous means, the batches not being overly bulky, enough that there's no reason that Viserys couldn't do it himself to maximize potential Hardness rating.
--[]
Finally, while true that many of these will be pointlessly lost, or at least have access restricted as people either cast them aside from baseless superstition, or the enemy gets better at disposal, that doesn't mean that attempts to maximize its spread and retention shouldn't be made. We have Inquisition assets in two of the locations they are bound for. Where possible, they will ensure some of them stay in circulation.

-[] Editorials: Continue providing information seeking to inform people of the state of the world, nothing that a well-traveled sailor could not pick up in a port, but purged of the most outlandish inaccuracies and seeking to educate and inform--hopefully the fact that most of what is happening in the world is actually quite riveting when given the right prose will keep people passing it along as-written.
--[] Continue with the serialized set of stories and fables, supported by visually expressive art.
---[] They will tell about Fey, the kind we deem acceptable, about how to spot Devil/Demon/Daemon cultists, about the spheres and so on and so forth (the point is twisting the narrative of those supernatural creatures that are seriously affected by it, to more sensible and useful direction, while also giving general population a minimal understanding of basic concepts we want them to know).

-[] The Great Sept of Sorcerer's Deep: A beautiful new temple to the Seven has been raised in Sorcerer's Deep, staffed by Westerosi septons and septas, and guarded by Westerosi knights selected by the lead Septon and armed with enchanted weapons provided by the Dragon King. Go on to use this as an example that the Faith of the Seven can exist comfortably within the Imperium.
--[] Include an image of the Great Sept's exterior and another of the interior, showing the Sept filled with worshipers.

-[] Introducing the Earth Mother: Speak of the rediscovered Earth Mother, a benevolent goddess who has just recently awakened from the slumber of ages. She cares nothing for war or conflict and only desires the safety and continued well being of every man, woman, and child in the world.
--[] Use this as an opportunity to mention a new Fertility Ritual courtesy of the Earth Mother which will soon be made available. Like the ritual currently being used by farmers throughout Essos and even Westeros, this ritual will increase crop yields, but to an even greater degree. Knowledge of this ritual will be free to all who are interested, of course, as it is a gift freely given by the Earth Mother.

-[] Announcing the Expansion of the Scholarium: With the recent addition of Volantis to the growing Imperium, that great city's own institution of magical learning, the Mysterium, has now joined the Imperial Scholarium.
--[] This merger further ensures that all Imperial mages will receive as fine an education as can be provided, with experienced mages from all over the world becoming available to provide instruction on both how to use magic, and just as importantly, when to use it. Citizens can rest assured that a Scholarium trained mage knows the laws pertaining to magic and the consequences of disregarding them.

-[] Behold, the Heart Trees of Healing: Now numbering nearly two dozen strong with the latest round of 19 that were grown in the past month, the Healing Heart Trees of the Old Gods are available to all citizens of the Imperium and those who may choose to visit from further afield. Not only can these trees heal painful and debilitating injuries, it is also within their power to remedy crippling conditions such as blindness and deafness.
-[] Include an image of a Healing Heart Tree being grown by Viserys, along with the pile of broken magic items used to fuel their growth, with a brief caption to explain that no blood magic was used to raise the trees.

-[] Propaganda Posters (Continued from previous issue): Pro-Imperium propaganda along the lines of recruitment for the the imperial institutions—Legion, the Scholarum, the Inquisition, the Imperial Administration, the Diplomatic Corps, etc. These will come in the form of illustrated posters captioned by truespeech.
--[] For the Inquisition the posters will be along the lines of security and trust, focusing mainly on the need for citizens to cooperate and share intel for the good of the empire. (the Inquisition recruits on their own, that shouldn't be messed with). The themes of this poster will focus on the various threats that the Inquisition regularly squares off against -- mainly fiends, but also Deep Ones.
--[] For the Legion the posters will focus on the need citizens to cooperate, but also on recruitment. These will be images of glory and righteousness, of liberation and justice. Your basic army recruitment stuff, but embellished as much as we can. They'll illustrate how the Legion defends the Imperium, brings law to godforsaken cities, frees whatever slaves they come across, etc. It's a rallying cry to join in, to see the nearest recruiter, etc.
--[] For the Scholarum again the need to cooperate, but this one is more an advertisement that they're a legal and certified means of magical expertise, be it for crafting or other things. This could be split in two different approaches—the first being like some university's advertisement, detailing the courses and the resources (geared towards those who are more interested in learning and research), and the second being a call to duty for all eligible mages to rise to serve (this would mirror the Legion posters in a way, with an obviously arcane bent to it).
--[] For the Diplomatic Corps and the Imperial Administration the general idea is to portray how vital their jobs are and what lives they touch. For the latter, for example, focus on the imperial works in progress, how the materials are being shipped there, the roads being built to connect the Imperium in full, etc. "One Empire". It basically writes itself.

-[] Continue adding to the newly serialized "Monster's Manual", focusing on common threats to the individual regions.

-[] "An Exile's Journey, Part Two"
--[] Although the timeline of events doesn't perfectly mesh with the summarized events from part one of the retelling, this time we will focus on sharing some of our adventures that lead up to the liberation of Mantarys from Demons and their misguided cultists.
---[] Despite having barely settled into our new home, what would soon be known as Sorcerer's Deep, dire warnings of approaching calamity shared with us by a Celestial being prompted a mad dash across the continent of Essos.
----[] On swift shadow steeds we journeyed, faster than any flesh and blood horse could hope to match, and we were still nearly too late to prevent an army of Demons from being Summoned by a madman. With the aid of our Companions and newfound allies, however, the Listener and his insane ambitions were crushed and the people of Mantarys freed from bondage and Demonic cruelty.
-----[] Now Mantarys rises as a shining example of prosperity and light, guided by the wise Celestials who helped us defeat the Listener, and lead by the wise and powerful Yrael.
-----[] While details will be scarce by necessity and sensitive information excluded, we will take this opportunity to introduce Yrael and his fellow Archons as spirits of light and order who wish to help mankind in this new age of magic, and the Minotaurs, formerly of Mantarys, as innocent men and women who were transformed against their will by merciless Demons, but who now wish to rise above their unfortunate origins and make a new life for themselves in the Imperium.

------[] To Be Continued

[X] Military
-[X] The 1st Legion, "Torchbearers", under command of General Torchwood, Colonel Flowers and Dragonlord Nettles, with the aid of the Harbinger, respond to the outbreak of violence in Pentos by instituting Martial Law in the city, much as it pains you. All conspirators against the Crown who persist in their actions will be torn out, root and stem.
-[X] The 2nd Legion, "Chainbreakers", maintains standing orders.
-[X] The 3rd Legion, "Brightscales", maintains standing orders.
-[X] The 4th Legion, "Steel Tigers", maintains standing orders.
-[X] The 5th Legion, "Silver Sentries", continues training in Westhaven.
-[X] The 6th Legion, "Astral Hounds", continues training in Westhaven.
-[X] The 7th Legion, "Doom Wardens", patrols Mantarys and Draconys.
-[X] The 8th Legion, starting to take shape, continues training in Westhaven.
--[X] Westhaven retrains 6,000 Levies into 6,000 Legionnaires.
--[X] Greater Volantis retrains 4,500 Levies into 4,500 Legionnaires.
--[X] Tolos retrains 1,500 Levies into 1,500 Legionnaires.
--[X] Braavos retrains 2,100 Levies into 2,100 Legionniares.
--[X] Lys and Myr train an additional 2,000 Men-At-Arms to acts as garrisons.
---[X] Six Large Galleons, Six Medium Galleons and Seven Small Galleons are constructed.
----[X] 50 Military Engineers, 50 Pilots and 50 Officers are trained.
-----[X] Three Points, Three Kindred, One People: For too long have the twenty tribes of Blight's Bane people been divided. Safety and succor is offered, and the call will be made. He has made great progress, but there are more to gather, more to save. Last month, Blight's Bane and those he escorted were preyed upon openly by the foulness that lurks below. No more will you countenance a senseless loss of life from mere movement over the open ocean towards your waters, when it was safety from their depredations that was promised. You will move them through the sheer might of your available magic after he has obtained their agreement, through use of your Demiplane if necessary.
------[X] A Brazen Defense: You will begin construction of Darleth's Super-Fortress, to his specifications. This will involve at least one set of Titan's Tools and the aid of Lya's second body, for Runecrafting the Wards.


[X] Economy
-[X] The Great Northwestern Trading Company has been founded. Now the considerable administrative power of your trade empire is being brought to bear to expand it considerably by a factor of three. At this rate, nearly everyone capable of work on Bear Island will be involved in this industry within a matter of months.
-[X] Crown Royal Vintages continues being set up.
-[X] Everflame Ironworks continues previous expansion.
-[X] Earth's Bounty Jewelry Manufactory continues previous expansion.
-[X] Invest 500,000 IM of liquid capital into Silver Serpent Enterprise. This buy-out of Venture Captains and independent merchants increases the SSE fleet from one hundred (100) ships to one hundred and ten (110).


[X] Government
-[X] Imperial Military Academy expands Engineering course twice.
--[X] Continue Improving Infrastructure in Braavos.
--[X] Improve Infrastructure in the Basilisk Isles.
---[X] Establish Healthcare Services in Lys.
---[X] Construct Sanitation Systems in Myr.
---[X] Continue Establishing Messenger Service in Northern Disputed Lands.
---[X] Continue Establishing Messenger Service in the Daughter's March
---[X] Continue Establishing Messenger Service in Orange Shore.
---[X] Continue Establishing Messenger Service in Volon Therys.
---[X] Continue Establishing Messenger Service in Valysar.
---[X] Continue Establishing Messenger Service in the Eastern Disputed Lands.
---[X] Continue Establishing Messenger Service in Selhorys.
---[X] Continue Establishing Messenger Service in Volon Sar.
---[X] Continue Establishing Messenger Service in Braavos.
---[X] Continue Establishing Messenger Service in the Braavosi Coast.
---[X] Continue Establishing Messenger Service in the Sweetwater.
---[X] Continue Establishing Messenger Service in Morrogos.
---[X] Establish Messenger Service in Pentos.
---[X] Establish Messenger Service in the Andal Coast.
---[X] Establish Healthcare Services in Ar Noy.
---[X] Establish Healthcare Services in Ny Sar.
---[X] Establish Healthcare Services in Ghoyan Drohe.
---[X] Establish Healthcare Services in the Golden Fields.
---[X] Continue Establishing Messenger Service in Mantarys.
---[X] Establish Healthcare Services in the Painted Mountains.
---[X] Continue Establishing Healthcare Services in Draconys.
---[X] Continue Establishing Messenger Service in Tolos.
---[X] Establish Public Schools in Naath.
---[X] Continue Establishing Orphanages in the Basilisk Isles.
---[X] Establish Messenger Service in Andalos.
----[X] Continue constructing Highway in Pentos.
----[X] Continue constructing Highway in the Rhoyne.
----[X] Continue constructing Highway in Volantis.
-----[X] Restore Ruins in Gorgossos.
------[X] Construction of Residential Districts in Sorcerer's Deep.


[X] Law Enforcement
-[X] Continue Establishing Guard Posts in the Southern Disputed Lands.
-[X] Continue Establishing Guard Posts in Myr.
-[X] Continue Establishing Guard Posts in the Eastern Flatlands.
-[X] Continue Establishing Guard Posts in the Velvet Hills.
-[X] Continue Establishing Guard Posts in the Western Flatlands.
-[X] Continue Establishing Guard Posts in Nontelos.
--[X] Continue Expanding Law Enforcement in Orange Shore.
--[X] Continue Expanding Law Enforcement in Pentos.
--[X] Begin Expanding Law Enforcement in Mantarys.


[X] Intrigue
-[X] Continue Establishing Inquisition Base in Astapor.
-[X] Begin Establishing Inquisition Base in Norvos.
-[X] Begin Establishing Inquisition Base in Qohor.
-[X] Begin Establishing Inquisition Base in the Arbor.
--[X] Identify Enemy Spies in Sorcerer's Deep.
--[X] Identify Enemy Spies in Tyrosh.
--[X] Identify Enemy Spies in Lys.
--[X] Identify Enemy Spies in Myr.
--[X] Identify Enemy Spies in Volantis.
--[X] Investigate Supernatural Activity in Braavos.
--[X] Investigate Supernatural Activity in Pentos.
--[X] Investigate Supernatural Activity in Ar Noy.
--[X] Investigate Supernatural Activity in Ny Sar.
--[X] Investigate Supernatural Activity in Ghoyan Drohe.
--[X] Investigate Supernatural Activity in the Golden Fields.
--[X] Identify Enemy Spies in Mantarys.
--[X] Identify Enemy Spies in Tolos.
--[X] Investigate Supernatural Activity in Naath.
--[X] Identify Enemy Spies in the Basilisk Isles (x3)
---[X] Subvert Goldcloaks in King's Landing.
---[X] Spread Imperial Times in the Bay of Crabs.
---[X] Gather Information (Nobility) in Meereen.
---[X] Gather Information (Nobility) in Yunkai.


[X] Research
[] The Final Contravention: With how far you have come, and how many you broke off from Hells' leash, perhaps you can go around the Pact Primeval in a way none before you had - and utilise the Lawful nature of all Devils to create a Ritual that would be capable of severing their connection to Hells regardless of their exact kind, or strength. (Progress: 23/30, Cost: 20.000 IM)
----Lya [Second body] (4d6 Progress)

[] Elder Arts: An in-depth study of Runelore.
-[] Research the Landwards in Thenn's holdings (Progress: 15 Cost: 6000 IM)
----Velen (4d6 Progress), Bloom the Bridjidine (4d6 Progress) --8d6 Progress total.

[] Project Praetorian: WIth use of Fleshforges, create the sort of soldiers that could reasonably fight even Outsiders - elites and Champions the Empire will need in the coming years. (Progress 40, Cost 35,000 IM)
----Qyburn (4d6 Progress); Elaheh Marita (4d6 Progress + 1d6 for specialization) -- 9d6 Progress total

[] Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work. (Progress: 20, requires Dany, progress added by other characters is halved)
-----Aenie Caleris (4d6 Progress + 1d6 for specialization)

[] The Forge Restored: Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create in Fleshforge of Lys to 15 (Progress: 10, Cost: )
----Urak the Forgemaster
(4d6 Progress + 1d6 for specialization)

[] To Curb a Dreadful Hunger: The Far-Spawn being that had once been disguised as the chest hungers for the flesh of thinking beings, but it is more than its instincts are, however strange. Perhaps the forge could help it live on the healthier fare (Progress: 5, Cost: 4000 IM) -- Would also allow us to safely feed "The Many" - the illithid-like worms looted on PoW.
----Vee (4d6 Progress)

[] Works of Flesh: With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm:
-[] Create cosmetic variations of Leshys (Progress: 2, Cost: None)
-[] Create the adamantine-like bone, using the samples from Rhango's knife (Progress: 4, Cost: 5000 IM)
----Aemon Naremos (4d6 Progress)

[] The Bloodchain: The weapon Valaena wields is a powerful one indeed... Yet, with recent breakthroughs of yours, it clearly can be made better. Upgrade Valaena's Chain to Valyrian Steel (Progress: 6, Cost: )
----Valeria Wondersmith (4d6 Progress)

[] Reforging Anew the Secrets Lost: The technique of making Seeker-constructs was lost alongside Valyria itself... Until you took the forge of Gogoss and it's secrets. However, for all their utility, the method of their creation... is severely lacking.
-[] Re-create the ritual technique necessary to create Seekers, without a need for unborn children, or otherwise equally unethical resources, to be used.
(Progress: 25, Cost: )
----Vee (4d6 Progress), Mantarys Scholarum Branch (+2d6 Progress), Tolos Scholarum Branch (+2d6 Progress) -- 8d6 Progress Total

[] Waves of the Sea, on Depths and Fire Turned: research the wardings if the Marid house of Mardja.
-[] Wards that would be able to protect the coastal regions and cities of Plane of Balance (Progress: 30, Cost: 80.000 IM)
----Breath Taker (4d6 Progress), Stepstones Scholarum Branch (2d6 Progress), Naria Loreseeker (4d6 progress) - 10d6 Progress Total

[] Forge of Creation: With Anu having finally restored the ritual necessary for the creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[] Organise a magi-industrial complex capable of producing Warforged en-mass. (Progress: 18/30, Cost: )
----Anu (4d6 Progress)

[] The Heavy Thoughts: The Mindspeak that some creatures wield in this day and age has proven it's utility time and time again - and finding a way to grant the ability to use it holds great promise in most various fields.
-[] Find a way to evoke the ability for Telepathy in those without innate talent for it.
(Progress: 8, Cost: 7500 IM)
----Svitran (4d6 Progress)

[] Watchful Eyes, by Aeons Untouched: Attempt to create the Watchman-Creature template (Progress: 25, Cost: ??)
----Volantis Scholarum branch (2d6 Progress), Naath Scholarum branch (2d6 Progress) -- 4d6 Progress total.

[] The Stone of Memories, The Stone of Visions: The mysterious Serpentstone Projector you recovered from the deeper parts of Riz'Neth's city may not look like much... But you have learned quite well how much but a little show before the audience as large as cities could mean for a ruler.
-[] Research the Serpentstone Projectors, emphasizing the function of recording visual and auditory signals - something that may well be priceless if a way is found to make more of such "recorders" cheaply, and also searching for a way to integrate them with the MirrorVision network - allowing to both (hopefully) make MirrorVision sets cheaper and easier to make, and to store transmissions shown - perhaps allowing for plays and speeches to be replayed in the future? (Progress: 45, Cost: 50.000 IM)
----Riz'Neth (4d6 Progress), Tyrosh Scholarum branch (2d6 Progress) -- 6d6 Progress total.

Full roster:
Minions, Companions:
-Lya (body #2)
-Aemon Naremos
-Bloom the Brijidine
-Valeria Wondersmith
-Naria Loreseeker
-Velen
-Anu
-Svitran
-Vee
-Elaheh Marita (+1d6 to Fleshcrafting-related)
-Qyburn
-Riz'Neth
-Breath Taker
-Aenie Caleris (+1d6 to Dreamlands-related)
-Urak the Forgemaster (+1d6 to Fleshcrafting-related)
--------------------------
Scholarum Branches:
-Stepstones
-Tyrosh
-Volantis
-Mantarys
-Tolos
-Naath

[X] Education
-[X] Teaching
--[X] x1 Teana Strycos
--[X] Sarah of Pentos
--[X] x1 Guardian Naga
--[X] Horio of Tyrosh
--[X] Worg Magus
--[X] Azata, Astehedos


[X] Colonization & Immigration
-[X] Colonize Sallosh
--[X] Encourage Immigration from the Western Flatlands to Sorcerer's Deep
--[X] Encourage Immigration from the Daughter's March to the Golden Fields.
--[X] Encourage Immigration from Braavos to Sorcerer's Deep.


[X] Crown Acts & Adventuring
-[X] Wyrmrest
--[X] A great Fortress will be built on Claw Island on the far side of the island, with crews using Titan's Tools going around the outskirts of the island to ensure that only by approaching from the air, which can be clearly seen from the top of the tallest towers, or the harbor at the base of the stronghold, can one enter the island.
--[X] It will be constructed with elaborate bastions, a central keep at the top and a lower keep at the bottom, glass gardens on the plateau high reaches and a natural spring to grow food, or use for bathing, or else to feed heat some of the scalier inhabitants through pipes, in the same vein as the one in the hills of the island which warm the dragons' dens, and above embankments carved into the side of a mountain lead further into the island, raised and transmuted to make it sturdier, wider, taller and more resistant to erosion.
--[X] On the mountain's sides and at the heart are great halls and caverns, enough to house, train and raise a couple of hundred lesser flame drakes.
--[X] Demiplanes will be used for logistical purposes to transport adequate feedstock and supplies to the base of the fortress, and elevators to carry small herds of cattle up the mountain to feed their charges or else onward into the island to stoke the great appetites of the more large and powerful Valyrian Drakes.
--[X] Dozens of Steam Cannons will eventually bristle the mountainside on raised platforms with clear arcs of fire, with space to add more exotic weapon platform. To put it one way, an Efreeti battlefleet would hesitate to enter its airspace.
--[X] This will be the headquarters of the Dragon Guard, defenders of the Royal Dragon Preserve and Men of High Honor. Each member inducted will have committed an act of great valor in service to the Crown and the Imperium. They swear oaths of loyalty to none other than House Targaryen.
--[X] In a quiet ceremony before the court, Ser Richard Lonmouth will be inducted as the Honorary Grandmaster (but not Lord Commander) and Founder of the Order. He will be listed on the roles and his commands to them will be inviolate, second only to Viserys himself.
---[X] Dragonsong Sanctum
----[X] You will use both Deepsong Horns to begin constructing outer residential districts sung from living coral for those comfortable living in the water. A set of Titan's Tools will begin constructing a massive superstructure floating on the surface, suspended by a massive pillar of stone and steel scaffolding, which for added security will only be inhabited after it has safety mechanisms which could safely keep it afloat long enough for repairs.
----[X] The Upper Level of the settlement will be gleaming Neo-Valyrian edifice, with a massive arena in the middle with a depression inside, appropriate for a future cultural project you have in the backburner currently. It will also serve as another future location for a MirrorVision set.
----[X] Surrounding the arena will be commercial zones and administrative zones, with some military presence in the outer zones.
----[X] It will have a commercial harbor and a military harbor.
-----[X] The Middle Level will have an enormous hardened crystaline dome held together by the stone and steel superstructure and suspended at the mid-way point between the Lower Level at the sea floor and the Upper Level on th surface, with various areas modeled somewhat on observations of Vialesk and the blending of areas that can accomodate the aquatic and non-aquatic. Eventually you will research Semi-Permeable Force effects which can allow swimming people to come and go out of more lightly reinforced entrances, with the interior being more and more reinforced, bulkheads and barricades and so on.
-----[X] The Lower Level will be an predominantly Triton settlement, with most architectural choices left to their leaders and their advisers.

ESSOS:
[] Chains and Collars, of Hells and Mortals: Contain the further spread of Asmodeus pawns through the actions of High-ranking Devils that haven't been dealt with the last month. Gain insight into the best approach to take over the Slavers' Bay afterward. -- A month-long action.
---- Malarys, Garin, 1 Mind Dragon, 2 Drow!Assasins, Orphne Feylord, 1 Umbral Stalker, 3 Umbral Spies, the Asura, The Misfits (3 of them - without their alchemist).

[] Gold, Broken - Final Preparations: WIth general knowledge on Golden Company, their Shadow Fortress and the spy-ring in Yi-Ti acquired, it is time to do the final preparations before the amassed attack - scouting out the locations of commanders, and such matters - things that Mindblanked companions would be needed for because of Tiamat's clerics constant Divination.
--(The attack itself is a "free" action, but dealing with preparations, and mopping up the remains would take a week+ of time from the group assigned)
---- Waymar, Tyene, Teana, Rina, Dany, Richard, 1 Mind Dragon

BEYOND THE WALL:
[] The Barrows of the Lost Clans: Finish cleaning up the halls of Lost Clans of Freefolk, filled with risen dead – the bodies unburned by foolish people of now nameless clans. (Opposition: ??; Rewards: ??)
---- 1 Yssian Guardian Naga, Velen the Phoenix birb, Oberyn, Thoros of Myr, Wyla, Sandor, 1 Herald

[] Saltwives' Lament: Standing on the shore of the Sunset Sea upon Sea-Dragon point is a tower of white stone, that seems to have been dipped in salt, local legend claiming from the tears of the kidnapped maidens locked within by cruel ironborn lords. Supposedly such was their sorrow that the sky itself took pity upon them and spat forth a mighty storm to sunder the longships that would take them on to the Iron Isles. Whether they were then slain as witches, or if the deed itself required spilling their heart's blood none can say for certain but all tales agree that one can still hear their sobs and cries whenever a storm strikes those shores. What is clear is that no bird or beast will approach the tower willingly and when Boloodraven drove a raven to do so despite its instincts he briefly spotted pale figure upon the tower's crumbling battlements
Likely Foes: Ghosts and Wraiths
CR: 5-7
---- Mia the Inquisitor, Anya the Inquisitor, Kira Windgraced, Mors 'Crowfood' Umber, Leila Goldhammer, 2 Erynies,

WESTEROS:

[] Reaching for the Reach: Rhaella ventures forth into the Reach independently of your own course, heading the charge on some of the Houses who might find the prospect of your rule more palatable. Once she has picked all of the low-hanging fruit, as it were, you will reconvene with her and decide how to split the rest of the work, where it will require your own personal touch and whereby you might delegate further.
---- Rhaella, Glyra, The Seeker (CR 15), 1x Mind Dragon, Wilhelm Darry

[] Overreaching Wrought Ruin: There are a number of Reacher Lords who either require dismissing from consideration for the virtue of arranging stronger political alliances, or who's situation will involve some degree of finesse or intrigue to acquire their surety of loyalty. Besides that of which, a number have presented you with the conundrum of ostensible neutrality in all matters but their loyalty to Highgarden, who at any moment you could do more than embarrass with but a word, you could ruin their very standing among all who hold fealty toward them with the starkest truth of their actions and inaction. Bending their neck came first, having them bend their closer vassals ears to your will would be next.
---- Viserys, ?????

[] Capping off a Danger: Cleaned out as most of darker WylkFae have been by Faith and the clansmen, some still escaped. Hunt down the dangerous Redcap murdering travelers, now moved to Kingswood in search of more prey. (Opposition: ??, Redcaps; Rewards: ??)
---- Ser Bonifer Hasty, Ser Gerold 'Darkstar' Dayne, Jeyne Weaver (after visiting Gith), Roger Reyne, Aradia the Huntress, 2 Erynies.

[] A Darker Kind of Fey: Deal with various Fey of Court of Stars proving a danger to people of Westeros:
-[] Swift Eye, a Quickling who haunts the outskirts of Oldtown alongside his troupe has been known to deal with Deep Ones. On the other hand, he has helped the Lantern Bearers as much if not more. His greed seems to be the great constant of his being. Due to his loyalty to the court, he has been left in peace, though it has been foretold that he will meet an unfortunate end soon at the hands of Deep One agents. He is counted among the Gold faction.
-[] Jagged Knife, a Redcap whose court has set up on the edge of the Rainwood ambushing travelers, particularly families with young children whom he torments with dreadful choices trading lives until they go mad. He is only nominally part of the Court of Stars. Crimson Lotus suspects he gained that position by some manner of blackmail. Killing him might gain favor with his supposed patron of the Indigo if one can stomach working with a being who tacitly allowed such monstrous deeds.
----- Shara the Inquisitor, Azema, Danar & Alyssa Crowl, 3 Erynies, Mereth,

OTHER PLANES:
[] The Rot of Stone, on paths of Trade: Clear out the infestation of Rotstone near the Xorn trade route.
(Opposition: ??, Aberrations; Rewards: ??). -- Guaranteed Aberrations, possibly Beholders.
---- Xor, Lady Saenena, Zherys, 1 Yssian Guardian Naga, 4 Erynies

[] A Fire, on Fire Turned: Aid the rebel Salamander Kingdoms by striking at their rivals.
(Opposition: ??; Rewards: ??)
---- Amrelath, Melisande, Siduri & Yrten + crew, 5 Erynies, 1 Mind Dragon, 1 Herald

[] Plane of Water, massive of MAs: See the List of Minor Actions.
---- Viserys, ???

Unused Companions, Minions:
Yrael, Rhango (+ his riders + Devils we supplied him with), Blight's Bane, Moonsong (+ Moonchaser), 9 Erynies
 
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Took me three days to put this together (since part of that time included actually plotting out what our Realm sheet would look like in the first place, I only partially completed the thing earlier last month).

As it turns out the actual accounting was only about a quarter complete, and technically I would call it overall 75% up to date since I still have to finish accounting for our Business Assets which is woefully out of date and then add up expenses and income for the last of the 11th Month.
 
[X] Crake

I doubt anyone else is going to come up with a better plan so lets go with this.
 
@Crake, this speech sounds like you're going to invade Qarth and Asshai. Please don't imply that. Making an enemy of those people isn't great. What if they strike first?
 
Just remembered something, Empire Day (the one year anniversary of the big speech Viserys gave just before he started expanding into a proper state,) is coming up on the first of next year. You guys might want to consider how to celebrate that.
 
Just remembered something, Empire Day (the one year anniversary of the big speech Viserys gave just before he started expanding into a proper state,) is coming up on the first of next year. You guys might want to consider how to celebrate that.
I will let people discuss this for most of today before editing it in.
 
Just remembered something, Empire Day (the one year anniversary of the big speech Viserys gave just before he started expanding into a proper state,) is coming up on the first of next year. You guys might want to consider how to celebrate that.
Parade Tiamat's corpse(s) through the streets.
Open a war on the Deep Ones.
Summon Mammon, shop him into bite-sized treats for the population.


Okay, I'm out of ideas, then.
:V
 
We can offer a helping hand in a couple places without really getting invested in it. They're already well funded, so aren't in need of our monetary resources, but the things we can offer them are much harder to come by while being almost trivial for us.

If the venture succeeds, we would have a source of quality reagents we can purchase without relying on extraplanar traders, so it's in our best interests for them to do well.
If the venture actually sets off enough to supplement our million IM+ reagent usage then we should buy them out or at least 50% of their shares. Or set up our own business like it so that so we arent eating a massive loss every time we buy.
we aren't sacrificing any Mammon's Devils for several months now, after all.
Btw where did the regular devils go? Shouldn't we have a constant stream of them?

Also why are we using magic items for the heart tress when we have so many things in HD?

Btw just to confirm we do aim to take over yi-ti once all this current shit is over with right?
 
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