I'll try to arrange the evacuation of SD, as in transporting the entire island to the Plane of Air, before we ever get so desperate as to try to power wards by drawing on stolen Voidjuice.
 
Regular gods. The Imperial Deity is to a normal god as a modern water supply network is to a river. They both transport water, but one is a lot easier to understand in broad strokes, while the other works mostly where you can't see anything happen at all.

For starters, the ID would be non-sentient.
Well, it's hard to understand on the level you need to create, that's best left to IC-people with 20+ INT.

But explaining it in metaphors and giving an idea of what it is and does seems easy.
 
I'll try to arrange the evacuation of SD, as in transporting the entire island to the Plane of Air, before we ever get so desperate as to try to power wards by drawing on stolen Voidjuice.
Elysium please. I have some plans in the drawer to turn the shards of reality into a world-ship to ditch this universe and look for a better one in the Far Realm.
 
I'll try to arrange the evacuation of SD, as in transporting the entire island to the Plane of Air, before we ever get so desperate as to try to power wards by drawing on stolen Voidjuice.
Well, we are working in a different paradigm than most people, even most gods.

We assume we'll beat the Void in our lifetime, so basing our works on its powers would be pointless.
If you do assume that a time of low magic will come before the Void is kicked out, drawing on it for defences is sensible.
 
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I am not sure our legal system officially recognizes "gods" as a legal entities. We recognize citizens, and organizations in the form of religions.

Not sure we ever got around to making "god" status a thing.

On the other hand. If you try to have a religion without a god. Yss will probably eat you. So.

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I will also vote for Elysium. The all you can sacrifice buffet dimension. It calls to me.
 
Elysium please. I have some plans in the drawer to turn the shards of reality into a world-ship to ditch this universe and look for a better one in the Far Realm.
That could work, too. Except for the part about traversing the Far Realm, that how your populace ends up with surprise!tentacles and other interesting mutations.

The universe is a big place and their are plenty of other habitable worlds on the Material Plane, though it might be safer to vacate the galaxy if we're retreating from the Void. Maybe Golarion could use a new moon?
 
That could work, too. Except for the part about traversing the Far Realm, that how your populace ends up with surprise!tentacles and other interesting mutations.
That's why you drag a pocket of your own rules along when going there. Think of it as a submarine swimming through primordial unexistence. Except it's the size of a planetoid.
 
Something random I meant to say: The new Manticores would by the way work decently well as a party-vehicle and it lends itself to dramatically floating into view with someone standing on top.
 
I never thought I'd have to talk down a literal Sephiroth plot to "sail through the cosmos with this planet as my vessel".
 
@DragonParadox, several questions.

Between Melisandre and Benerro there have to be a few R'hllor wards we're not yet aware of. We know that Benerro has a special ward against "tainted fire" which he used to seal away the Herald of Ymeri, which he's improving on for use on our anti-Efreeti fortress. But between him and Melisandre what other wards are available to us?

There are some great shadow and fire themes that could be used, especially for when Lya's runecrafting is maxed out and we ward the Shadow Tower.
 
@DragonParadox, several questions.

Between Melisandre and Benerro there have to be a few R'hllor wards we're not yet aware of. We know that Benerro has a special ward against "tainted fire" which he used to seal away the Herald of Ymeri, which he's improving on for use on our anti-Efreeti fortress. But between him and Melisandre what other wards are available to us?

There are some great shadow and fire themes that could be used, especially for when Lya's runecrafting is maxed out and we ward the Shadow Tower.

There are several wards against undead and rituals to ward against unantural cold, but those are all explicitly powered by R'hllor. You have to be a priest of his to cast them.
 
Part MMMCDLXXIX: Paths of Shadow and Flame
Paths of Shadow and Flame

Seventh Day of the First Month 294 AC

"Weighty thoughts indeed that you have lain upon my mind, my lady," you muse, considering all she had revealed. Far sooner would you dare the depths of Sothoryos than walk of the path of Asshai's long ago builders, but still you are curious as to the latter. What other secrets wait in those shadowed halls hoarded as sure most dragons hoard gold?

"A fair exchange then considering all you you have left me pondering," she replies, the mask of long practice once more affixed upon her features though not perhaps as tightly as it had been when you entered.

"For now we aught to perhaps concern ourselves with a return to the keep and the rewards for a victory hard fought," you continue. "Gold and enchantment I can both offer, though with the latter I need first to know what spells you already bear. One at least I can guess from your imperiousness to mage-sight and others I have seen you wield, but gifts informed by guesswork make for poor giving."

"I am certain if you asked the captain of this ship she would say it makes for excellent entertainment..." Again the fleeting smile as her right hand reaches for the pendant at her throat, light spilling softly between her fingers.

And so she speaks and you listen, of long ago trails and quests to test mind and soul, of decades spent carefully weaving dreams of lost innocence into threads of shadow, of walking the broken streets of Sarnor in search of a relic that would allow her to freely drink the poisoned water of the Ash River, one test among many to learn the deeper mysteries of shadowbinding.

You can read the lingering anger in Melisandre's eyes burned down to a single ember, but never quite extinguished when she recounts the tale of an elderly priest of the Red God from whom she had learned much of healing and herbcraft slain in the end by a cruel master. "He knew no magic though he gifted me some with his dying breath, but after his passing I reminded his killer that fire too is the God's domain."

Her belt too is enchanted though it does not seem it at first sight, an answer to a challenge that one could not both walk in shadow and wield the Light of R'hllor. It was answered in full by the god's own blessing, though it seems a small thing beside the power of the ruby she holds as she speaks. A gift of the god himself given in the broken lands of Valyria where the Eternal Furnace burns close.

"Why the Last Ember?" you ask, considering the gem you now know rather than merely suspect to be the most powerful token of a god's favor you have ever laid eyes on.

"Because He said if all the world were to fall to darkness eternal beyond any hope of dawn it would be the last fire to go out," she answers simply.

The Unseen Veil (Head Slot)

Woven of Asshai'i silk and the once-forgotten dreams of childhood made through decades of patient work. Threaded seamlessly through her hair this veil grants the power to see the world for what it truly is beyond all lies and illusions while also guarding mind and soul from any who would look back with ill will.

Effects:
Constant True Seeing and Mind Blank

Tarnished Seal (Ring Slot)

Once this was the seal of the last Lord Treasurer of Lost Sarnor, a man who feared poison and treachery above all other things yet died by the sword. His restless shade came to rest in tarnished silver. Though it was banished onto his fate by the power of R'hllor the virtue in the metal remained.

Effects:
Grants immunity to Poison and Disease, +4 Constitution

Martyr's Broken Shackle (Ring Slot)

Not taken but gifted from the bloody hands of a priest of R'hllor who had been whipped ro near death for the 'crime' of offering succor to slaves his master wished punished harshly, the manacle shrunk into a ring as Melisandre took it, the drops of blood freezing into imperishable rubies.

Effects:

  1. Constant: Freedom of Movement
  2. 1/day: Grants Freedom of Movement and +4 Strength to an ally for 12 hours. While this power is in effect the bearer receives no benefit from the ring
Memory of Fire (Belt Slot)

Though wrought of crimson silk and threaded with gold this belt seems more a scroll than something to be worn, yet Melisandre always wears it with the script turned in wards. It offers an account of Shadow Magic and its relationship with the Light of R'hllor following a challenge of her faith by the Temple of R'hllor in Volon Therys.

Effects:

  1. 1/day: Allows one to treat undead as though they were living creatures for the casting of a Mystery
  2. Constant: +2 INT
The Last Ember (Amulet Slot)

A gift of the R'hllor himself to his most favored servant as she traveled deep into Valyria where the veil of the world is thin. This talisman allows one to speak with an echo of His voice in commanding fire and those begotten of it.

Effects:

  1. +6 Wisdom
  2. Counts as having +4 HD for the purposes of Rebuking and Commanding Fire Elementals
  3. All Fire Spells count as Searing.
  4. May channel the effects of any fire spell into the amulet to allow the damage to ignore all fire resistance and immunity, though the resulting magic can only affect one creature as a ranged touch attack with a long range regardless of the parameters of the original spell. Damage dice remain unchanged.

For a long moment somber silence falls as you contemplate the weight those words must have placed upon the shoulders of the woman before you. Guessing your thoughts she adds: "That which could be last might also be first if light should triumph and dawn come again all the brighter." She shakes her head. "On to the concerns of the present that we may one day see that future. I confess I am interested in other enchantments to aid me upon the path, though I would not empty the treasury nor trouble your enchanters over much on my account. I am better prepared for the trials ahead than most."

What do you offer Melisandre in terms of equipment?

[] Write in

OOC: The only thing up there that is a normal enchantment or close to it is the Tarnished Seal, everything else works for properly Melisandre and less so or not at all for everyone else. Because they are so personalized adding enchantments to them would take a minor research project. The Last Ember obviously would visit an agonizing fiery death upon anyone else who tried to make use of its powers and cannot be enchanted further by mortal hands.
 
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The Last Ember obviously would visit an agonizing fiery death upon anyone else who tried to make use of its powers
I wonder what would happen if we tried to use it? The Red God seems to want us alive, after all. I'm betting he'd just make it debilitating, and possibly tack on a curse. But if we tried to use it in an emergency, I bet he'd let us!
Terms and conditions apply. Convenience fees may be levied in case of unauthorized activation.
 
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