So for law enforcement we have a lot of muggle humans who have to deal with day to day crime in SD, which could be challenging when you could go from Mermen to Minotaurs with no warning.
Limp Lash is a level two spell that does damage to strength, dexterity and constitution each round until they hit one. It's a ranged touch attack with no saves on the damage, which makes it reliable, but you can just walk out of the effect so it isn't the best for combat.

For a trio of guardsmen trying to arrest a drunk half giant or break up a Minotaur domestic dispute its perfect though. It's cheap, broadly effective, and lasts until the lash is broken or you let go. Most people would probably stop resisting without needing to go to full paralysis, but normal guards should be capable of grappling a rapidly weakening opponent long enough to go there if needed.

Coupled with cheap stuff like Litany of Entanglement they would have a much easier time enforcing the law. For anything like riots or large fights Cloud of Seasickness would be a good way to dissuade people, and keep the most determined off balance until the lash puts them down for the count.

For the transit system,Mirror Transport is pretty ideal supposing that a constant item could get around the duration cost of passing through it.

When cast on a mirror, MT allows you to enter it (if it's large enough for you to pass through) and exit any mirror in 500 ft. It lasts hours per level, but each person to use it cuts an hour off that duration. If we can get around that with some sort of upkeep cost or something, then these could effectively be bus stations.

At that range they effectively cover a city block, and you only need one item to send people anywhere with a mirror inside of it. A station could consist of a single "outbound" mirror, and however many normal ones we need to meet traffic to that area.

Putting them everywhere would be silly, but in lines connecting districts of the city and in clusters around important areas they'd be workable and convenient. Most importantly, fixed range and restriction to carry weight only in items makes it a poor spell for any Tippyverse style collapse so we don't need any artificial restrictions to dodge that particular bullet.


Pellet Blast is the shotgun spell. It's level three, and hits a 30 ft cone with pellets dealing 1d8 per 2 CL (up to 5d8) piercing damage to everything in range. The tricks here are that it conjures the projectiles, has some limited variation based on material component, and hits everything in range instantly.

For random metals you get the regular effect, but silver, cold iron, and adamantine allow the conjured pellets to pierce the associated DR.

That's not a lot of damage, but it's very fuel efficient since a fixed amount of input materials will damage as many targets as are in range. It's also not limited to creatures, so it can shoot down projectiles if mounted on a moonchaser. It doesn't need much damage to knock stuff down, and it's easier to hit a target with a cone than a dart.

We could easily fill pocket spaces with scrap metal for barely any money and vastly improve our ability to shoot down ranged attacks without even getting into the special munitions.

It'd also be really fun for fortress defenses if firing bunkers were placed around the ground level near doors, and pointing down from the top of the wall at 15-30 ft intervals.
 
I am guessing no Advanced and No Commando construct? Still a dangerous monster but fat less so than the Brutal Extra Attack monstrosity
No, only switchimg Soulcrafted with Metal-Clad: Lead and switching the wings to negate the speed penalty. I'm not seeing much point in building a sheet from scratch for this. Not when the whole encounter is utterly lopsided either way.
 
So for law enforcement we have a lot of muggle humans who have to deal with day to day crime in SD, which could be challenging when you could go from Mermen to Minotaurs with no warning.
Limp Lash is a level two spell that does damage to strength, dexterity and constitution each round until they hit one. It's a ranged touch attack with no saves on the damage, which makes it reliable, but you can just walk out of the effect so it isn't the best for combat.

For a trio of guardsmen trying to arrest a drunk half giant or break up a Minotaur domestic dispute its perfect though. It's cheap, broadly effective, and lasts until the lash is broken or you let go. Most people would probably stop resisting without needing to go to full paralysis, but normal guards should be capable of grappling a rapidly weakening opponent long enough to go there if needed.

Coupled with cheap stuff like Litany of Entanglement they would have a much easier time enforcing the law. For anything like riots or large fights Cloud of Seasickness would be a good way to dissuade people, and keep the most determined off balance until the lash puts them down for the count.

For the transit system,Mirror Transport is pretty ideal supposing that a constant item could get around the duration cost of passing through it.

When cast on a mirror, MT allows you to enter it (if it's large enough for you to pass through) and exit any mirror in 500 ft. It lasts hours per level, but each person to use it cuts an hour off that duration. If we can get around that with some sort of upkeep cost or something, then these could effectively be bus stations.

At that range they effectively cover a city block, and you only need one item to send people anywhere with a mirror inside of it. A station could consist of a single "outbound" mirror, and however many normal ones we need to meet traffic to that area.

Putting them everywhere would be silly, but in lines connecting districts of the city and in clusters around important areas they'd be workable and convenient. Most importantly, fixed range and restriction to carry weight only in items makes it a poor spell for any Tippyverse style collapse so we don't need any artificial restrictions to dodge that particular bullet.


Pellet Blast is the shotgun spell. It's level three, and hits a 30 ft cone with pellets dealing 1d8 per 2 CL (up to 5d8) piercing damage to everything in range. The tricks here are that it conjures the projectiles, has some limited variation based on material component, and hits everything in range instantly.

For random metals you get the regular effect, but silver, cold iron, and adamantine allow the conjured pellets to pierce the associated DR.

That's not a lot of damage, but it's very fuel efficient since a fixed amount of input materials will damage as many targets as are in range. It's also not limited to creatures, so it can shoot down projectiles if mounted on a moonchaser. It doesn't need much damage to knock stuff down, and it's easier to hit a target with a cone than a dart.

We could easily fill pocket spaces with scrap metal for barely any money and vastly improve our ability to shoot down ranged attacks without even getting into the special munitions.

It'd also be really fun for fortress defenses if firing bunkers were placed around the ground level near doors, and pointing down from the top of the wall at 15-30 ft intervals.
Mirror Transport: At 150 m / 500 ft, it wouldn't really be all that useful. That's next to nothing in distance, but would easily cause heavy delays when people have to line up to use them. Might be useful for Inquisition bases though, since they could use a fully sealed underground complex and have these mirrors be the only entrances.

Pellet Blast: The range makes it a non-starter for ship weaponry abd shooting down inbound projectiles is impossible with the tech-level we have. We would need radar, targeting computers and a lot of other stuff to pull this off. Would be a neat addition to handheld Launchers though. The poor muggles breathweapon.
 
When cast on a mirror, MT allows you to enter it (if it's large enough for you to pass through) and exit any mirror in 500 ft. It lasts hours per level, but each person to use it cuts an hour off that duration. If we can get around that with some sort of upkeep cost or something, then these could effectively be bus stations.
Mirror Transport: At 150 m / 500 ft, it wouldn't really be all that useful. That's next to nothing in distance, but would easily cause heavy delays when people have to line up to use them. Might be useful for Inquisition bases though, since they could use a fully sealed underground complex and have these mirrors be the only entrances.
You could research to make this spell a bit longer range, up to maybe 5000 feet, perhaps. It should scale the cost though, but not more than what it would take to chain 10 mirrors together.
 
Just an idea of how these could work, but you could have underground terminals, with massive mirrors which allow something like 10 people to walk through them abreast, with the destination (like another city district within a mile of distance) labeled above them in bronze placards.

I mean the spell mentions mirrors, but if you're already modifying it that much, you could just state that upscaling the mirror allows anyone who passes through the effect to activate it rather than have it be a Command variant. Not sure if that should increase the price or not... I imagine it should, you are easing traffic massively by shortening a queue to making it as simple as stepping through it one person after another.

Similarly, you could make this system pay for itself by pricing transportation. Pocket change, yeah, but literally everyone would be using it to shorten commutes across the city. It may even take a while to get it to pay for itself, but it would eventually, and then pay for general upkeep afterwards (keeping terminals clean, staffing them, etc.) with little issue.

The idea is growing on me, I admit, in no small part because it would add yet another name Sorcerer's Deep is referred to by: City of Mirrors.
 
You could research to make this spell a bit longer range, up to maybe 5000 feet, perhaps. It should scale the cost though, but not more than what it would take to chain 10 mirrors together.
It's a 4th level spell, so even the regular version costs 4 x 7 x 200 IM = 5,600 IM to craft as a continuous item.

At this rate, it would be cheaper to use Ring Gates and then we are back at things that might break reality.
 
It's a 4th level spell, so even the regular version costs 4 x 7 x 200 IM = 5,600 IM to craft as a continuous item.

At this rate, it would be cheaper to use Ring Gates and then we are back at things that might break reality.
Hm, I guess we're back to real rail stations with locomotives then. Kind of boring from our perspective, TBH, I mean I'm sure it's fucking amazing and magical-seeming to the average Planetosian and even Planar people would be impressed, but we have that IRL.

Oh well.
 
Inserted tally
Adhoc vote count started by DragonParadox on May 23, 2020 at 1:15 PM, finished with 60 posts and 16 votes.

  • [X] Continue with Viserys
    -[X] Having finished with one Fey Court, perhaps it's better to move straight to dealing with another one.
    --[X] Visit the Court of Green, the one your uncle had claimed to be sympathetic to the Old Gods.
    --[X] Visiting party consists of: Viserys, Richard, Mind Dragon, Alyssa and Danar.
    [X] Receive a report (Interlude series)
    -[X] From Slaver's Bay
    [X] Continue with Viserys
    -[X] Having finished with one Fey Court, perhaps it's better to move straight to dealing with another one.
    --[X] Visit the Court of Green, the one your uncle had claimed to be sympathetic to the Old Gods.
    --[X] Visiting party consists of: Viserys, Sir Richard, Rhaella, Soft Strider, Waymar, The Seeker, Kira Windgraced, 2 Mind Dragons, 3 Furies, Danar & Alyssa Crowl
 
Part MMMDXX: Of Roots and Revelry
Of Roots and Revelry

Twentieth Day of the First Month 294 AC

If there is one thing the last three days have taught you it is that the fey of the Greenwood to not actually like mortals much, or rather they do not like the work of men's hands, the furrow of the plow in soil or the bite of axe in wood. They certainly enjoy the company of mortals in other ways, some perhaps a little too much. The local lords are unlikely to receive many complaints from hunters who fell asleep beneath a dryad's tree or beside a naiad's stream and found themselves in pleasurable company, but the trysts of satyrs and their kin are likely to have more lasting consequences for their neighbors as you discovered in Harroway. Still, as that town also showed these are tangled that can be smoothed away with experience as long as there is patience and goodwill on both sides.

Be that as it may between you spinning tales of the empire's nature and its laws, Danar's songs and even Ser Richard fighting a handful of mock duels to the cheers of delighted spectators and the somewhat daunted congratulations of those who offered to face him you manage to make good progress getting the spirits of the green to explain what they most desire and in some cases need to survive, as well as what paths they hope to take in this world both familiar and strange.

First there is the need for protection for the untamed wilds, the play of the four elements in harmony without the orderings of men's works, minor leyline crossings and passages into the Feywild that are the hearts of the green courts, places where dryads and treants meet over waters bright with minor water fey and sprites giggle amid bright blossoms. Often these are places as perilous to mortals as mortals would be to them, poisonous life and too sharp ledges, heavy mists that befuddle the senses and beasts turned far more clever and wise in their ways that flesh alone can account for. However they are also often places of great beauty, not to mention of the wealth a man with a basket or an axe could reap in many of them.

It would simply be impossible to reach an agreement with the Greenwood that does not secure some sort of protection for these minor mystical loci, but just what sort is not easy to decide. On the one hand you could simply plant Heart Trees here and proclaim them holy places. All of these fey are friends to the Old Gods, either of old or for having been aided in their return by the voices of the Greendream. However, planting Heart Trees is not without cost in both blood and treasure as well as being a rather blatant show of force to the Court of Stars.

Alternatively you could simply craft a contract of fealty by which you oblige yourself and your realm to preserve those tracks of land the Greenwood fey need to live. Between the fey already among your vassals and the experience of the harbinger devils in such contractual magics it could be done subtly, but absent the hand of the Old Gods in the bargain. However, you would need to offer something beyond the simple guarantee for their fealty and acquiescence to imperial law. The satyrs and other more excitable breeds favor yearly festivities in which they might catch more mortals up in their revels whereas dryads, nymphs and others of like temperament would rather see more fey placed on local lordly councils, allowing them to have a say in policies throughout the Reach.

What bargain do you strike with the Greenwood fey?

[] Bargain of the Gods (Requires you to raise 12 Tier 3 Heart Trees; obvious to all fey in the region and most mages)

[] Law of the Deathless (Requires 50,000 IM in reagents to craft the contracts binding upon the fey to obey imperial law and the Empire to never willfully harm their hallowed places)
-[] Feast of the fey (obligation to arrange wide scale festivities at least three times per year, during which the fey enchantments will influence mortals to lower their inhibitions)
-[] Wardens of Nature (obligation to arrange for fey advisors on local councils throughout the Reach, this need not be everywhere but must include most dukes of the Reach)

[] Write in


OOC: There was no way I was going to cover twelve fey courts in the detail. I did Rowan's Rest so I decided to up the level of abstraction a little here. Hopefully it works and gets across what they fey want, which is mostly security that no one will burn down their groves, but also a chance to safely express themselves within the strictures of this new realm.
 
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Mirror Transport: At 150 m / 500 ft, it wouldn't really be all that useful. That's next to nothing in distance, but would easily cause heavy delays when people have to line up to use them. Might be useful for Inquisition bases though, since they could use a fully sealed underground complex and have these mirrors be the only entrances
You could research to make this spell a bit longer range, up to maybe 5000 feet, perhaps. It should scale the cost though, but not more than what it would take to chain 10 mirrors together.
I wasn't really thinking in terms of military transport or anything for this, but more like a subway. It's only a swift action to leave the mirror for your destination, which can be any mundane reflective surface that you can fit through. Supposing people had to pick a destination before they got in line they could leave as quickly as they got to the mirror.

In New York, they try to put bus stops every 750 ft or so. MT has a shorter range than that, but it's still in the ballpark of useful and has its own advantages to make up for it. Any given station could send you to any facility nearby that bothered to have a mirror for one thing, and the point to point nature of it makes a multi station trip less of a hassle.

No scheduling issues, no waiting around for the bus to show up at the station, and drastically simplified support logistics relative to public buses or subways. Just waiting in line until you step out at your destination, or at least somewhere nearby.

Needing more stations is definitely worth being able to set them up and forget about them instead of managing everything that goes into supporting muggle transport systems, in my opinion anyway.
 
Hm, I guess we're back to real rail stations with locomotives then. Kind of boring from our perspective, TBH, I mean I'm sure it's fucking amazing and magical-seeming to the average Planetosian and even Planar people would be impressed, but we have that IRL.

Oh well.
Thing is, for a measly 2,250 IM we could spam Permanent Teleportation Circles, with all the bedlam that would cause.

How about making linked mirrors 6m / 20ft. across from Mythral plated Imperial Steel. Reach up to 3.2 km / 2 miles and only affecting a living creature and up to 50 pounds of carried items?

Costwise I'd say 8,000 IM in materials and 2,000 IM crafting. That's about the througput and price of a two-lane Teleport Circle loop, while limiting the amount of setting breaking.
 
Of Roots and Revelry

Seventeenth Day of the First Month 294 AC

If there is one thing the last three days have taught you, it is that the fey of the Greenwood do not actually like mortals much, or rather they do not like the work of men's hands, the furrow of the plow in soil or the bite of axe in wood. They certainly enjoy the company of mortals in other ways, some perhaps a little too much. The local lords are unlikely to receive many complaints from hunters who fell asleep beneath a dryad's tree or beside a naiad's stream and found themselves in pleasurable company, but the trysts of satyrs and their kin are likely to have more lasting consequences for their neighbors, as you discovered in Harroway. Still, as that town also showed, these are tangles that can be smoothed away with experience as long as there is patience and good will on both sides.

Be that as it may, between you spinning tales of the empire's nature and its laws, Danar's songs, and even Ser Richard fighting a handful of mock duels to the cheers of delighted spectators and the somewhat daunted congratulations of those who offered to face him, you manage to make good progress getting the spirits of the green to explain what they most desire, and in some cases need to survive, as well as what paths they hope to take in this world of the familiar and the strange.

First there is the need for protection for the untamed wilds, the play of the four elements in harmony without the orderings of men's works, minor ley crossings and passages into the feywild that are the hearts of the green courts, places where dryad and treant meet over waters bright with minor water fey, and sprites giggle amid bright blossom. Often these are places as perilous to mortals as mortals would be to them, poisonous life and too sharp ledges, heavy mists that befuddle the senses and beasts turned far more clever and wise in their ways than flesh alone can account for. They are also often places of great beauty, however, not to mention the wealth a man with a basket or an axe could reap in many of them.

It would simply be impossible to reach an agreement with the Greendwood that does not secure some sort of protection for these minor mystical loci, but just what sort is not easy to decide. On the one hand you could simply plant Heart Trees here and proclaim them holy places. All of these fey are friends to the Old Gods, either of old or for having been aided in their return by the voices of the Greendream. Planting Heart Trees is not without cost, however, in both blood and treasure, as well as being a rather blatant show of force to the Court of Stars.

Alternatively, you could simply craft a contract of fealty by which you obliged yourself and your realm to preserve those tracks of land the Green fey need to live. Between the fey already among your vassals and the experience of the harbinger devils in such contractual magics, it could be done subtly, but absent the hand of the Old Gods in the bargain you would need to offer something beyond the simple guarantee for their fealty and acquiescence to imperial law. The satyrs and other more excitable breeds favor yearly festivities in which they might catch more mortals up in their revels, whereas dryads and nymphs and others of like temperament would rather see more fey placed on local lordly councils, allowing them to have a say in policies throughout the Reach.

What bargain do you strike with the Greenwood fey?

[] Bargain of the Gods (Requires you to raise 12 Tier 3 Heart Trees; obvious to all fey in the region and most mages)

[] Law of the Deathless (Requires 50,000 IM in reagents to craft the contracts binding upon the fey to obey imperial law and the Empire to never willfully harm their hallowed places)
-[] Feast of the fey (obligation to arrange wide scale festivities at least three times per year during which the fey enchantments will influence mortals to lower their inhibitions)
-[] Wardens of Nature (obligation to arrange for fey advisors on local councils throughout the Reach, this need not be everywhere but must include most dukes of the Reach)

[] Write in


OOC: There was no way I was going to cover twelve fey courts in the detail I did Rowan's Rest, so I decided to up the level of abstraction a little here. Hopefully it works and gets across what they fey want, which is mostly security that no one will burn down their groves, but also a chance to safely express themselves within the strictures of this new realm. Not yet edited.
Here's an edited version of the chapter, DP.
 
Expanding the scope of Wardens of nature might be worth doing anyway as an aside.

The inquisition is suited for many tasks but keeping a sharp eye on tens of thousands of miles of untracked wilderness isn't one of them.
 
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-[] Wardens of Nature (obligation to arrange for fey advisors on local councils throughout the Reach, this need not be everywhere but must include most dukes of the Reach)
This does not seem like a bad idea.

Bringing local experts on not causing incidents with Fey in the councils would be something reaonable in itself, so no reason not to do it.
They do not say the Fey need actual decisionmaking-powers here.
 
I wasn't really thinking in terms of military transport or anything for this, but more like a subway. It's only a swift action to leave the mirror for your destination, which can be any mundane reflective surface that you can fit through. Supposing people had to pick a destination before they got in line they could leave as quickly as they got to the mirror.

In New York, they try to put bus stops every 750 ft or so. MT has a shorter range than that, but it's still in the ballpark of useful and has its own advantages to make up for it. Any given station could send you to any facility nearby that bothered to have a mirror for one thing, and the point to point nature of it makes a multi station trip less of a hassle.

No scheduling issues, no waiting around for the bus to show up at the station, and drastically simplified support logistics relative to public buses or subways. Just waiting in line until you step out at your destination, or at least somewhere nearby.

Needing more stations is definitely worth being able to set them up and forget about them instead of managing everything that goes into supporting muggle transport systems, in my opinion anyway.
You are chaining delays though. If I'm on a busy station, I need 1 minute to get to the mirror (10 people in front of me) and at the next station, I need to get back in line. That's another minute to wait, so each station takes about a minute, assuming only 10 people waiting there.

But what if the line branches? What when I have two-way traffic?

I could model this as a graph traversel problem, but I can already tell from a glance that it won't be economically viable.
 
This does not seem like a bad idea.

Bringing local experts on not causing incidents with Fey in the councils would be something reaonable in itself, so no reason not to do it.
They do not say the Fey need actual decisionmaking-powers here.

No, but it's worth noting that if you put the beings with inhuman charisma and excellent social skills within easy earshot of the local lords they will have some influence regardless
 
[X] Law of the Deathless (Requires 50,000 IM in reagents to craft the contracts binding upon the fey to obey imperial law and the Empire to never willfully harm their hallowed places)
-[X] Wardens of Nature (obligation to arrange for fey advisors on local councils throughout the Reach, this need not be everywhere but must include most dukes of the Reach)


[X] Receive a report (Interlude series)
-[X] From Ghoyan Drohe


I'd say it's a good deal.

Besides that, we can use a little break from Viserys (IMO), so Rhoynar Ghosts for a funny interruption.
 
[] Bargain of the Gods (Requires you to raise 12 Tier 3 Heart Trees; obvious to all fey in the region and most mages)
Might as well have the Moonchaser do a fly-by at tree level for how subtle this would be.
-[] Feast of the fey (obligation to arrange wide scale festivities at least three times per year during which the fey enchantments will influence mortals to lower their inhibitions)
... is "date rape night" really a valid option for this ... ?
-[] Wardens of Nature (obligation to arrange for fey advisors on local councils throughout the Reach, this need not be everywhere but must include most dukes of the Reach)
No.

@DragonParadox, what about making their holy places baronies in their own right?
 
Might as well let the Court of Stars have the Reach then. You are pretty much selling out the place wholesale.
I'm "selling" one advisor-post.

As far as I can tell your local-level goverment has several voices in it, voted by craftsmen, smallfolk, , merchants, etc.
Then representatives of the Scholarium, a Lawman and an administrator.
Why do you think that one more voice coming from the Fey will overpower all others?
 
Why not?

The local councils will have varied infulences on them anyway, why not let the fey have a voice too?

Being realistic, a court like Goldenwood will in practice be more powerful than whatever mortal lord rules over the area de jure anyway. Might as well give them an official speaker.
Because you are inserting a huge gap into the system by having them skip multiple councils to sit straight in the penultimate level. This is the equivalent of just straight away giving a coal lobbyist a vote in the federal legislative.

No. Way.

The whole idea of the tiered councils is to water down their influences by having higher levels accountable to the lower levels.

You instead want to insert utterly partisan people at the highest levels.
 
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