It is humbling to see the growth and progress DragonParadox has put into this Quest, and terrifying to imagine the poor bastard trying to sate the needs of a micro nation he has built around it.
 
We are an independent sort of clan. Why, some of us have written a nice-sized chunk of the quest ourselves. :V
 
@Goldfish

-[] Imperial Airforce: Have a dedicated article that puts a spotlight on the Moonchaser-class ships, the Wyvern-class fighters and the current efforts to expand the force by the construction of the Dauntless.
--[] Include an interview with Captain Moonsong and the usual propaganda and recruitment information.
 
@Goldfish

-[] Imperial Airforce: Have a dedicated article that puts a spotlight on the Moonchaser-class ships, the Wyvern-class fighters and the current efforts to expand the force by the construction of the Dauntless.
--[] Include an interview with Captain Moonsong and the usual propaganda and recruitment information.
Thanks, I've added it to the third edition.
 
It's neat for the Inquisition though since everyone they fight is by definition an enemy of Viserys.
Thinking back on it, the usefulness really depends on the god in question.

Yss would hardly notice most of our foes, I doubt anyone but the shadow-snake that Tor dealt with really counts as his enemy.
Rh'llor has so broad a screen that not much besides the Great Other and its minions counts as full foes, though lesser rivals like Ymeri might.
Asmodeus propably has a constantly updated and reasonably good list of people and factions he defines as enemies (I wonder if we are on it?).
The OGs have Others, Seven and maybe Undead in general, but are propably too divided and slow-acting to add anything else to the list, unless Bloodraven has authority to do so at his discretion.
 
@Goldfish, I'm writing that Exile's Journey part now. Rereading some of the quest, you know how it goes.

And on another note, seeing as Vee is very close to leveling and will likely manage it next month, here are my suggestions for Vee's next level :
  • Vee doesn't get a feat, a stat point, or anything special to do with her skills
  • Vee learns another level 7 spell : either Brain Spider or Greater Scrying for out-of-combat utility, or Repulsion (defense against melee PCs) or Regenerate. I personally favor Brain Spider.
  • Vee learns another level 8 spell : Chain Dispel. Otherwise, maybe Discern Location?
Vee is a versatile one-woman army, but she can't quite do everything just yet. Let's fix that!
 
Last edited:
@DragonParadox made a little empires day omake.

Looks great, you know I actually used parts of that song at one point. I think as part of Rhaella's song when you guys caught Varys.

Vote closed.
Adhoc vote count started by DragonParadox on Apr 26, 2020 at 7:24 AM, finished with 81 posts and 13 votes.
 
Part MMMCDLXXI: When Empires March and Dragons Fly
When Empires March and Dragons Fly

Second Day of the Frst Month 294 AC

The past month has brought much to be proud of. The Golden Company is broken, the line of Daemon Blakcfyre ended and with it the legacy of Bittersteel and the plots Tiamat wove around it. Lorath has bent the knee as you knew it would and in the west more and more lords recognize your right to rule the Seven Kingdoms over fool who sits upon the Iron Throne. Your mages have unveiled secrets of flesh, of runecraft and even of the deepest eldest laws of the Spheres. Yet there is much still to be done. Asmodeus, Lord of the Ninth, weaves patient plots over the ruins of Ghis while the Court of Stars draws thin the veil over the green lands of the Reach and in the farthest North beyond the squabbling of the Seven Kingdoms cold eyes glare down upon the valley of the Thenns as those proud folk prepare for their exodus.

In every corner of the world and spheres far beyond it old powers stir and new ones join the fray as the dance of gods and men, magic and mystery, whirls ever faster towards some conclusion none of the players can guess at.

No matter the next step should be, you and your companions will be ready for it, you vow looking out over the lights of Sorcerer's Deep, still in the minds of celebration as are countless others across your realm, millions upon millions of souls looking to the future even as you are with hope and trepidation in equal measure.

Drawing the curtains you look towards the financial report of the month from the most profitable of your company. Once more Astral Currents does not disappoint, with monthly growth even higher than last month. Now that Lorath is yours you should be able to give it an even heartier leg up next month, not to mention potential for greater trade in Ibben and the Summer Islands, perhaps even beyond over the waters of the Sunset Sea.

Astral Currents grows by 16% (Regular Growth)

Whatever else can be said about the future it will certainly be busy.

As though some whimsome fate had heard the thought the sound of a golden quill on paper is suddenly interrupted by a commotion outside your door. A familiar silver-haired boy is marched in front of you by one of Teana's shadows. It can't be too bad or she would have come in the flesh.

"Y-Your Grace," Joran stutters slightly. "I have... that is, I know spells of the Second Circle now and that's good enough to go a journeying and I want to go serve you, not just sit and learn, but Headmistress Teana said I should keep studying until the Third Circle since with a dragon it should be easier for me than most."

"And you disagree with her judgement?" you ask, tone carefully neutral. You can guess why the boy might wan to go out in the world so soon, but it would be best for him to say it.

"I need to do it, for my parents. I need to bring them back, to make it right, Your Grace..."

"A sorcerer's magic comes not from lore, though dreams reveal much of what was and is, but from will," Teana says, her voice echoing slightly through the shadow construct. "I judge that Joran's will in this matter is strong, but... brittle. If he is to be sent out on any task it would be with more experienced companions. The realm does not have so many dragonriders that it can afford to see one die in some foolish headlong rush."

Silently and in your mind alone she adds: "He's been like this ever since the envoys have started returning from Yi Ti, something about their stories reminded him that he was 'having it easy' according to his friends. I worry he might take unnecessary risks to prove himself worthy of forgiveness against some imagined standard."

What do you tell Joran?

[] Write in

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

[] Recruit more Fire Whales:
Recruit more fire whale pods, adding to both your treasury and the protection of the pods. Gain 2d6 more pods
Action: Economy
Progress Needed: 20
Cost: 20,000 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

[] 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.

[] 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: ??).

[] 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
[] 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.

[] 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.


[] 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.

[] 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.

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).

[] 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.

[] 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. [Danelle Performing Quest]

[] 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.

[] 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.

Sothoryos
[] Into the cities of scale-folk: Visit any of the 6 lost Cities of Serpentfolk Yss and Jazzirian informed you of.
-----[] 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.

[] Beneath the Silver Mountains: Clear out the Venthari silver mines.

[] The City of Black Stone: Set an expedition/task force to Yeen, the city of Blightstone.

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".

[] 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 .

[] 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.

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.


Other Planes

[] 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.

[] 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.

[] 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)

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.

[] The Enmity Undying: Negotiate with the Lich King Salamander and potentially turn him against the Brazen Throne.

[] 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.

[] 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).

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 22/40 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)

[] 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)

[] Watchful Eyes, by Aeons Untouched: Attempt to create the Watchman-creature template (Progress: 11/25, Cost: ??)

[] 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 16000 IM)

[] 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: 23/25, 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: 8000 IM)

[] 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: 6500 IM)

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 Command (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: 17/20)

[] 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: 21/45, 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.
[] 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)

[] 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)

[] 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: And here we are, hopefully I did not miss getting rid of any actions nor adding new ones. I hope the Joran situation does not get overshadowed by the turn voting but given how late this is and that there has been debate on plan voting already I figured it could not hurt.
 
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When Empires March and Dragons Fly

Second Day of the Twelfth Month 293 AC

The past months have brought much to be proud of. The Golden Company is broken, the line of Daemon Blackfyre ended, and with it the legacy of Bittersteel and the plots Timat wove around it. Lorath has bent the knee, as you knew it would, and in the west more and more lords recognize your right to rule the Seven Kingdoms over fool who sits upon the Iron Throne. Your mages have unveiled secrets of flesh, of runecraft and even of the deepest, eldest laws of the Spheres. Yet there is much still to be done. Asmodeous, Lord of the Ninth, weaves patient plots over the ruin of Ghys while the Court of Stars draws thin the veil over the Green lands of the Reach, and in the farthest North beyond the squabbling of the Seven Kingdoms cold eyes glare down upon the Valley of the Thenns as those proud folk prepare for their exodus.

In every corner of the world and spheres far beyond it, old powers stir and new ones join the fray as the dance of gods and men, magic and mystery, whirls ever faster towards some conclusion none of the players can guess at.

No matter what the next step should be, my companions and I will be ready for it, you vow, looking out over the lights of Sorcerer's Deep, still in the midst of celebration, as are countless others across your realm, millions upon millions of souls looking to the future even as you are, with hope and trepidation in equal measure.

Drawing the curtains, you look towards the financial report for the previous the month from the most profitable of your companies. Once more, Astral Currents does not disappoint, with monthly growth even higher than the previous month. Now that Lorath is yours, you should be able to give it an even heartier leg up next month, not to mention potential for greater trade in Ibben and the Summer Islands, perhaps even beyond, over the waters of the Sunset Sea.

Astral Currents grows by 16% (Regular Growth)

Whatever else can be said about the future, it will certainly be busy.

As though some whimsome fate had heard the thought, the sound of golden quill on paper is suddenly interrupted by a commotion outside your door. A familiar silver haired boy is marched in front of you by one of Teana's shadows. It can't be too bad or she would have come in the flesh.

"Y-Your Grace," Joran stutters slightly. "I have... that is, I know spells of the Second Circle now and that's good enough to go a journeying, and I want to go. I want to serve you, not just sit and learn, but Headmistress Teana said I should keep studying until the Third Circle since with a dragon it should be easier for me than most."

"And you disagree with her judgement?" you ask, tone carefully neutral. You can guess why the boy might want to go out in the world so soon, but it would be best for him to say it.

"I need to do it, for my parents. I need to bring them back, to make it right, Your Grace..."

"A sorcerer's magic comes not from lore, though dreams reveal much of what was and is, but from will," Teana says, her voice echoing slightly though the shadow construct. "I judge that Joran's will in this matter is strong, but... brittle. If he is to be sent out on any task it would be with more experienced companions. The realm does not have so many dragon riders that it can afford to see one die in some foolish headlong rush."

Silently and in your mind alone, she adds, "He's been like this ever since the envoys have started returning from Yi Ti. Something about their stories reminded him that he was 'having it easy', according to his friends. I worry he might take unnecessary risks to prove himself worthy of forgiveness against some imagined standard."

What do you tell Joran?

[] Write in

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

[] 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.

[] 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: ??).

[] 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
[] 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.

[] 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.


[] 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.

[] 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.

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).

[] 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.

[] 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. [Danelle Performing Quest]

[] 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.

[] 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.

Sothoryos
[] Into the cities of scale-folk: Visit any of the 6 lost Cities of Serpentfolk Yss and Jazzirian informed you of.
-----[] 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.

[] Beneath the Silver Mountains: Clear out the Venthari silver mines.

[] The City of Black Stone: Set an expedition/task force to Yeen, the city of Blightstone.

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".

[] 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 .

[] 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.

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.


Other Planes

[] 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.

[] 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.

[] 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)

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.

[] The Enmity Undying: Negotiate with the Lich King Salamander and potentially turn him against the Brazen Throne.

[] 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.

[] 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).

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 22/40 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)

[] 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)

[] Watchful Eyes, by Aeons Untouched: Attempt to create the Watchman-creature template (Progress: 11/25, Cost: ??)

[] 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 16000 IM)

[] 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: 23/25, 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: 8000 IM)

[] 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: 6500 IM)

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 Command (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: 17/20)

[] 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: 21/45, 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.
[] 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)

[] 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)


[] 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: And here we are, hopefully I did not miss getting rid of any actions nor adding new ones. I hope the Joran situation does not get overshadowed by the turn voting but given how late this is and that there has been debate on plan voting already I figured it could not hurt. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.
 
Law enforcement should be safe enough right? We could send Joran out with one of the legions enforcing martial law. It'd be a good place for him to build political ties, and is likely to reinforce his loyalty to us as he's exposed to legion culture.
 
We could assign Joran to a place where he can get some experience but which wouldn't be overly dangerous for him. Maybe Braavos?

Is Joran's Dragon large enough to serve as a mount for him now, @DragonParadox?
 
Hmm, honestly I'd prefer if he was given a much terrible punishment.

Like say, a meeting with the Torturers of Baator, or an appointment with Lady Marita, or ask the Old Gods to give him 'eternal suffering', or dying from hunger after immense torment only to be ressurected back and repeated again using our rebellious Illithid associates, or gift him to Tiamat, or Abyss, or Void.

This man is the man that made Viserys' and Dany's life a suffering and strive. I WILL make a Vote on making him suffer, the moment we have our hand on his soul.
Robert haven't really done that much to us, the sum total was driving us from Bravos, aside from that there's just the rebellion, and while he shouldn't have taken the throne, the rebellion did need to happen, because Aerys needed to die, and Rhaegar was a total moron.
 
Robert haven't really done that much to us, the sum total was driving us from Bravos, aside from that there's just the rebellion, and while he shouldn't have taken the throne, the rebellion did need to happen, because Aerys needed to die, and Rhaegar was a total moron.
It's part of the reason why if there wasn't any personal baggage (the murders and the rapes and all that) from the rebellion that I'd have put him to work in a more suitable environment after we kicked his ass.

It's clear the poor bastard is wasted on the throne.

But as is often the case some things transcend the cold logic of logistical planning, and it will be fun to see how many ways we can break him.
 
[X] They grow up so fast.
-[X] For the next month, Joran and Ember will train with the Griffin Knights. This is intended not only to further develop his own abilities as a rider, but to also give Ember a chance to learn to fly alongside other aerial allies while allowing her to improve her endurance.
-[X] If Joran and Ember can do this satisfactorily, and he doesn't fall behind in his academic studies, we will clear him to become a Journeyman mage and equip him and Ember as suits their new station.
 
@Goldfish, what gear do we have for Joran?
Nothing yet, though at least he should be wearing a PfE item. Pretty sure we have him one ages ago. We can give him a few other things to ride him over during his month of flight training, too.

We'll craft him and Ember an upgraded set of our standard Sorcerer gear this month.
 
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