I support actually doing this. Creative punishments are one of the most effective tools for keeping students in line. Who gives a shit about detentions? Did you hear that when a kid pissed off Queen Mother Rhaella she stationed him in Sothoryos for a few months?
"I heard they had to wear meatsuits - actual suits made from raw meat! - and run around the jungle attracting monsters!"
 
Viserys: "Let me get this straight... you caused a diplomatic incident, and you didn't even get anything out of it?"

Student: "We--"

Student 2, elbowing Student 1: "We were err, attempting to. Just didn't quite manage to stick the landing."

Viserys: "Well, you know what they say. Success erases the stain of failure. Fire works in a pinch, too."

Students, both quite familiar with the fact that the King is reportedly famous for having fireblasts hot enough to vaporize steel: 😨

Viserys: "I hope I've made myself quite clear..."

Student 1: "Extremely clear."

Student 2: "The most transparent, Your Grace!"
 
I support actually doing this. Creative punishments are one of the most effective tools for keeping students in line. Who gives a shit about detentions? Did you hear that when a kid pissed off Queen Mother Rhaella she stationed him in Sothoryos for a few months?
We can get the best of both worlds out of this by making their jobs alternative between terrifying and mind numbing. We have them spend the mornings as bait, and the afternoons writing excruciatingly detailed reports about minutia they don't care about.

Let them track the amount of waste various lizards produce in captivity, or the dental health of super predators in the wild. We'll find a use for it someday, and in the meantime it can serve as the academic equivalent of moving rocks back and forth across a prison yard.:V
 
Viserys: "As you punishment, I want you to look after a critter for me."
Mages: :grin2:
Viserys: "We recently acquired it in Sothoryos."
Mages: 😧
Viserys: "But don't worry. It's a pretty slow and primitive amphibian that doesn't appear to be very aggressive. It mostly just ambles around where it feels like."
Mages: 😅

The critter:
 
Viserys: "As you punishment, I want you to look after a critter for me."
Mages: :grin2:
Viserys: "We recently acquired it in Sothoryos."
Mages: 😧
Viserys: "But don't worry. It's a pretty slow and primitive amphibian that doesn't appear to be very aggressive. It mostly just ambles around where it feels like."
Mages: 😅

The critter:
Now I actually want one of those. Just for the hell of it.
 
Say, are you all sure we don't want that book they were after anyway?

I feel like Rhaella is simply wrong when she says that a better book on Illusions is not worth a diplomatic incident with a region that is so unimportant that not only most Essosi Magisters couldn't point at it on a map, but I keep OOC constantly forgetting what its state currently is (ally, vassal, soon-to-be vassal?).
 
Say, are you all sure we don't want that book they were after anyway?

I feel like Rhaella is simply wrong when she says that a better book on Illusions is not worth a diplomatic incident with a region that is so unimportant that not only most Essosi Magisters couldn't point at it on a map, but I keep OOC constantly forgetting what its state currently is (ally, vassal, soon-to-be vassal?).
Rhaella is right. We're not desperate for another book on illusions with probably minor benefits considering the diplomatic inroads we've made with Vahar. With a bit of nudging and annexing surrounding areas in the future Vahar can easily join us in a few years.
 
We have no proof so far of such a book even existing. Those two pissed off the locals by asking about something that is mostly a wild theory of theirs.
 
@egoo, can you put together a standard guard force for our Elemental Gemcarving Workshop? It'll be a small place, but producing strategically important resources.
Taking some forces from "Free Forces"-tab:
2x Black Champions (CR 15),
20x Black Knights CR 6,
5x Verdant Ravens (CR 6),
5x Plant-Imbued Shadow Creature Cats (CR 6)

10x Vigilant Briars (CR 4),
5x Watchmoles (CR 6),

Sounds about enough?
[] Water Elemental Creation (3rd month, 294 AC)
-[] x320 Small: 225 IM each (CR 1) = 72,000 IM
-[] x160 Medium: 450 IM each (CR 3) = 72,000 IM
-[] x80 Large: 900 IM each (CR 5) = 72,000 IM
-[] x40 Huge: 1,800 IM each (CR 7) = 72,000 IM
-[] x20 Greater: 3,600 IM each (CR 9) = 72,000 IM
-[] x10 Elder: 7,200 IM each (CR 11) = 72,000 IM
-[] Total: 432,000 IM
My proposal, since we have 27x (Stationary) Aquatic Defense Groups; 26x Roving Aquatic Patrols and 36x City Defense Groups in service now:

[] 2050x Large Water Elementals (CR 5) (5x per City Defense Group, 50x per Stationary Aquatic Force, 20x per Roving Patrol) 900 each -- total, 1,845,000 IM
[] 400x Greater Water Elementals (CR 9) (10x per Stationary Force, 5x per Roving Patrol) 3,600 each -- total, 1,440,000 IM
[] 161x Elder Water Elementals (CR 11) (5x per Stationary Force, 1x Per Roving Patrol) 7,200 each -- total, 1,159,200 IM
[] Total: 4,444,200 IM

Upgrading all the forces that count in bulk costs a lot but makes it unnecessary to ever return to the subject, meaning less book-keeping.
I do not think we need elementals for any other defense groups in our Empire.

I guess we can make some for "Inquisition/Free Forces"-tab if y'all feel like it?
It's just that I, personally, think elementals too useless.
 
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Taking some forces from "Free Forces"-tab:
2x Black Champions (CR 15),
20x Black Knights CR 6,
5x Verdant Ravens (CR 6),
5x Plant-Imbued Shadow Creature Cats (CR 6)

10x Vigilant Briars (CR 4),
5x Watchmoles (CR 6),

Sounds about enough?

My proposal, since we have 27x (Stationary) Aquatic Defense Groups; 26x Roving Aquatic Patrols and 36x City Defense Groups in service now:

[] 2050x Large Water Elementals (CR 5) (5x per City Defense Group, 50x per Stationary Aquatic Force, 20x per Roving Patrol) 900 each -- total, 1,845,000 IM
[] 400x Greater Water Elementals (CR 9) (10x per Stationary Force, 5x per Roving Patrol) 3,600 each -- total, 1,440,000 IM
[] 161x Elder Water Elementals (CR 11) (5x per Stationary Force, 1x Per Roving Patrol) 7,200 each -- total, 1,159,200 IM
[] Total: 4,444,200 IM

Upgrading all the forces that count in bulk costs a lot but makes it unnecessary to ever return to the subject, meaning less book-keeping.
I do not think we need elementals for any other defense groups in our Empire.

I guess we can make some for "Inquisition/Free Forces"-tab if y'all feel like it?
It's just that I, personally, think elementals too useless.
I don't mind placing a much larger order of y'all want to. We will definitely need some for freestanding forces, though, and any city of decent size should have at least a couple of Large or larger Water Elementals for fire fighting purposes.

You're wrong about Elementals being useless, though. Sure, they're generally less useful than the Outsiders we employ, but that's mostly because they are very specialized and don't have a huge range of abilities. Water Elementals, for example, are unsurprisingly deadly on the open water. They will be great additions to our patrols and guard forces.
 
Vote closed.
Adhoc vote count started by DragonParadox on Nov 8, 2020 at 4:21 PM, finished with 41 posts and 13 votes.

  • [X] Plan Reassignment to Antarctica Sothoryos
    -[X] Have the two mages publicly apologise to the wronged parties.
    -[X] Reassign the two of them to research posts in Sothoryos until the matter has quieted down.
    --[X] Make it clear to them that their long-term prospects will not be impacted by this, but that you are annoyed by this needless incident, so they can stew a bit about their actions in the jungles.
    -[X] Have someone quietly monitor the religious festivals for the use of magic to prevent any misunderstandings that might arise later on from the faith using undeclared magic in a Imperial jurisdiction.
 
Winning Vote
Adhoc vote count started by DragonParadox on Nov 8, 2020 at 4:21 PM, finished with 41 posts and 13 votes.

  • [X] Plan Reassignment to Antarctica Sothoryos
    -[X] Have the two mages publicly apologise to the wronged parties.
    -[X] Reassign the two of them to research posts in Sothoryos until the matter has quieted down.
    --[X] Make it clear to them that their long-term prospects will not be impacted by this, but that you are annoyed by this needless incident, so they can stew a bit about their actions in the jungles.
    -[X] Have someone quietly monitor the religious festivals for the use of magic to prevent any misunderstandings that might arise later on from the faith using undeclared magic in a Imperial jurisdiction.
 
Part MMMDCXLIII: Sight False and True
Sight False and True

Thirteenth Day of the Third Month 294 AC

Though you had mostly sent your mother to Vahar to oversee the study of texts to which you had been given access to, following the Expedition's passing through you find yourself relieved for her diplomatic expertise. As you read through the first half of the latest report you find yourself contemplating what would be a fitting fate for all the trouble they brought. Mind-numbing boredom or gut wrenching fear, maybe a touch of both? Sothoryos can provide that and more to the point it can provide more productive direction to the mages' ambition. You make a further note to assure them that the assignment is only temporary until the waves from the incident on Vahar have settled.

The Mysteries of East Complete 18/12

Your final note is to have your mother quietly monitor the religious festivals for the use of magic to prevent any misunderstandings that might arise later on from the faith using undeclared magic in Imperial jurisdiction. It likely will not be a concern seeing as observed cases were all major rituals on the island itself, but there is no need taking needless chances.

Looking beyond the incident to the lore acquired for the Scholarum you are pleased to see scrolls and tomes of realms beyond the Narrow Sea, maps finer than anything you could simply buy in port, but by far the most fascinating discovery is that of a intact ritual that allows illusory warding of a land in a way that seems almost fey in effect, though according to your mother there are no fey in the Sharn's real, save those of the sea that pass as the wind takes them. The second ritual is less widely useful, allowing one to tap into the lingering presence of even the most faded specter to learn more of how they might be exorcised. The Inquisition will get some use out of it, perhaps the Lawmen too.

Chart and Map Collection Improved to 'Excellent' quality for the cost of the Jade and Summer Seas' actions where applicable.

Common lore
Knowledge (Geography) +2
Knowledge (Arcana) +1
Knowledge (Mathematics) +4

Rituals:
Labyrinthine Wilds

School:
Illusion (glamor); Level 5
Casting Time: 50 minutes
Components: V, S, M (the bones of local wildlife carved into divining runes and daubed in specially treated wildlife blood worth 2,000 gp), F (a compass using a highly sensitive magnetic needle worth 10,000 gp), SC (at least 4 and up to 10)

Skill Checks: Knowledge (geography) DC 30, 2 successes; Survival DC 30, 3 successes
Range: close (25 ft. + 5 ft./character level of the primary caster)
Area: 2-square-mile region/character level of the primary caster
Duration: Permanent (D)
Saving Throw: Will disbelief (if interacted with); Spell Resistance; no

Backlash: The primary caster gains 1 temporary negative level.
Failure: All casters gain 2 temporary negative levels and are permanently blinded (the blindness is a curse effect, and it can be removed with remove curse and similar effects).

EFFECT:
The primary caster must prepare for this ritual by walking a path along the outer edge of the desired area—an act that likely takes longer than the ritual casting time. As the primary caster walks this path, she must periodically mark the area with tiny runes. Once the primary caster returns to her starting point, and assuming the area she outlined is less than 2 square miles per character level she has, the actual casting of the ritual can begin. At this point, all casters cross the threshold to enter the region and then begin following a series of erratic paths, each using the material component divining runes as they wander aimlessly. Completing this ritual creates a powerful obfuscating effect, affecting creatures entering the area surrounded by the primary caster's initial walk.

The area within the border becomes an illusory replica of the local terrain that is difficult to navigate. In order to successfully travel to a desired location within the labyrinthine wilds, a creature must succeed at a DC 20 Intelligence check or a DC 30 Survival check. Success at this check allows a creature to reach its destination as normal. Failure at this check indicates the creature (and any allies it guides) spends 2d6 hours traveling along the path, only to return the starting point with no memory of its wanderings and fatigued from the journey.

Voice of the Damned

School:
Necromancy; Level 4
Casting Time: 30 minutes
Components: V, S, M (a blade worth 150 gp and a parchment), SC (up to the Intelligence modifier of the primary caster)

Skill Checks: Diplomacy DC 31, 2 successes; Intimidate DC 31, 2 successes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One neutralized haunt
Duration: 1 minute/level
Saving Throw: Will negates; Spell Resistance; no

Backlash: All casters take 1d6 points of Constitution damage.
Failure: All casters take 1d6 points of Constitution drain.

EFFECT:
The caster rouses the lingering consciousness of a neutralized haunt. Upon the ritual's completion, a spirit resembling the entity that empowered the haunt manifests before the caster and scrawls a message of 25 words or less onto the provided parchment, using the caster's blood. This message provides a cryptic clue regarding how to permanently destroy the haunt, acting much like the information granted by a divination spell, except that there is no chance that the information will be incorrect because the haunt hopes to end its suffering.

All things told you are satisfied with the fruits of this excursion. Nothing of great worth or secrecy was unearthed, but then you had not expected them to be. Every new insight, every flicker of lore, is more than you have possessed before, and lore unlike gold can be shared without being diminished.

What next?

[] Write in

OOC: Really short again though this time as much for the fact that it is a natural break point as it being really late for me. Rolls for the lore were middling across the board if anyone is wondering.
 
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[jk] Only one character piece left before we only have reports to read, ya gotta hurry @Azel! :o [/jk]
----------------------------------------------
[X] Sandor Praetorian Conversion

[X] Retroactive Water Elemental Creation:

-[X] Inquisition/Free Forces: 150x Large Water Elementals (CR 5) -- 135,000 IM; 50x Greater Water Elementals -- 180,000 IM; 20x Elder Water Elementals (CR 11) -- 144,000 IM, 459,000 IM TOTAL
-[X] 2050x Large Water Elementals (CR 5) (5x per City Defense Group, 50x per Stationary Aquatic Force, 20x per Roving Patrol) 900 each -- total, 1,845,000 IM
-[X] 400x Greater Water Elementals (CR 9) (10x per Stationary Force, 5x per Roving Patrol) 3,600 each -- total, 1,440,000 IM
-[X] 161x Elder Water Elementals (CR 11) (5x per Stationary Force, 1x Per Roving Patrol) 7,200 each -- total, 1,159,200 IM
-[X] Total: 4,903,200 IM
---------------------------------------------
@Goldfish I won't argue overly much on how useful (or not) Water Elementals are.
I think we have an overabundance of Aquatic forces as is, but if ya insist, have these as "we are free to assign them whenever to wherever"-forces.
Inquisition/Free Forces: 150x Large Water Elementals (CR 5); 50x Greater Water Elementals; 20x Elder Water Elementals (CR 11)
 
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Current Library:
Common Lore:
Knowledge (Alchemy) +25
Knowledge (Arcana) +33
Knowledge (Architecture) +27
Knowledge (Autohypnosis) +2
Knowledge (Dungeoneering) +29
Knowledge (Economics) +24
Knowledge (Geography) +26
Knowledge (History) +47
Knowledge (Law) +19
Knowledge (Martial Lore) +6
Knowledge (Mathematics) +22
Knowledge (Nature) +24
Knowledge (Nobility and Royalty) +17
Knowledge (Psionics) +24
Knowledge (Religion) +30
Knowledge (The Planes) +25
Knowledge (War) +27
Profession (Trade) +5

Bound Tomes of Knowledge (For ritual use): Religion and Planes +10
Additions courtesy of Vahar:
Chart and Map Collection Improved to 'Excellent Quality for the coasts of the Jade and Summer Seas' where applicable

Common lore
Knowledge Geography +2
Knowledge Arcana +1
Knowlege Mathematics +4

Updated Library:
Common Lore:
Knowledge (Alchemy) +25
Knowledge (Arcana) +34
Knowledge (Architecture) +27
Knowledge (Autohypnosis) +2
Knowledge (Dungeoneering) +29
Knowledge (Economics) +24
Knowledge (Geography) +28
Knowledge (History) +47
Knowledge (Law) +19
Knowledge (Martial Lore) +6
Knowledge (Mathematics) +26
Knowledge (Nature) +24
Knowledge (Nobility and Royalty) +17
Knowledge (Psionics) +24
Knowledge (Religion) +30
Knowledge (The Planes) +25
Knowledge (War) +27
Profession (Trade) +5

Bound Tomes of Knowledge (For ritual use): Religion and Planes +10
 
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