As someone who actually wrote the fluff for Sand Nomads I think people are going on a little strong for what is a small cultural group on far side of the world from us. Lets just trade simply and if things grow from there let it.

@Goldfish I think the craziest thing we should give outside of trade is the Desert Veil, and anything further that comes out of partnership from exploring ruins should happen then. Some groups don't react super well to one side being overly generous after all, especially those used to living frugally.
How about the Veil, a VS dagger, a PfE ring, a set of Muleback Cords, a Healing Belt, and the Handy Haversack?

That would be a nice gift set for anyone, but hardly extreme, IMO.
 
included this in the plan:

----[] Ultimately, if the Herald believes it possible, it should begin to lay the groundwork to bring the Sand Nomads into the Imperium. They are far from our nominal authority, but that will eventually change and having loyal allies already established in the area will be to our benefit and their own.
Looks good to me.

[X] Goldfish
 
How about the Veil, a VS dagger, a PfE ring, a set of Muleback Cords, a Healing Belt, and the Handy Haversack?

That would be a nice gift set for anyone, but hardly extreme, IMO.
Sand Nomads in general don't like or trust getting things for free, especially from most Wetlanders. Like said, you are better off just trading equally and building a relationship over time through expeditions as the two groups get used to each other.

Just trade for lore and such and give back stuff Nomads can use.

Could give the veil to Jorar so he can survive in desert better, make him the unofficial voice of the Empire towards the Sand Nomads since he has earned their respect.
 
Sand Nomads in general don't like or trust getting things for free, especially from most Wetlanders. Like said, you are better off just trading equally and building a relationship over time through expeditions as the two groups get used to each other.

Just trade for lore and such and give back stuff Nomads can use.

Could give the veil to Jorar so he can survive in desert better, make him the unofficial voice of the Empire towards the Sand Nomads since he has earned their respect.
Okay, gotcha. Plan updated.

[X] Send a Herald to negotiate with them generously. You are interested in all they have to offer (including Sand Shaper lore, Sand Ship construction techniques, Sand Worm corpses, guidance to Sand Sea ruins, etc) and will trade in goods and materials they may need for anything they are willing to share. Eventually your infrastructure will reach out in that direction regardless of your current reception, so you might as well treat them as you mean to go on. We will Teleport the Herald and his entourage to the westernmost location we are aware of to shorten its trip to the Great Sand Sea.
-[X] It will carry a Handy Haversack of supplies for Jorar to ease his stay in the Great Sand Sea and facilitate negotiations, including a Banner of Restful Nights, the Desert Veil, a Whispering Brazier, Sending Stone, Plane Shift charm, Teleport charm, and various Alchemical substances. The Herald itself will be equipped with a pair of Sending Stones, a Belt of Repair, a Plane Shift charm, a Teleport Charm, and a trio of Elemental Fire Wyrmlings for support.
--[X] Tentatively talk about starting local oases, and perhaps some irrigation construction/volcanic soil produced in your spare time, so they will have some semi-permanent arable lands. Nomads, for all the fact that there might be cultural ties to their roaming beyond the practical concerns like lack of resources in one area, would all benefit from more reliable sources of food, water and wealth, all of which you can provide directly or indirectly through ongoing trade.
---[X] And if they have some permanent settlements, you can bargain protection from banditry and other threats as well. Leaving a Herald there indefinitely would handle most of those threats. Regardless, that's not a discussion to launch into immediately, but the we can definitely imply it if asked.
----[X] Ultimately, if the Herald believes it possible, it should begin to lay the groundwork to bring the Sand Nomads into the Imperium. They are far from our nominal authority, but that will eventually change and having loyal allies already established in the area will be to our benefit and their own.
 
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Not that I think we were short of stuff to send them on if we wanted them to just level up some more...
Actually, they pretty much were.
We are almost entirely out of established Adventure Locations within Westeros and Essos that don't require serious (i.e. full-Companion Team of 3-5+ characters) firepower to handle.

The rest of the known delves are either on Plane of Fire, in Valyria, Sothoryos, Shadow lands, or Beyond the Wall.
So, massive shitshows all in all.

@Massgamer, @DragonParadox, you miiiiight want to collaborate and give us me some basic write-ups for this sand-land. it coarse, rough and gets everywhere
I'll try to put out people on adventuring there when we have time psot-Reconquest.
Seeing far-off lands i nthis has always been a treat.
 
The only one that is left to be voted on is Soft Strider, and I want to get confirmation from DP about whether she can retrain her Ranger levels to Mystic Ranger before we do her level up.
We've got her a kickass trained Allosaurus as an animal companion, too. Her enemies shall tremble in fear and be eaten!
 
My only regret is that we can't fleshforge some additional features onto Bloodfeast.

She would be even greater if she was Advanced. And on fire. And had laser eyes.
 
My only regret is that we can't fleshforge some additional features onto Bloodfeast.

She would be even greater if she was Advanced. And on fire. And had laser eyes.
Is she CR15 already?
Because we can kill her and raise as an Undead (no Fleshforging) for some free immunities.
[:V]
 
Is she CR15 already?
Because we can kill her and raise as an Undead for some free immunities.
[:V]
Ohh... Advanced Dread Sayonna Allosaurus...

Though now that I think about it, stacking Apostle Kyton and Dread Sayonna would be a fantastic combination. Cause copious amounts of Bleed damage with everything you do, then snack on their CON scores.
 
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Vee's gonna have a rage fit tho.
:(
(Sofrt Strider herself too, probably)
 
You need a humanoid for Apostle Kyton anyway. However...

Viserys: "Are you two forgetting to mention something?"
Elaheh: "What would that be?"
Qyburn: "I think we included everything relevant in our proposal."
Viserys: "Yes. And the donors for the tissue needed to grow your project..."
Elaheh: "There are no other Kytons in your service."
Qyburn: "And my flesh is uniquely suited to grow specimens slated for transformation into negative energy powered beings. I don't think Lord Bolton would give us the material we need."
Viserys: "Certainly. There are no other reasons for you two to grow a humanoid from tissue samples of you two. None at all. I'm certainly it's also entirely unrelated to Osryx habit of referring to the two of you as his mother and father."
Elaheh and Qyburn: *visible confusion*
 
You need a humanoid for Apostle Kyton
*cough* there's Permanenceable Furry Shit for that *cough*
Anthropomorphic Animal
School transmutation (polymorph); Level druid 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S, M (a humanoid thumb bone)
EFFECT
Range touch
Target animal touched
Duration 1 hour/level
Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION
You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's size, type, and ability scores do not change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The creature's Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a creature of its size (unless it has a bite attack, which is a natural attack).
Anthropomorphic animal can be made permanent with a permanency spell cast by a caster of 11th level or higher at a cost of 7,500 gp.
Kyton-Allosaur-girls, ahoy!
 
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@Azel, is there a way for us to make it even more morally dubious than just "take an animal. Grant it intelligence and humanoid form. Violently ritually kill said now-intelligent animal, while splicing it with a Kyton, and raising as an Undead"?
Just a thought exercise, mind.
(Totally)
We had a good thing with Fetuses and Seekers, I think.
 
@Azel, is there a way for us to make it even more morally dubious than just "take an animal. Grant it intelligence and humanoid form. Violently ritually kill said now-intelligent animal, while splicing it with a Kyton, and raising as an Undead"?
Just a thought exercise, mind.
(Totally)
We had a good thing with Fetuses and Seekers, I think.
Stick some Daemon grafts in there.
 
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