Part MMMCCCXCIX: Borne in Secret
Borne in Secret

Twenty First Day of the Twelfth Month 293 AC

If Andrew Dayne would look upon the face of the darkest horrors to haunt this world than you would hardly be one to stop him, though as Tyene and Waymar flicker into being out of the cold evening air you turn to Ser Richard with a command you know he will not enjoy. "Keep Dayne alive in this fight. It would be awkward to lose a Count of Dorne after they were just in Prince Doran's presence, especially this one." The implication that he should worry less about you is obvious, though you are far from certain he would take that particular suggestion.

"Who are you?" the Lord of Starfall asks, looking between you still bearing the glamour of a Dornish mage, Ser Richard and Waymar, obviously knights, but making no attempt to hide that they are armed with magic as much as steel and Tyene whose own glamoyr is a picture of doe-eyed innocence, utterly at odds with the look of cold determination in her eye.

"That is not a question to ask a moment before battle," Dany motions to the blue flame seeming to burn all the brighter against evening's shadows. "That is where our answers lie most likely, though they will not be ours merely for the asking."

"I... alright, but I shall hold you to that," the Lord of Starfall says as the six of you rush down the path.

Between three knights garbed and shooed in steel and bronze there had never been any hope of stealth yet nothing attacks you from the shadows, no rotten hands grasping from below.

The door of the sept is guarded by some enchantment, bursting into a scream horrifically like a dying child as Oathkeeper carves it asunder. There in the desecrated hall of the old sept you lay your eyes on Lady Jeyne Fowler for the first time, and you have no doubt that it is her, just as you have no doubt that she is not alone. Her hands are clasped tightly around a bone dagger, eyes shinning with madness beyond mortality out of a sweat streaked face. The dagger is not turned on any of you but on herself.

She speaks, or rather something speaks through her, a voice the likes of which you had heard but once before in lands far indeed from the shores of Dorne, though this is weaker by far than what you heard in the cave of ice, an echo far off. "So you come early, and with allies scraped and begged for from the master you so disdain." The words have no tone and no inflection save hate alone. "Let there be a sacrifice of death then and not of life. Begun with a bastard, ended with a bastard shall be the Dawn's Blood."

Somehow in that briefest moment, while the air still bears the echoes of the Void servant's words, there is enough time to think. A bastard... a child. That was why Andrew Dayne thought with such conviction that Jeyne Fowler would want to kill him yet had almost used her given name when speaking of her. That was why upon being persuaded of her innocence the knight would be so determined to find her even though it meant fighting alongside those he knows so little of.

The dagger falls almost faster than the eye can follow, but you can be faster still.

How do you deal with the possessing entity?

[] Write in plan of attack

OOC: I was not really planning to spring this on you guys mid-battle. I figured you would go to speak with Doran in person and figure it out there, but you went for chasing the assassin and made the rolls so here we are.
 
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IMV Dauntless
Designed as a dedicated combat craft, the Dauntless Class trades versatility for significantly improved direct combat capabilities. Usually these vessels are leading forces compromised of auxiliary carriers and multi-role vessels.
<PICTURE TO BE DETERMINED>
  • Physical
    Length97.34 m
    Width24.34 m
    Height12.17 m
    Weight33,994.75 metric tons

    Hull
    Thickness40.00 cm
    Steel-Lead CompositeYes
    MirroredYes
    Planar AdaptationYes
    GlammeredYes
    Teleportation WardedYes

    Flight
    Air (sea level)Water
    Thrust28,147.36 kN
    Speed (regular)1,465.83 km/h52.65 km/h
    Speed (maximum)1,954.44 km/h70.20 km/h

    Planar Travel
    Can Plane ShiftYes
    Linked Vessels10
  • Crew
    Crew825
    NCO83
    Officer9
    Total917

    Passengers
    Bunks0
    Regular Cabin0
    Large Cabin0
    Lavish Cabin0
    Total0

    Other
    Sickbay200 persons
    Brig100 persons
    Mess Hall1000 persons
    Life Support900 persons
    Cargo (Volume)3,125.00 m³
    Cargo (Weight)33,994.75 metric tons
  • Armaments
    40xArmament: Alchemical Launcher (Quad)
    20xArmament: Beetle Bomb Rack
    40xArmament: Steam Cannon
    20xArmament: Steam Projector
    100xBoarding Crew

    Special Equipment
    1xBridge: Deflection Upgrade
    1xBridge: Radar Station
    4xBridge: Shield Station
    1xBridge: Weather Station

    Wyverns
    Total Capacity0
    Launch Bays0
  • 8xAG-EngineThe core of the vessel. Provides tremendous amounts of propulsive force.
    9xAir Supply SystemProvides purified, fresh air and removes stale air.
    40xArmament: Alchemical Launcher (Quad)Can launch any item fitting into the barrel to a maximum range of 440 feet. This is a quad emplacement, allowing four items to be launched simultaneously.
    20xArmament: Beetle Bomb RackA small turret that is used to extend Beetle Bombs out of the warded parts of a vessel and then Teleport them to their destination. Can launch 2 Beetle Bombs per round at one target.
    40xArmament: Steam CannonUsing super-heated water, this cannon shoots super-sonic steel projectiles. (Range Increment: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit)
    20xArmament: Steam ProjectorPoint defense weapon that fires a stream of super-heated water at anyone coming to close to the vessel. (60 ft line; 4d6 blunt and 4d6 fire; DC 15 Ref for half; if failed, DC 15 Fort against prone)
    100xBoarding CrewAn unattached crew member taken along for boarding purposes.
    1xBridge: Command ChairWhere the captain sits and from where he can control the entire vessel, most notably the engines, remotely.
    1xBridge: Deflection UpgradeAllows the captain to trigger an Entropic Shield once per day for a minute.
    1xBridge: Illusory Display, AdvancedThis improved display must be used in conjunction with a mirrored hull. Then it can be used to project a full view of the outside into the bridge, creating the illusion that the entire vessel is translucent and allowing the bridge crew to see everything going on around it.
    1xBridge: Navigation StationUsing a Wayfinder, this station is used to navigate the vessel and get maps of the 50 miles around it, which can be projected with a Illusory Display.
    4xBridge: Observation Post, AdvancedUnlike the simple version of this section, this uses Mirror Sight to not only observe the immediate surroundings of the vessel (provided it has a mirrored hull), but also to see through mirrors carried by crew members or aerial scouts.
    1xBridge: Radar StationThe command post for a Radar setup.
    4xBridge: Shield StationThis station creates temporary shields on the hull of the vessel.
    1xBridge: Weather StationAllows the operator to observe, predict and alter the weather within 6 miles around the vessel.
    10xBrigHousing prisoners.
    10xCargo CraneAllows to lower a section of the hull to load and unload shipping containers. Can also be used to store one container while in flight.
    40xCargo HoldEnough space to store a 2.5m x 2.5m x 10m shipping container and the necessary infrastructure to move them around.
    2xCommunication RoomContains a warded Interplanar Whispering Brazier for long-range communication.
    825xCrew Quarter (Bunk)Enough space for a bunk and some personal items.
    9xCrew Quarter (Large)Bed, closet, writing desk and enough space to store some personal stuff.
    83xCrew Quarter (Regular)A small room with a bed, a locker and a small desk.
    4xEverflame GeneratorUsing an Everflame enchantment, this section heats water for use in steam armaments.
    10xMess HallIncludes eating space and a small kitchen to prepare meals.
    10xSickbayRoom for healers to work and sick crew members and passengers to stay.
    3000xWater StorageStores one cubic meter of water for later use.
    8xWater Supply SystemProvides purified, fresh water and disposes of waster water.
  • 54xAir System EngineerOperates and maintains a air system and the piping.
    20xBeetle Bomb GunnerMans a Beetle Bomb Rack.
    40xBeetle Bomb LoaderMans a Beetle Bomb Rack.
    100xBoarderA warrior specialized in boarding combat.
    30xBrig GuardGuards the brig.
    40xCookPrepares food for crew and passengers.
    3xDisplay OperatorOperates an Illusory Display
    48xEngine OperatorMonitors and operates an AG-Engine.
    60xGenerator OperatorMonitors and maintains a steam generator. They also perform repairs on steam related infrastructure of the vessel.
    60xHealerTakes care of sick people.
    3xHelmsmanControls the vessel when the captain is not doing so.
    40xLauncher GunnerAims and fires a Launcher.
    80xLauncher LoaderLugs around the ammo for a Alchemical Launcher.
    3xNavigatorPlots courses and makes sure that the vessel stays on them.
    83xNCONon-commissioned officer in charge of the crew.
    12xObserverOperates an Observation Post.
    9xOfficerOfficer in charge of the crew.
    3xRadar OperatorMans a Radar Station.
    12xShield OperatorMans a Shield Station.
    40xSteam Cannon GunnerAims a steam cannon.
    80xSteam Cannon LoaderLugs around ammunition for a Steam Cannon.
    20xSteam Projector GunnerAims and fires a Steam Projector.
    20xSteam Projector SpotterAids the gunner of a Steam Projector to find targets.
    48xWater System EngineerOperates and maintains a water system and the piping.
    3xWeathermanOperates a Weather Station.
    6xWhispererSends and receives messages with a Whispering Brazier.
  • Material
    Steel30,502.30 metric tons
    Lead3,492.33 metric tons
    Mercury24,576.00 metric tons
    Mithral0.12 metric tons

    Enchantment
    Enchantment Cost
    (can be discounted, requires crafting time)
    337,178.02 IM
    Ritual Cost
    (no discounts, no time needed)
    102,000.00 IM
    Total439,178.02 IM

The vessel's armor is 16 inches (40 cm) thick with a Hardness of 21 and 486 Hit Points per 5 foot square. It is composed of a 10% lead to 90% steel composite meant to disrupt low level Divination spells and psionic powers, with an internal crystal lattice to diffuse planar energies.

The hull is under a constant Glammer effect which allows for visual cloaking and is warded against hostile Teleportation effects to prevent anyone from Teleporting directly onto the hull or into the vessel.

Mithral mirrors are embedded throughout the outer hull and are linked to the illusory visual display on the vessel's bridge which gives the captain and bridge crew a full 360 degree view of its surroundings.
Wheel of Far Travel (Tier 2): When activated by the pilot or captain as a Standard Action, the Dauntless and its contents Plane Shift to the selected Plane.
  • Tier 2: Up to 10 other vessels equipped with a standard Tier 1 Wheel of Far Travel can be linked to the Dauntless so that when a coordinated Plane Shift is carried out, all linked vessels arrive at the same destination rather than scattered due to the spell's typical inaccurate targeting.
    • Potential Upgrades: Tier 3 (increases number of linked vessels to 15), Tier 4 (increases number of linked vessels to 20), Tier 5 (increases number of linked vessels to 25), and so on, up to Tier 10 (increases number of linked vessels to 50), with each Tier increase costing as much as a Tier 1 Wheel of Far Travel (4,900 IM to enchant or 9,800 IM to purchase).
Deflection Upgrade: When activated by the pilot up to 1/Day as a Swift Action, all ranged attacks targeting the Dauntless have a 20% miss chance against. This ability has no effect on melee attacks or ranged attacks that do not require an Attack Roll to hit (such as Magic Missile).
Brilliant Barrier Shield Station (x4): Controlled from within the Dauntless's bridge by a pair of dedicated operators, each Shield Station can be used to place a Brilliant Barrier (equivalent to Wall of Force with Hardness 20 & 70 Hit Points) out to a range of up to 680 feet and covering as much as 175 square feet (using five contiguous 5ft x 5ft planes of force) as an Immediate Action as often as once per round. These force barriers persist for up to one minute and can be set to move with the Dauntless or remain stationary, a decision which cannot be changed once a barrier is created.
  • Unobstructed: Due to the Dauntless's enchantments and the full 360 degree view of the ship's surroundings afforded to officers serving on the bridge, alert Defense Module operators can place Brilliant Barriers anywhere within range of the Dauntless as if the ship itself were the origin point for the spell effect.
Assigned to Dauntless Engineers:
Assigned to Dauntless Mess Hall Attendants and Kitchen Staff:
 
She speaks, or rather something speaks through her, a voice the likes of which you had heard but once before in lands far indeed from the shores of Dorne, though this is weaker by far than what you heard in the cave of ice, an echo far off. "So you come early and with allies scraped and begged for from the master you so disdained." The words have no tone and no inflection save hate alone. "Let there me a sacrifice of death then and not of life. Begun with a bastard, ended with a bastard shall be the Dawn's Blood."
@DragonParadox, is this referring to ending the Dayne line as a whole? Because Andrew Dayne is not the last of his House, even with us executing Ashara.

Edric and Alyria Dayne are both still alive.
 
@DragonParadox, is this referring to ending the Dayne line as a whole? Because Andrew Dayne is not the last of his House, even with us executing Ashara.

Edric and Alyria Dayne are both still alive.

Presumably ritualistically killing and unborn child of the Head of the House while possessing the body of its mother would lay some kind of bloodline curse. Viserys would not be surprised if it would be enough to kill the rest of the Daynes.
 
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Presumably ritualistically killing and unborn child while possessing the body of its mother would lay some kind of bloodline curse. Viserys would not be surprised if it would be enough to kill the rest of the Daynes.
Cheeky fucker. Got to remember that one for later, see if we can use it on our more naturally procreating enemies.

That being said we should probably stop that from happening.
 
Borne in Secret

Twenty First Day of the Twelfth Month 293 AC

If Andrew Dayne would look upon the face of the darkest horrors to haunt this world, then you would hardly be one to stop him. As Tyene and Waymar flicker into being out of the cold evening air, however, you turn to Ser Richard with a command you know he will not enjoy. "Keep Dayne alive in this fight. It would be awkward to lose a Count of Dorne after they were just in Prince Doran's presence, especially this one." The implication that he should worry less about you is obvious, though you are far from certain he would take that particular suggestion.

"Who are you?" the Lord of Starfall asks, looking between you, still bearing the glamor of the Dornish mage, Ser Richard and Waymar, obviously knights, but making no attempt to hide that they are armed with magic as much as steel, and Tyene whose own glamor is a picture of doe-eyed innocence utterly at odds with the look of cold determination in her eye.

"That is not a question to ask a moment before battle," Dany motions to the blue flame seeming to burn all the brighter against evening's shadows. "That is where our answers most likely lay waiting, though they will not be ours merely for the asking."

"I... alright, but I shall hold you to that," the Lord of Starfall says as the six of you rush down the path.

Between three knights garbed and shooed in steel and bronze there had never been any hope of stealth, yet nothing attacks you from the shadows, no rotten hands grasping from below.

The door of the sept is guarded by some enchantment, bursting into a scream horrifically like a dying child as Oathkeeper carves it asunder. There in the desecrated hall of the old sept you lay your eyes upon Lady Jeyne Fowler for the first time, and you have no doubt that it is her, just as you have no doubt that she is not alone. Her hands are clasped tightly around a bone dagger, eyes shining with madness beyond mortality from a sweat-streaked face. The dagger is not turned on any of you but on Jeyne herself.

She speaks, or rather something speaks through her, a voice the likes of which you had heard but once before in lands far indeed from the shores of Dorne, though this is weaker by far than what you heard in the cave of ice, an echo far off. "So you come early and with allies scraped and begged for from the master you so disdained." The words have no tone and no inflection save hate alone. "Let there me a sacrifice of death then, and not of life. Begun with a bastard, ended with a bastard shall be the Dawn's Blood."

Somehow in that briefest moment while the air still bears the echoes of the Void servant's words, there is enough time to think. A bastard... a child. That was why Andrew Dayne thought with such conviction that Jeyne Fowler would want to kill him, yet had almost used her given name when speaking of her. That was why, upon being persuaded of her innocence, the knight would be so determined to find her even though it meant fighting alongside those of which he knows so little.

The dagger falls almost faster than the eye can follow, but you can be faster still.

How do you deal with the possessing entity?

[] Write in plan of attack

OOC: I was not really planning to spring this on you guys mid battle. I figured you would go to speak with Doran in person and figure it out there, but you went for chasing the assassin and made the rolls so here we are. Not yet edited.
Here's an edited version of the chapter, DP.
 
It's probably conceptually linked with the void so that seems unlikely,
Don't the Old Gods have their own version of this? That ritual curse that Theon the Hungry cast on the invading Andals to destroy their people? Couldn't that be narrowed down to a specific bloodline if desired?
So, spells for preventing self-harm? Since I'm pretty sure that's what we're in need of right now.

It's powerful enough, but when would we even have the occasion to use it? Let alone source the components, and after we get them there's the whole 'this literally runs on baby sacrifice' problem.
Just because we don't have an immediate use for it doesn't mean we won't benefit from having the lore. The more knowledge we have the greater a foundation we have to build on for other things.
 
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Don't the Old Gods have their own version of this? That ritual curse that Theon the Hungry cast on the invading Andals to destroy their people? Couldn't that be narrowed down to a specific bloodline if desired?

Just because we don't have an immediate use for it doesn't mean we won't benefit from having the lore. The more knowledge we have the greater a foundation we have to build on for other things.

Oh, you could certainly have bbloodline curses in general, but not directly reverse-engineered from the Void.
 
[X] Viserys uses Celerity to cast a Mythic Time Stop spell affecting himself and Tyene.
-[X] While affected by the Time Stop, Tyene casts Greater Angelic Aspect and moves close enough so that Jeyne Fowler will be enveloped by her 20 foot radius protective aura, which includes a Magic Circle Against Evil effect. She will then cast Sunbeam in preparation for using it once the Time Stop ends.
-[X] Once no longer Stunned due to using Celerity, Viserys will expend a 9th level spell slot to Summon a Ghaele Azata directly behind Jeyne, which will act to restrain and disarm her as soon as the Time Stop ends and it comes into being. If enough time remains during the Time Stop, he also casts Telekinesis which he will use to try to disarm Jeyne of the bone dagger if the Azata is unable to.
--[X] If possible, Viserys will use Celerity once more in order to target the spirit possessing Jeyne with a Trap the Soul spell using Wild Arcana when Tyene's aura forces it from her body after the normal flow of time resumes.
 
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