[X] Goldfish

We may want to create some type of Anit-Fay Seeker or Anti-Fay Warforged, that way we can keep track of, and eliminate Fay creatures in our empire.
 
[X] Goldfish

We may want to create some type of Anit-Fay Seeker or Anti-Fay Warforged, that way we can keep track of, and eliminate Fay creatures in our empire.
One of the types of Warforged that Anu developed is the Cold Iron variant. The Creation Forge is constructing 100 of them as part of our first order.

Cold Iron Warforged:
  • Alternate Attribute Modifiers: +2 Strength, -2 Dexterity, +2 Constitution
  • Special Abilities: Cold Iron Tracery as a bonus feat, and any held weapon is considered Cold Iron overcoming Damage Reduction
 
One of the types of Warforged that Anu developed is the Cold Iron variant. The Creation Forge is constructing 100 of them as part of our first order.

Cold Iron Warforged:
  • Alternate Attribute Modifiers: +2 Strength, -2 Dexterity, +2 Constitution
  • Special Abilities: Cold Iron Tracery as a bonus feat, and any held weapon is considered Cold Iron overcoming Damage Reduction

Nice, now all we need is one hell of a Fay Tracking Suite and the CI Warforged would be ready for Fay Hunting.
 
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Vote closed.
Adhoc vote count started by DragonParadox on Jul 3, 2020 at 5:31 AM, finished with 24 posts and 6 votes.

  • [X] Plan 'Wild Hunt, Aerial Edition'
    -[X] Propose to the Seilenos that rather than try to improve upon or replace the Wild Hunt's already magnificent hounds and horses, that we instead augment their capabilities by providing flying creatures, specifically birds of prey. Bark Hawks and Wild Rocs, while still of mere animal intelligence, are extremely clever and easily trained. Bark Hawks can be sent to chase and harry the Hunt's prey and to hedge out those who have hidden themselves in places where the Hounds may not reach. The Wild Rocs, despite being Huge-sized, are just as fast in the air as a Wild Hunt Horse and can carry several allies on their backs or captured prey in their talons. As Plant creatures, both the Bark Hawks and Wild Rocs are immune to many of the conditions which can afflict normal animals and even powerful Fey such as those who comprise the Wild Hunt.
    --[X] x50 Bark Hawk - Magebred Animal (+1 CR; Swift Breed variant) Wood Element Creature (+1 CR) Hawk (CR 1/3) [+5 Racial Hit Dice] = CR 4 (Cost: 600 IM each, Total: 30,000 IM)
    --[X] x10 Wild Roc - Magebred Animal (+1 CR; Swift Breed variant) Dire Creature (+2 CR) Greenbound (+2 CR) Giant Falcon (CR 2) [+9 Racial Hit Dice] = CR 10 (Cost: 4,800 IM each, Total: 48,000 IM)
 
Part MMMDLXV: Where Strange Birds Fly and Hunters Ride
Where Strange Birds Fly and Hunters Ride

Thirtieth Day of the First Month 294 AC

Hounds and hawks the Wild Hunt has aplenty, but few among its numbers are truly at home in the sky. No lesser hunter is the hawk, nor those who fly them. So you propose to hatch in the depths of the Forge beasts with wings of wood and for feathers green shoots, some small to fly ahead of the baying hunt and startle prey from hiding, and some as large as a drake on the wing to help pull down the greatest of beasts.

Vee takes your guest through the powers and preferences of each beast to ensure they would be well cared if the deal is struck. You imagine the mighty spirit would be amused or insulted at the not-so-veiled threats to come his way should the birds be mistreated were if not for the pale staff dancing with the light of dawn in your friend's hand, her own power sending leaves dancing in the twilight and shoots of grass bursting from the cobbles of the path.

"A fair enough creation, though simple in its making," the spirit of the hunt says at last, swirling his eternal wine cup in hand, now filled with Dawn Mead you notice. "A few of those raised to the hunt will serve in your hosts for every every flock given over into our care. One hundred years and a day they shall hunt your foes faithfully, so long as they are not turned against the Great Hunter."

If there is anything stranger than trading tales or wine with the fey it is bargaining for their services for they are prickly in their pride and resent the notion that their skills and powers be sliced like onions under a cook's knife, yet that is what you must reasonably do. At least the length of the contract is such that you can by all reasonable measures count it a 'lifetime pledge', more than most mortal lifetimes certainly. Though only a dozen hunters show interest in serving a mortal lord they bring the strength and the skill of ages, and their frightful magics. True you could birth beings as mighty in the Forge, if only just, but as the Hunt grows the more that join it and these would be no newborn creations, but beings that had ridden together since the world's dawning.

  1. Wild Hunt Archer [CR 13]
  2. Wild Hunt Archer (Mounted) [CR 14]
  3. Wild Hunt Scout [CR 15]
  4. Wild Hunt Scout (Houndmaster x3 Hounds) [CR 16]
Cost for century-long contract: Base Cost *3.0 (Pride of the Fey) *0.8 (arcane offerings)* 0.7 (Negotiating skill) = BC*1.68

Maximum Number of Interested Fey (Not counting Hounds or Mounts): 12

Do you acquire the services of any Wild Hunt Fey for a century and a day?

[] No, the cost is too high for what is offered

[]Yes
-[] Write in


OOC: So I thought quite a bit about how to make this deal as transparent and easy to calculate as possible, and I decided that rather than make you go through two conversions, gold to creatures and then creatures to mercs, I simply rolled for how the nature of the creatures and Viserys negotiation rolls would affect the final price. You guys can deal in Imperial Marks to get your fey mercs or not.
 
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Where Strange Birds Fly and Hunters Ride

Thirtieth Day of the First Month 294 AC

Hounds and hawks the Wild Hunt has aplenty, but few among its numbers are truly at home in the sky. No lesser hunter is the hawk nor those who fly them. So you propose to hatch in the depths of the forge beasts with wings of wood and for feathers green shoots, some small to fly ahead of the baying hunt and startle prey from hiding and some as large as a drake on the wing to help pull down the greatest of beasts.

Vee takes your guest through the powers and preferences of each beast to ensure they would be well cared for if the deal is struck. You imagine the mighty spirit would be amused or insulted at the not-so-veiled threats to come his way should the birds be mistreated were it not for the pale staff dancing with the light of dawn in your friend's hand and her own power sending leaves dancing in the twilight and shoots of grass bursting from the cobbles of the path.

"A fair enough creation, though simple in its making," the spirit of the hunt says at last swirling his eternal wine cup in hand, now filled with dawn mead you notice. "A few of those raised to the hunt will serve in your hosts for every flock given over into our care. One hundred years and a day they shall hunt your foes faithfully, so long as they are not turned against the Great Hunter."

If there is anything stranger than trading tales or wine with the fey it is bargaining for their services, for they are prickly in their pride and resent the notion that their skills and powers be sliced like onions under a cook's knife, yet that is what you must reasonably do. At least the length of the contract is such that you can by all reasonable measure count it a 'lifetime pledge', more than most mortal lifetimes certainly. Though only a dozen hunters show interest in serving a mortal lord they bring the strength and the skill of ages and the frightful magics. True, you could birth beings as mighty in the forge if only just, but the hunt grows the more join it and these would be no newborn creations but beings that had ridden together since the world's dawning.

  1. Wild Hunt Archer [CR 13]
  2. Wild Hunt Archer (Mounted) [CR 14]
  3. Wild Hunt Scout [CR 15]
  4. Wild Hunt Scout (Houndmaster x3 Hounds) [CR 16]
Cost for Century-Long Contract: Base Cost *3.0 (Pride of the Fey) *0.8 (arcane offerings)* 0.7 (Negotiating skill) = BC*1.68

Maximum Number of Interested Fey (Not counting Hounds or Mounts): 12

Do you acquire the services of any Wild Hunt Fey for a century and a day?

[] No, the cost is too high for what is offered

[]Yes
-[] Write in


OOC: So I thought quite a bit about how to make this deal as transparent and easy to calculate as posibile and I decided that rather than make you go through two conversions, gold to creatures and then creatures to mercs. I simply rolled for how the nature of the creatures and Viserys negotiation rolls would affect the final price, and you guys can deal in Imperial Marks to get your fey mercs or not. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.
 
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I prefer the cold methodical efficiency from any Devils than the capricious and whimsical nature of the Fey but...

Hmm, I'd not deny aid graciously given (more like lend honestly).
 
Okay, so extrapolating costs of creatures past CR 10 and applying the *1.68 cost modifier, here's the price for each unit based on its CR.

CR 13: 48,384 IM
CR 14: 64,512 IM
CR 15: 96,768 IM
CR 16: 129,024 IM
I prefer the cold methodical efficiency from any Devils than the capricious and whimsical nature of the Fey but...

Hmm, I'd not deny aid graciously given (more like lend honestly).
These guys are really powerful and have a lot of great abilities. I want as many of them as we can get.
 
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Okay, so extrapolating costs of creatures past CR 10 and applying the *1.68 cost modifier, here's the price for each unit based on its CR.

CR 13: 48,384 IM
CR 14: 64,512 IM
CR 15: 96,768 IM
CR 16: 129,024 IM

These guys are really powerful and have a lot of great abilities. I want as many of them as we can get.

The mounted archer is actually CR 14, that was typo initially.
 
...all but the CR16 guys we can make a version of for cheaper in our fleshforge, can't we?
 
...all but the CR16 guys we can make a version of for cheaper in our fleshforge, can't we?
Not even close. These guys have loads of SLAs and special abilities, including the awesome Wild Hunt Link, which enhances all of their allies within range with various abilities.

It's not just a matter of creating something with a similar CR, but the whole package. There is also the benefit of having high level Fey in our service when one of our most significant enemies is a powerful Fey Court.
 
Like I mentioned above, these guys are really good. They have all sorts of useful SLAs and special abilities that make them very dangerous. There Wild Hunt Link allows them to enhance all of their allies in specific ways, and each member of the Wild Hunt provides a different type of enhancement which stack with one another.

What I'm proposing here is quite expensive, but it gets us 8 Archers (CR 13) and 8 Horses (CR 11) plus 4 Scouts (CR 15) and 12 Hounds (CR 10), for a total of 32 Wild Hunt Fey. Gotta keep in mind that each of the Horses and Hounds aren't simple animals, or even Fey versions, but fully sentient beings with powers and abilities of their own.

[X] Hunters of the Wild
-[X] x8 Wild Hunt Archer (Mounted) [CR 14] - Cost: 64,512 IM (TOTAL: 516,096 IM)
-[X] x4 Wild Hunt Scout (Houndmaster x3 Hounds) [CR 16] - Cost: 129,024 IM (TOTAL: 516,096 IM)
-[X] TOTAL: 1,032,192 IM
 
Like I mentioned above, these guys are really good. They have all sorts of useful SLAs and special abilities that make them very dangerous. There Wild Hunt Link allows them to enhance all of their allies in specific ways, and each member of the Wild Hunt provides a different type of enhancement which stack with one another.

What I'm proposing here is quite expensive, but it gets us 8 Archers (CR 13) and 8 Horses (CR 11) plus 4 Scouts (CR 15) and 12 Hounds (CR 10), for a total of 32 Wild Hunt Fey. Gotta keep in mind that each of the Horses and Hounds aren't simple animals, or even Fey versions, but fully sentient beings with powers and abilities of their own.

[X] Hunters of the Wild
-[X] x8 Wild Hunt Archer (Mounted) [CR 14] - Cost: 64,512 IM (TOTAL: 516,096 IM)
-[X] x4 Wild Hunt Scout (Houndmaster x3 Hounds) [CR 16] - Cost: 129,024 IM (TOTAL: 516,096 IM)
-[X] TOTAL: 1,032,192 IM
@DragonParadox Do the Fey come with good gear?

@Goldfish If not, I bet we could improve on their capabilities further. It comes to mind that these guys would be pretty good for any expedition into completely untamed wilderness. Even if they get a bit distracted by touristy activities (riding down dinosaurs, fighting the local undead, terrorizing hostile tribals) that has the benefit of providing tasty corpses or loot...
 
@DragonParadox Do the Fey come with good gear?

@Goldfish If not, I bet we could improve on their capabilities further. It comes to mind that these guys would be pretty good for any expedition into completely untamed wilderness. Even if they get a bit distracted by touristy activities (riding down dinosaurs, fighting the local undead, terrorizing hostile tribals) that has the benefit of providing tasty corpses or loot...
They don't come with any enchanted gear, not counting the Scout's ability to turn any bow into a murdermachine. We could give each of them a significant boost with relatively minor gear upgrades.
 
The Hunters and Scouts produce their own magic weapons, but they could still profit from light armor and some trinkets.


Besides, do you think it will be bad for our reputation if it becomes known that we sometimes send a Wild Hunt after our foes?
 
Besides, do you think it will be bad for our reputation if it becomes known that we sometimes send a Wild Hunt after our foes?
No worse than the fact we are known for knocking on people's doors in person for a "friendly chat" on occasion, and it's hard to predict what action will tip the balance in that direction.
 
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