Really? I could have sworn you tried at least once, but it has been a long time.
We noticed the wards in the Dreamworld, in Runestone and Winterfell both, that was the closest thing we got to a definite confirmation that extraplanar entry would be difficult.
But we didn't try to teleport into either, because we were worried that the wards might have a much more extreme reaction than simply causing the spell to fail.

We knew about teleport-blockers in Casterly Rock of course, but I don't think we ever confirmed if that was secured by ancient wards or Lanna's work.
 
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I have to say after reading the thread from the beginning as a newbie.
This is really really a salty thread yall
The amount of salt in the thread could kill a brine dragon.
 
[X] Yes, every advantage against the Brazen Throne must be taken
-[X] Use the knowledge to bargain with the Shaitan and Djinn in order to gain assistance in reverse engineering the ward stones and whatever other warding knowledge we can convince them to part with.
@DragonParadox, to be clear, this will in fact succeed in getting us all the warding lore of the Shaitan and the Djinn? Including new stuff they discover later on? I'd rather not part with our biggest bargaining chip here only to run into a situation of "No no, you need to trade more lore if you want this." I'm hoping to get to equal exchange as military allies here.
 
@DragonParadox, to be clear, this will in fact succeed in getting us all the warding lore of the Shaitan and the Djinn? Including new stuff they discover later on? I'd rather not part with our biggest bargaining chip here only to run into a situation of "No no, you need to trade more lore if you want this." I'm hoping to get to equal exchange as military allies here.

You cannot really bargain for things that do not exist, that said this will be its own update with its own vote. the present vote does not lock you into how to bargain.
 
You cannot really bargain for things that do not exist, that said this will be its own update with its own vote. the present vote does not lock you into how to bargain.
But their lore on wardstones and defensive emplacements such as opaline vault walls, etc, do exist right?

Honestly i dont see why we are going to need a research action to reverse engineer the wardstones if the shaitan and djinn already have all of it and are willing to share it to us.

I really dont see them not giving the lore to us.they know we stole a huge amount of wardstones and could reverse engineers it in time.

Instead of having a action in the next turn to reverse engineer the wardstones i would rather have a action where we could start hiring or training our high level enchanters from our magelings to create X amount of wardstones per turn (as determined by GM
and the choice of wardstones to be made decided by turnvote)

And another action to create bunkers and sanctums filled with traps and troops defensive enough to rival the efreeti fortress to house the wardstones and preventing them from being stolen.

Also giving runic wards so that they could only give us something we could reverse engineer in time feels a little off to me.
I would rather have them give some exotic lore in addition to the lore on creating wardstones.
 
But their lore on wardstones and defensive emplacements such as opaline vault walls, etc, do exist right?

Honestly i dont see why we are going to need a research action to reverse engineer the wardstones if the shaitan and djinn already have all of it and are willing to share it to us.

I really dont see them not giving the lore to us.they know we stole a huge amount of wardstones and could reverse engineers it in time.

Instead of having a action in the next turn to reverse engineer the wardstones i would rather have a action where we could start hiring or training our high level enchanters from our magelings to create X amount of wardstones per turn (as determined by GM
and the choice of wardstones to be made decided by turnvote)

And another action to create bunkers and sanctums filled with traps and troops defensive enough to rival the efreeti fortress to house the wardstones and preventing them from being stolen.

Also giving runic wards so that they could only give us something we could reverse engineer in time feels a little off to me.
I would rather have them give some exotic lore in addition to the lore on creating wardstones.

You cannot really make them the way the genies do because it takes a certain amount of arcane infrastructure you do not have that in anchored in planar conditions which do not exist on the Prime Material. Telling you how they do it is a starting place, but not the whole story.
 
Phase Ward
This type of ward-stone inhibits Teleportation, planar travel and some special movement types within it's area of affect.

When either the start or endpoint of a Teleportation effect is within a Phase Ward, there is a 5% chance for every 5 ft. traveled that the spell fails and deposits the subject in a random location anywhere within the travel distance. Attempting to move 200 ft. or more by Teleportation instead has the spell fail automatically.

Casting effects such as Planeshift, Calling spells, most Summoning spells, Gate or similar automatically fails. However, when a ward-stone is activated in an area with an existing, permanent effect such as an open Gate, or an active ward-stone is moved so that it's area of effect covers such, then the existing effect is not dispelled. Some Summoning spells such as Summon Monster can still be cast within a Phase Ward, as they don't transfer a physical being, but create a temporary body from raw magic. Which Summoning spells still work is determined by the DM.

Ethereal, astral and earthglide travel in the area are similarly inhibited, with a 5% chance for the effect to fail for every 5 ft. a creature moves, even if the effect could normally not be negated, such as a Xorns or an Ethereal creatures movement. Such creatures suffer the same effects that a corporal creature without their special abilities would under these circumstances, such as being ejected from solid matter, but their innate abilities can be used again the next turn.

A creature or magical item can be attuned to a Phase Ward-Stone in a ritual that takes 5 minutes. Once completed, it is no longer inhibited by the specific Phase Ward. Take note that other Phase Wards affecting the same area might still prevent that creature or item from using it's abilities.

Phase Ward-Stones usually have a range of 1km to 10km.
Uncertainty Ward
This type of ward-stone enhances the innate unpredictability of sentient life to foil attempts to use Divination to predict events in its area of effect. Any Divination spell that has a failure chance and is used while within an Uncertainty Wards area of effect or to predict something happening within that area of effect has a 1% higher chance of failure for every creature with an Intelligence score of at least 3 within the are of effect. These ward-stones are often used to protect armies or hidden bases that are too large to be hidden by other means from being found by divination.

Uncertainty Ward-Stones usually have a range of 1km to 10km.
Dispersal Ward
Designed to inhibit the powers of archmages, greater fiends and the abilities of artifacts, these ward-stones allow a mage to perceive the disturbances in the ambient mana of a large area and to use the stones might to disrupt any magical effects. While technically capable of suppressing even the meanest cantrip in that fashion, even the greatest of archmages would be hard pressed to perceive the minuscule echo of such a casting, let alone fast enough to prevent it. In practice, these ward-stones are usually tended to by a small coven of minor to middling mages, who monitor the area for massive spell effects such as time manipulation, large combat spells, ritual spellcasting or the activation of divine artifacts, as these effects are easy to perceive and to cancel.

When directly under attack though, the mages attuned to a Dispersal Ward can leverage it's power much more precise. When having line of sight to the ward-stone, a mage attuned to it can spend a Full Round Action to prepare himself for counter-spelling. At any time until his next turn, the mage can cancel any one active magical effect to which he has line of sight without needing a check, or use the spells Greater Dispel Magic or Chain Dispel at a Caster Level of 20.

To attune himself to a Dispersal Ward, the mage most perform a ritual that lasts 1 hour and which must be repeated once every month.

Dispersal Ward-Stones usually have a range of 500m to 5km.
Boundary Ward
Developed long ago from the mechanics of a Dispersal Ward and as an answer to Uncertainty Wards, a Boundary Ward allows an attuned mage to perceive the boundaries between the planes and to detect disturbances in them caused by the opening of Gates, mass Teleportation, the presence of larges groups of Outsiders or similar events. While unable to directly perceive the areas warded against Divination in this fashion, the Boundary Ward can instead pick up the ripples of these events when they leave the warded areas, allowing it to predict with some precision in which general area and in which general timeframe an event will happen.

To attune himself to a Boundary Ward, the mage most perform a ritual that lasts 1 hour and which must be repeated once every month.

Boundary Ward-Stones usually have a range of 10km to 100km when operated by a mage of average skill, but in theory their range is infinite and only limited by the skill of the operator and the magnitude of the event. For example, an uncontrolled planar breach could be easily predicted by a Boundary Ward at any place on one of the affected planes.
Rune Wards
  • Hardens construction against magical and mundane attack
  • Blocks Phased Travel as Forbiddance
  • Easy to carve and very long lasting
  • Can only be used on fixed structures
Paired with Runecrafting III on more important projects.
Runecrafting III

An enchanter possessing this feat can shape magic in accordance to the ancient traditions of the First Men, allowing them to use any one of the following abilities.

Legend-wrought: May reduce the cost of any enchantment process (or group of such processes) so long as they align with the zeitgeist associated with the base object (example: a famed explorer's ship taking to the sky, a mighty fortress gaining walls impossible to scale, etc). The reduction in cost depends on the scale of the legend ranging from 10%-50%. This bonus stacks with and is added after any other cost-reducing feats.

Elder Roots: May at the cost of doubling the price of an enchantment or group of enchantments (inducing but not limited to wards, traps, and lineage blessings) make the magic far more resilient, echoing back upon the world from the Dreamlands. This means that any dispel checks made against it are rolled twice, choosing the lowest result. The spell may endure for millennia of waning magic and has a 20% chance to continue to function even in an anti-magic effect. (May be improved with use and study)

First Tongue: Offers a significant boost to researching new magical effects at the cost of longer research times.
Our ward collection is looking damn good these days.
 
Vote closed. Update in beta.
Adhoc vote count started by DragonParadox on Jun 27, 2021 at 12:41 PM, finished with 43 posts and 6 votes.

  • [X] Yes, every advantage against the Brazen Throne must be taken
    -[X] Use the knowledge to bargain with the Shaitan and Djinn in order to gain assistance in reverse engineering the ward stones and whatever other warding knowledge we can convince them to part with.
    [X] No, it is too precious a secret to simply give away
 
Vote closed. Update in beta.
Adhoc vote count started by DragonParadox on Jun 27, 2021 at 12:41 PM, finished with 43 posts and 6 votes.

  • [X] Yes, every advantage against the Brazen Throne must be taken
    -[X] Use the knowledge to bargain with the Shaitan and Djinn in order to gain assistance in reverse engineering the ward stones and whatever other warding knowledge we can convince them to part with.
    [X] No, it is too precious a secret to simply give away
Dragonparadox would we have a increase in chance of sucess in the action Bulwark of the north (studying the builder's wall) since we finished the runic wards with a good roll 85 and due to synergy.
 
Part MMMDCCCXXVIII: Twilight in Crimson and Gold
Twilight in Crimson and Gold

Twenty-Second Day of the Ninth Month 294 AC

Much to the surprise of many of the more pessimistic among the high councils of the Ministry of Magic the expansion of the Scholarum into Westeros was greeted more with relief than with fear or anger by the new made subjects of the Imperator. All but the most stubborn of them had at the very least accepted that sorcery was a part of the world even if they did not embrace those who practiced it. That being the case having witches beholden to imperial law was better than just having them 'loose and going each their own way'. Ministry officials soon learned that presenting themselves as a regulatory authority would gain the approval of burghers and petty nobles in a way the Scholarum itself was still far off from doing.

Not to say there were not troubles with everything from acquiring land suitable for construction within the walls of the cities to hiring local auxiliary staff as was the custom of Scholarum branches across the Imperium, but any objections were kept to a low grumble. It is hoped soon to be drowned out by all the good those newly trained sorcerers will do for their fellow citizens.

Create new Scholarum Branches: King's Landing, Greyport, Gulltown, Saltpans: Auto Success

Better news still arises from the Riverlands and the Reach, with many fey of the broken Courts willing to pledge service to the Imperium from either fear and awe at the doom of the Star Crowned Queen or that quintessential desire to stride boldly into the unknown and grow as a tale in the telling. Over the past several months scattered bands of the Crimson Court have been coaxed into the Inquisition or military service were their powers and proclivities would be put to good work while shape-changers and beast-kin were instead seconded to the Scholarum directly.

While there are technically some wilderness scouts with arcane skills in service of the Crown they do not come anywhere near what will be necessary in the role, particularly as the months turn towards dealing with Qohor, though opinions are divided on how safe it would be for fey to deal with the horrors of those dark woods which have already made an end of so many of their kin.
Fey Helpers' Bright Fey: 74 (Success)

Of greater note, and if you are being honest greater concern, are the reports of spirits of the Golden Court coming forth to serve in the House of Mirrors. The diviners of the House of Mirrors are among the most closely observed and investigated mages of the Imperium, over and above even the battle sorcerers who can rain down fire with a wave of their hand. A whispered counsel in the right ear or the wrong one can after all doom a battle. It is simply impossible to attain the same level of knowledge of the mind and motivations of an elder fey as it is a mortal man. By the same token, refusing to allow them to serve with honor as seers will likely see these fey turned away embittered.

What do you decide?

[] Accept the Golden Seers into the House of Mirrors, you trust in your investigators to weed out any malice or mischief

[] Refuse the Golden Seers access to the House of Mirrors until they have proven themselves in some other way

[] Write in


OOC: Sometimes even success can breed complications.
 
Twilight in Crimson and Gold

Twenty-Second Day of the Ninth Month 294 AC

Much to the surprise of many of the more pessimistic among the high councils of the Ministry of Magic, the expansion of the Scholarum into Westeros was greeted more with relief than with fear or anger by the new made subjects of the Imperator. All but the most stubborn of them had at the very least accepted that sorcery was a part of the world, even if they did not embrace those who practiced it. That being the case, having witches beholden to Imperial law was better than just having them 'loose and going each their own way'. Ministry officials soon learned that presenting themselves as a regulatory authority would gain the approval of burghers and petty nobles in a way the Scholarum itself was still far off from doing.

Not to say there were not troubles with everything, from acquiring land suitable for construction within the walls of the cities to hiring local auxiliary staff, as was the custom of Scholarum branches across the Imperium, but any objections were kept to a low grumble. It is hoped soon to be drowned out by all the good those newly trained sorcerers will do for their fellow citizens.

Create new Scholarum Branches: King's Landing, Greyport, Gulltown, Saltpans: Auto Success

Better news still arises from the Riverlands and the Reach, with many fey of the broken Courts willing to pledge service to the Imperium from either fear and awe at the doom of the Star-Crowned Queen or that quintessential desire to stride boldly into the unknown and grow as a tale in the telling. Over the past several months, scattered bands of the Crimson Court have been coaxed into the Inquisition or military service where their powers and proclivities would be put to good work, while shape-changers and beast-kin were instead seconded to the Scholarum directly.

While there are technically some wilderness scouts with arcane skills in service of the Crown, they do not come anywhere near what will be necessary in the role, particularly as the months turn towards dealing with Qohor, though opinions are divided on how safe it would be for fey to deal with the horrors of those dark woods which have already made an end of so many of their kin.
Fey Helpers' Bright Fey: 74 (Success)

Of greater note, and if you are being honest, greater concern, are the reports of spirits of the Golden Court coming forth to serve in the House of Mirrors. The diviners of the House of Mirrors are among the most closely observed and investigated mages of the Imperium, over and above even the battle sorcerers who can rain down fire with a wave of their hand. A whispered counsel in the right ear, or the wrong one, can doom a battle, after all. It is simply impossible to attain the same level of knowledge of the mind and motivations of an elder fey as it is a mortal man. By the same token, refusing to allow them to serve with honor as seers will likely see these fey turned away embittered.

What do you decide?

[] Accept the Golden Seers into the House of Mirrors, you trust in your investigators to weed out any malice or mischief

[] Refuse the Golden Seers access to the House of Mirrors until they have proven themselves in some other way

[] Write in


OOC: Sometimes even success can breed complications.
Made some additional edits to the chapter, DP.
 
If they wanna work I say we vet them so hard their heads will spin.

I don't want their backstory, I want concept art, the research notes from the marketing department, and the goddamn elevator pitch.
 
Well im okay with them as long as we ensure
some way to avoid betrayal and arrange contingencies for that event
Also include some really good life plan for them to make them loyal.
 
They would but they are ancient fey, there are ways to get around vows.
I don't suppose our devils and Malarys can help advise us on the exact wording for the oaths of the Fey?
Would it be better to make them subordinates through an allied Court?

Like the Queen of the Goldenwood Court? I think that's the name of the small court who were enemies of the Court of Stars?
No, they should be tied directly to Viserys. There's too much that could go wrong with them being sworn to a subordinate court. Like them subtly messing with their lord. At least with us we can nuke them if they betray us.
 
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