Something that crosses over Valyrian blood magic and construct lore. Creates half-alive constructs with Constitution 10 + half CR, bleeding attacks, senses, AC, SR, fast healing, 50% crit immunity, senses, and Strength, Dexterity & Charisma, at the cost of vulnerability to blood manipulation effects and negative energy.


Create the most toxic creature imaginable. Your skin is poisonous, your attacks are a different poison, you have a 10-foot cloud aura of a third poison, a breath weapon of a fourth poison, detect poisons and anti-poison items, +4 CON, and all that poison is harder to treat, and anti-poison spells have to be double cast to work, so Delay Poison can eat shit. Imagining this on some sort of giant snake or treant.


Astrally infused plants. Mind detection, a psychic blast, telepathy, bardic knowledge, +6 Intelligence. This would make a great basis for teacher plants, or Wizards.
 
We need to figure out how to shield our baby illithid tadpoles in the harbor from this, because we're definitely putting it in Sorcerer's Deep and all around the Stepstones.
If there is no way to selectively include someone into the wards from the get-go (and I kinda hope there isnt, the simller - the more robust - the safer), we may want to just not cover SD, while having the wards placed everywhere else.

Objectively, SD is best prepared for whatever invasion form will take place, from infiltration, sabotage, (extra)planar incursion, to straight waves of Saghuin.
Some may work better than the others, but any place in the rest of the Empire doesn't come close on any of the fronts.

...Or, you know.
Just bottle the Many, and unbottling them once we have a better way of warding researched and installed.
That way we won't be putting SD into more unneeded danger.
 

Something that crosses over Valyrian blood magic and construct lore. Creates half-alive constructs with Constitution 10 + half CR, bleeding attacks, senses, AC, SR, fast healing, 50% crit immunity, senses, and Strength, Dexterity & Charisma, at the cost of vulnerability to blood manipulation effects and negative energy.


Create the most toxic creature imaginable. Your skin is poisonous, your attacks are a different poison, you have a 10-foot cloud aura of a third poison, a breath weapon of a fourth poison, detect poisons and anti-poison items, +4 CON, and all that poison is harder to treat, and anti-poison spells have to be double cast to work, so Delay Poison can eat shit. Imagining this on some sort of giant snake or treant.


Astrally infused plants. Mind detection, a psychic blast, telepathy, bardic knowledge, +6 Intelligence. This would make a great basis for teacher plants, or Wizards.
Huh, Hemodynamic Constructs and Eruphytes are new to me. Both of those have a lot of potential, one for the Flesh Forge and the other for the Fungal Forge.

@DragonParadox, what would be involved in acquiring these templates?
 
If there is no way to selectively include someone into the wards from the get-go (and I kinda hope there isnt, the simller - the more robust - the safer), we may want to just not cover SD, while having the wards placed everywhere else.

Objectively, SD is best prepared for whatever invasion form will take place, from infiltration, sabotage, (extra)planar incursion, to straight waves of Saghuin.
Some may work better than the others, but any place in the rest of the Empire doesn't come close on any of the fronts.

...Or, you know.
Just bottle the Many, and unbottling them once we have a better way of warding researched and installed.
That way we won't be putting SD into more unneeded danger.
Agreed.

If we're doing city-wide anti-Aberration wards, it would be better to just shelve The Many for now rather than trying to make an exception for them. Xor might need a ward key or exclusion of some sort, but he's a singular being of great power and utility, not to mention being our loyal friend. The Many have potential, but they can't be easily protected by an item to render them unaffected by the wards (being a swarm of lots of quasi-Illithid tadpoles forming a gestalt hive mind) and trying to raise wards that deliberately exclude them would take additional time and risk introducing an exploitable vulnerability in our protections.
 
Agreed.

If we're doing city-wide anti-Aberration wards, it would be better to just shelve The Many for now rather than trying to make an exception for them. Xor might need a ward key or exclusion of some sort, but he's a singular being of great power and utility, not to mention being our loyal friend. The Many have potential, but they can't be easily protected by an item to render them unaffected by the wards (being a swarm of lots of quasi-Illithid tadpoles forming a gestalt hive mind) and trying to raise wards that deliberately exclude them would take additional time and risk introducing an exploitable vulnerability in our protections.
There's no reason to literally shelve The Many. Create a niche for them in our undersea community, a place not covered by the wards. We can trivially provide access to their services to those in need of them on the surface, and to keep up integration we can have the Scholarum conduct long-term studies on the practice, since it is important data.

These wards will make getting into and out of Sorcerer's Deep more difficult, but The Many shouldn't have much interest or need to go onto land, not when their interactions with surface dwellers inherently accommodate them in the interactions.
 
i'm ganna be honest i'd really rather have the final contravention in a different update due to how big a deal it is both lore wise and for our recruitment ability (this is assuming that it is completed otherwise i don't care
 
There is a problem with the last update. It has somehow merged with the previous update. Both are showing now. That is to say the last update is showing as Gifts Given first and then under it after the material vote for Crimson Lotus, the title for Elder Craft come up with its corresponding content
 
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Proper Dragoning is quite complicated.

Any Dragon can have a lair and dine on the occasional princess, but to successfully found your own empire without being slain by random do-gooders brought together to avenge some wrong you don't even remember committing, that takes style, effort, and proper planning.
The most important ingredient is clearly style, though.
We call it PR, but once we started hiring bards we could no longer hide from the truth : almighty Draconic power wins wars, but horny mortals with lutes are what make Empires possible :D
 
Vote closed.
Adhoc vote count started by DragonParadox on Apr 20, 2020 at 10:18 AM, finished with 60 posts and 11 votes.

  • [X] New Research Paths
    -[X] 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 utilize 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)
    --[X] Lya [Second body] (4d6 Progress)
    -[X] 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)
    --[X] Aenie Caleris (4d6 Progress + 1d6 for specialization)
    -[X] 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.
    --[X] Find a way to evoke the ability for Telepathy in those without innate talent for it.
    --[X] Svitran (4d6 Progress)
    -[X] Watchful Eyes, by Aeons Untouched: Attempt to create the Watchman-Creature template (Progress: ??/25, Cost: ??)
    --[X] Volantis Scholarum branch (2d6 Progress), Naath Scholarum branch (2d6 Progress) -- 4d6 Progress total.
 
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