It's not necessary to seek them out that way, really, there are plenty of old codgers and monsters who are looking to retire to a teaching position out there in the Planes, if we know where to look, or just looking for funding for their research and finding it easier to get things with royal patronage.
This tells us that despite being a capable administrator and an ex-courtesan, Alinor still isn't used to actual politics. Good to know!
She's just dropped far in the "list of people who could be interim leaders is Companions were temporarily no longer alive". She's useful and competent, but that's a significant failing which should bar her from any further advancement. It's not possible for her to become any more important without stepping rather far outside of her skill-set - but why would she even want another promotion, considering where she already is?
IIRC she's our steward in SD, and she's in charge of our Imperial Clerks. This also means that if (once we destroy the institution of Maesters) many non-provably-traitorous Maesters slip into the position of Clerk for the Lords they served, they'll become her underlings (indirectly). Right?
TBF, she isn't intending on reaching any higher, and she will have plenty of time to learn about politics considering she aspires to lead her own House and run some land. It is nigh impossible to rule land in Westeros without playing the game a little, but she will have to play it less than most ever will thanks to royal favor which is both consistent and high level. I'm not talking "if you have problems we'll yell at some other people to do something, which they mostly don't" I mean we will come over personally and have a 'polite conversation' with whoever is causing problems, or 'enthusiastically walk' through the area the problems are located.
This tells us that despite being a capable administrator and an ex-courtesan, Alinor still isn't used to actual politics. Good to know!
She's just dropped far in the "list of people who could be interim leaders is Companions were temporarily no longer alive". She's useful and competent, but that's a significant failing which should bar her from any further advancement. It's not possible for her to become any more important without stepping rather far outside of her skill-set - but why would she even want another promotion, considering where she already is?
IIRC she's our steward in SD, and she's in charge of our Imperial Clerks. This also means that if (once we destroy the institution of Maesters) many non-provably-traitorous Maesters slip into the position of Clerk for the Lords they served, they'll become her underlings (indirectly). Right?
That's a bit of a given. She can handle administration, but for political shit she's relied on Viserys and the Companions to make the nobles fall in line.
And if we're careful, our way of running our magical education system will probably produce at least a small handful of mages with similar motivations as us every so often. Sure you'll get plenty of people who will just fuck off and do their own thing or get lost in research, but it's hardly like everyone is immune to the allure of status and reputation. Thanks to our leading the charge in defense of the realm every other month, being a Companion is likely the pinnacle of having "made it" as a mage for our own initiates treading their first steps into magic. Rather than say, running your own solitary mage tower in the middle of nowhere far from civilization.
Again, even if every one we make produces a dozen introverts, a half dozen extroverts will likely appear to pick up the slack for them, and maybe even drag them out of isolation to help out every so often.
I suspect that even amongst the introverts you would get plenty of people who want to help the imperium. You can still be compassionate or civically minded while being an introvert.
And even if they don't want to help the imperium, that doesn't mean that there aren't things that they wouldn't want to do that would help the imperium anyways.
If someone wants to live in a tiny private library and do research, that can still help the imperium.
Edit: Bleh, I used imperium way too many times for the number of words I posted. I feel like... a propaganda agent or something. Oh well.
That's a bit of a given. She can handle administration, but for political shit she's relied on Viserys and the Companions to make the nobles fall in line.
She has dealt with loads of internal politicing as well as all kinds of actors in our Empire approaching her.
At this point I get the impression that only the very worst cases of political actors trying to influence our administration even get through to us or any companions and she deals with the majority of smaller issues with ease.
She has dealt with loads of internal politicing as well as all kinds of actors in our Empire approaching her.
At this point I get the impression that only the very worst cases of political actors trying to influence our administration even get through to us or any companions and she deals with the majority of smaller issues with ease.
I suspect that even amongst the introverts you would get plenty of people who want to help the imperium. You can still be compassionate or civically minded while being an introvert.
And even if they don't want to help the imperium, that doesn't mean that there aren't things that they wouldn't want to do that would help the imperium anyways.
If someone wants to live in a tiny private library and do research, that can still help the Iimperium.
Edit: Bleh, I used imperium way too many times for the number of words I posted. I feel like... a propaganda agent or something. Oh well.
Also I think you guys may be judging Alinor a little harshly. She like Selyse is not a reflexive dynast, she does not see infants as political tools as a matter of course, but if she thinks about it consciously she can deal with it.
Also I think you guys may be judging Alinor a little harshly. She like Selyse is not a reflexive dynast, she does not see infants as political tools as a matter of course, but if she thinks about it consciously she can deal with it.
Dynasties are a dying form of politics, Eternal Dragon Emperors are the future!
More seriously, between a slowly increasing weight on non-inheritable offices and of course immortality for VIPs I really do think that dynastic politics will loose a lot of importance over time.
For your viewing pleasure, here is Argo's updated character sheet.
He got some nice gear upgrades, but most of it came directly from the Armory, or were Armory pieces with a bit of extra enchanting work added in. I think he's a pretty good representative of the Lonmouth School of Killing Shit Dead, and I look forward to sending him out on more adventures.
Large Masterwork Double Crossbow: +14 (4d8; 19–20/x2 [Critical to 2d8 damage only])
Large +4 Valyrian Steel Greataxe: +26/+26/+21/+16 (3d6+18/×3) and Gore +16 melee (1d8+4)
Magebane: +28/+28/+23/+18 melee (5d6+20/×3) and Gore +16 melee (1d8+4)
Weapon Proficiency: Axe, Flail, Mace, Double Crossbow Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use] DR: 3/-- DR: 5/- (up to 50 HP); stacks with other Damage Reduction
Mind Over Magic (Su): As per the Spell Turning spell, usable up to 2/Day.
Vicious Strike (Ex): An Occult Slayer who hits a spellcaster mid-casting, such as from readying an action or taking an Attack of Opportunity, deals double damage if the attack hits and adds his Occult Slayer level to the DC of the Concentration check required to continue casting.
Natural Cunning (Ex): Although Minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to Maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught Flat-Footed.
Powerful Charge (Ex): A Minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +20 attack bonus that deals 4d6+12 points of damage.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battlemaster: +5 Constitution
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Corpse-Ferrying Bag:
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Reposespell.
Diadem of the Chieftain: +2 Intelligence, +2 Wisdom, and +2 Charisma, and a +4 Resistance bonus on all saving throws. Wearer gains an aura that grants all allies within 30ft a +4 Morale bonus on saves against Fear.
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Glamer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Comfort: The armor sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. It always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing.
Greater Amulet of Protection from Evil:
Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Horseshoes of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the shoes are activated, or the effect is lost.
Large Valyrian Steel Greataxe (+4): 3d6+4; x3) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Greater Weapon Crystal of True Death: The dagger inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Equipment:Animated Extreme Shield (+1), Bead of Newt Prevention, Belt of the Battlemaster (+5 CON), Corpse-Ferrying Bag, Diadem of the Chieftain, Earring of Arcane Acuity, Gauntlets of Hero's Strength (+6 STR, +3 DEX), Glammered Reinforced Segmented Adamantine Fullplate (+3), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack,Horseshoes of the Battle Charger, Large Masterwork Double Crossbow, Ring of Protection (+3 Deflection), Ring of Sustenance(Slotless),Large Valyrian Steel Greataxe (+4)
Under normal circumstances (no immortal dragon sorcerers involved) that would not have been that unusual a match, just one that invited a very long betrothal.
For your viewing pleasure, here is Argo's updated character sheet.
He got some nice gear upgrades, but most of it came directly from the Armory, or were Armory pieces with a bit of extra enchanting work added in. I think he's a pretty good representative of the Lonmouth School of Killing Shit Dead, and I look forward to sending him out on more adventures.
Large Masterwork Double Crossbow: +14 (4d8; 19–20/x2 [Critical to 2d8 damage only])
Large +4 Valyrian Steel Greataxe: +26/+26/+21/+16 (3d6+18/×3) and Gore +16 melee (1d8+4)
Magebane: +28/+28/+23/+18 melee (5d6+20/×3) and Gore +16 melee (1d8+4)
Weapon Proficiency: Axe, Flail, Mace, Double Crossbow Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use] DR: 3/-- DR: 5/- (up to 50 HP); stacks with other Damage Reduction
Mind Over Magic (Su): As per the Spell Turning spell, usable up to 2/Day.
Vicious Strike (Ex): An Occult Slayer who hits a spellcaster mid-casting, such as from readying an action or taking an Attack of Opportunity, deals double damage if the attack hits and adds his Occult Slayer level to the DC of the Concentration check required to continue casting.
Natural Cunning (Ex): Although Minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to Maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught Flat-Footed.
Powerful Charge (Ex): A Minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +20 attack bonus that deals 4d6+12 points of damage.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Limbs" effect.
Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battlemaster: +5 Constitution
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Corpse-Ferrying Bag:
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Reposespell.
Diadem of the Chieftain: +2 Intelligence, +2 Wisdom, and +2 Charisma, and a +4 Resistance bonus on all saving throws. Wearer gains an aura that grants all allies within 30ft a +4 Morale bonus on saves against Fear.
Greater Iron-Ward Diamond: This augment crystal grants you DR 5/--. This DR stacks with similar DR granted by any other source. Once the crystal has prevented a total of 50 points of damage, it becomes inert until the following day.
Glamer: Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Comfort: The armor sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. It always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing.
Greater Amulet of Protection from Evil:
Reinforcement (3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Horseshoes of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the shoes are activated, or the effect is lost.
Large Valyrian Steel Greataxe (+4): 3d6+4; x3) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
Greater Weapon Crystal of True Death: The dagger inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Equipment:Animated Extreme Shield (+1), Bead of Newt Prevention, Belt of the Battlemaster (+5 CON), Corpse-Ferrying Bag, Diadem of the Chieftain, Earring of Arcane Acuity, Gauntlets of Hero's Strength (+6 STR, +3 DEX), Glammered Reinforced Segmented Adamantine Fullplate (+3), Greater Amulet of Protection from Evil, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack,Horseshoes of the Battle Charger, Large Masterwork Double Crossbow, Ring of Protection (+3 Deflection), Ring of Sustenance(Slotless),Large Valyrian Steel Greataxe (+4)