The Harbinger

The Harbinger, CR 17
LN Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Quicken SLA (Firebrand), Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. The Harbinger may have up to 100 temporary hit points at a time, and they last for one hour. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If the Harbinger is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 60 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 22 Concentration check.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
 
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The Imperial Times: Issue #1
@DragonParadox, please threadmark this post as "The Imperial Times: Issue #1"?

[] The Imperial Times, Final Draft: Included in the link is a variation of that logo with a depiction of Viserys in Dragon-form and Planetos guarded by his wings during his rest, depicted upon the title page.
-[] Details: The Broadsheets will each have an Arcane Mark differentiated with each Issue #. This will make tracking them with a proper ritual and foci (the Marker key) simple for any properly trained mage or expert. The Broadsheets will be hardened by sorcerous means, the batches not being overly bulky, enough that there's no reason that Viserys couldn't do it himself to maximize potential Hardness rating.
--[]
Finally, while true that many of these will be pointlessly lost, or at least have access restricted as people either cast them aside from baseless superstition, or the enemy gets better at disposal, that doesn't mean that attempts to maximize its spread and retention shouldn't be made. We have Inquisition assets in two of the locations they are bound for. Where possible, they will ensure some of them stay in circulation.
-[] Statements from Viserys:
See the Plan Segment provisioned from @TalonofAnathrax's post.
-[] Editorials: In addition to statements from yourself above, as well as other information collated together seeking to inform people of the state of the world, nothing that a well-traveled sailor could not pick up in a port, but purged of the most outlandish inaccuracies and seeking to educate and inform--hopefully the fact that most of what is happening in the world is actually quite riveting when given the right prose will keep people passing it along as-written.
-[] You will also try to include an editorial on the Grand Tournament, since everyone else got a foreword about the Traitor's Tourney, why not regale the continent on the mighty deeds of daring that the visitors accomplished over that month instead of whispering and screaming of abandoned duty? After all, you are the rightful King, not Robert. Why should he get the final say?
--[] Create a serialized set of stories and fables, supported by visually expressive art.
---[] They would tell about Fey, the kind we deem acceptable, about how to spot Devil/Demon/Daemon cultists, about the spheres and so on and so forth (the point is twisting the narrative of those supernatural creatures that are seriously affected by it, to more sensible and useful direction, while also giving general population a minimal understanding of basic concepts we want them to know).
--[] Propaganda Posters: Pro-Imperium propaganda along the lines of recruitment for the the imperial institutions—Legion, the Scholarum, the Inquisition, the Imperial Administration, the Diplomatic Corpse, etc. These will come in the form of illustrated posters captioned by truespeech.
-[] For the Inquisition the posters will be along the lines of security and trust, focusing mainly on the need for citizens to cooperate and share intel for the good of the empire. (the Inquisition recruits on their own, that shouldn't be messed with). The themes of this poster will focus on the various threats that the Inquisition regularly squares off against -- mainly fiends, but also Deep Ones.
-[] For the Legion the posters will focus on the need citizens to cooperate, but also on recruitment. These will be images of glory and righteousness, of liberation and justice. Your basic army recruitment stuff, but embellished as much as we can. They'll illustrate how the Legion defends the Imperium, brings law to godforsaken cities, frees whatever slaves they come across, etc. It's a rallying cry to join in, to see the nearest recruiter, etc.
-[] For the Scholarum again the need to cooperate, but this one is more an advertisement that they're a legal and certified means of magical expertise, be it for crafting or other things. This could be split in two different approaches—the first being like some university's advertisement, detailing the courses and the resources (geared towards those who are more interested in learning and research), and the second being a call to duty for all eligible mages to rise to serve (this would mirror the Legion posters in a way, with an obviously arcane bent to it).
-[] For the Diplomatic Corps and the Imperial Administration the general idea is to portray how vital their jobs are and what lives they touch. For the latter, for example, focus on the imperial works in progress, how the materials are being shipped there, the roads being built to connect the Imperium in full, etc. "One Empire". It basically writes itself.
--[] Create a series of politically charged caricatures: Varied by region.
-[] 1. The Warlock of the West
Description: The picture shows Tywin Lannister sitting on the Rock. In his hands is a small person in robes, standing for a mage, to which he wants to affix a collar with chain. Nearby stands a huge cauldron with many mages chained to it and reluctantly tending to it. In it bubbles a repulsive liquid, with bones and skulls being seen inside, and it splashes goop all over the Westerlands, with a large glop landing square on Lannisport.
Caption: "They will do as they are told."
Locations: Lannisport, Kayce (trade harbor), Crakehall (trading city on the Ocean Road)
-[] 2. Thirst
Description: Tywin Lannister and Robert Baratheon loom over the Red Mountains, looking down at Dorne. Both of them carry a goblet from which Robert drinks, while Tywin holds his one down to Gregor Clegane, who stands there and lets the blood running from a peasants severed head drip into the goblet.
Caption: "We will get our fill!"
Locations: Sunspear, Hellholt, Godsgrace
-[] 3. Stolen Legacies
Description: Looming like a giant, his head sticking out of a lion's mouth, the head mounted upon the shoulders of a Golden Shield knight, one giant brazen hand lifts the top of Dragonstone's castle and reaches down and up to pull away a fistful of tabards, tapestries and keepsakes marked with Targaryen heraldry and regalia. Dragon Eggs fall between fat fingers and smash themselves on top of Duskendale, King's Landing and Storm's End lain upon a tableau like a map, tiny figures scurrying around and chased by stampeding stags and prowling lions.
Caption: "The legacy of a thief."
Locations: King's Landing, Duskendale, Dragonstone, Driftmark
-[] 4. Important Matters
Description: Robert Baratheon sits in a tavern hall, which is richly festooned in hunting trophies and with various frippery. He is busy ogling a whore that fills his wine cup. Behind his back, Cersei sits on the Iron Throne and torments various people with sorcery and laughing at them, while a few of the people in the hall are dragged away by demonic figures reaching out of the shadows. Beneath them all, there is a scene of starving peasants knifing each other in the streets.
Caption: "What could be more important then this?"
Locations: Kings Landing, Duskendale, Dragonstone, Driftmark
-[] 5. The Great Rulers
Description: A large picture of the whole Riverlands, with three giants standing on it, their steps having left deep craters in it. One can only see the legs of the giants, but they are clearly marked by the house sigils of Tully, Lannister and the Crowned Stag. Meanwhile, the peasants and lords look upward in fear for where the giants will step next.
Caption: "The dance of the high lords."
Locations: Riverrung, Saltpans, Maidenpool, Harrenhall, Seaguard
-[] 6. Absent
Description: A depiction of the Vale, with the Eyrie in the center. Upon it stands and empty chair. Around it, both Andals and Hill Folk are locked in combat with Demons and Devils.
Caption: "Everyone for himself."
Locations: The Eyrie, Gulltown
-[] 7. No Help Coming
Description: A depiction of the North, including the Wall. There is a massive breach in the Wall and the Night's Watch rushes to fill it in, aided by what is clearly Legionnaires under the Targ banner, and is trying desperately to close it off, while directly ahead of it a forest with clawed hands and slavering jaws peers southwards. To the South itself, Jon Arryn, Hoster Tully, Tywin Lannister and Robert Baratheon stand opposite of Ned Stark. Robert clutches a Targ banner and is clearly yelling at Ned.
Caption: "How dare you to let my enemies in?"
Locations: Winterfell, White Harbor
-[] 8. Dragging You Down
Description: A depiction of various smallfolk interrupted from seemingly idyllic work and ordinary life, dragged screaming into the sea by tentacles and enormous webbed hands, while distinctive figures in their heraldry gather around a witch's pyre to burn a small girl, with tears in her eyes, a golden-haired witch holding back their mother nearby.
Caption: "Get back into line."
Locations: Coastal Communities, North, East, South and West
--[] Start serializing a "Monster's Manual", focusing on common threats to the individual regions. Ideally, these segments could be bound together to eventually form a complete manual around the time space for it is given to some other document.
-[] "An Exile's Journey, Part One" In addition to the mentioned free informational document section, we will produce a serialized re-telling of our adventures, putting our utter genius with words and public address to use.
--[] "Greetings, gentlefolk of Westeros. My name is Viserys Targaryen, though I am known by many others. If you would give me but a moment of your time, I would like to tell you a story, a story of a young boy and his infant sister, cast out into the world to fend for themselves."
---[] In short, explain how we were forced into exile by Robert Baratheon, carried to safety in far off Braavos by the loyal Ser Willem Darry in order to avoid the horrific fate which befell our kinfolk when King's Landing fell to Lannister treachery.
----[] We grew up in Braavos, untroubled by the events of the world as children so often are. Eventually Ser Darry passed and magic returned to the world. We struggled, faced hardships and monsters, but grew strong. We gathered friends, loyal companions all, and we helped to defend Braavos from inhuman threats which now plague so much of the world.
-----[] And then we had to leave our comfortable home in Braavos, not for any wrongdoing on our part, but due to threats levied against the city that had welcomed us. Jon Arryn, the Hand of the Usurper, threatened the well being of Braavos, to block its traders from all Westerosi ports. Rather than force our friend the Sealord to decide whether to defy the Usurper and watch his city wither, or cast us out of our home, we voluntarily departed, going once more into exile.
------[] All was not lost, however, and soon we set foot upon unfriendly shores, the pirate's haven of Torturer's Deep. Through force of arms and powerful magic, the island was cleansed of the cutthroats infesting it, so that a new city could rise, one founded on principles we learned growing up in Braavos. We had a new mission, to rid the Narrow Sea and Essos of slavery.
-------[] Our successes came quickly, wiping slavers from the Narrow Sea that had previously gone unopposed for centuries. That success attracted the Usurper's fearful gaze once more, and for a third time he sought to chase us from our home, this time with a grand fleet, one bought and paid for with Lannister gold. This time we chose to make a stand.
--------[] To Be Continued
-[] "Master of Puppets, Pulling Your Strings" A serialized story from the perspective of a member of the Golden Shields, chronicling their life from the streets of Lannisport, their tutoring in magic and their willingness to swear fealty to Tywin, and then the betrayal of that loyalty when he binds with magic what should be freely given.
--[] "I was expecting to have to make hard choices. Tywin Lannister--a hard man, they said. But he always paid his debts. But as time went on, I was the one bleeding coin, every smashed head a grout, every trampled cobbler and miller boy a loose halfpenny. And in the end that's all we're worth to a man who sits on top of a mountain of gold. Coppers." The story then chronicles his misery at being forced into more and more heinous (and worse still, counterproductive) deeds by Tywin, culminating in his capture by agents of Viserys Targaryen and freeing at our hands.
---[] "They were scared. That was the part that always stuck with me. They were scared, not angry. A red haze settles over me, over us. And then there's fifteen broken bodies strewn across the ground. One of them only a little younger than I. 'What was the point?' I had thought. What did this slip of a girl do to the mighty Tywin Lannister?" The horror this deserter feels at his actions, on Lannister orders, is palpable.
----[] "I expected the block for what I did, if he was feeling merciful. T'wouldn't have surprised me if I was bound for the noose. The blood on my hands will like as not never wash off for all my days. But that doesn't mean I get to take the easy way out. Not while it's still going on." A prisoner in his own body, he takes the first opportunity to escape that he can, nearly dying on the way out. It ends with him gratefully swearing fealty to us. Special attention should be paid to making people empathize with him and then making the binding out to be as viscerally horrifying as possible. The objective is to make Tywin out to be as monstrous as possible and provoke outcry against his hiring practices.

[X] The Imperial Times, Final Draft: Included in the link is a variation of that logo with a depiction of Viserys in Dragon-form and Planetos guarded by his wings during his rest, depicted upon the title page.
-[X] Details: The Broadsheets will each have an Arcane Mark differentiated with each Issue #. This will make tracking them with a proper ritual and foci (the Marker key) simple for any properly trained mage or expert. The Broadsheets will be hardened by sorcerous means, the batches not being overly bulky, enough that there's no reason that Viserys couldn't do it himself to maximize potential Hardness rating.
--[X] Finally, while true that many of these will be pointlessly lost, or at least have access restricted as people either cast them aside from baseless superstition, or the enemy gets better at disposal, that doesn't mean that attempts to maximize its spread and retention shouldn't be made. We have Inquisition assets in two of the locations they are bound for. Where possible, they will ensure some of them stay in circulation.
-[X] Statements from Viserys: See the Plan Segment provisioned from @TalonofAnathrax's post.
-[X] Editorials: In addition to statements from yourself above, as well as other information collated together seeking to inform people of the state of the world, nothing that a well-traveled sailor could not pick up in a port, but purged of the most outlandish inaccuracies and seeking to educate and inform--hopefully the fact that most of what is happening in the world is actually quite riveting when given the right prose will keep people passing it along as-written.
-[X] You will also try to include an editorial on the Grand Tournament, since everyone else got a foreword about the Traitor's Tourney, why not regale the continent on the mighty deeds of daring that the visitors accomplished over that month instead of whispering and screaming of abandoned duty? After all, you are the rightful King, not Robert. Why should he get the final say?
--[X] Create a serialized set of stories and fables, supported by visually expressive art.
---[X] They would tell about Fey, the kind we deem acceptable, about how to spot Devil/Demon/Daemon cultists, about the spheres and so on and so forth (the point is twisting the narrative of those supernatural creatures that are seriously affected by it, to more sensible and useful direction, while also giving general population a minimal understanding of basic concepts we want them to know).

--[X] Propaganda Posters: Pro-Imperium propaganda along the lines of recruitment for the the imperial institutions—Legion, the Scholarum, the Inquisition, the Imperial Administration, the Diplomatic Corpse, etc. These will come in the form of illustrated posters captioned by truespeech.
-[X] For the Inquisition the posters will be along the lines of security and trust, focusing mainly on the need for citizens to cooperate and share intel for the good of the empire. (the Inquisition recruits on their own, that shouldn't be messed with). The themes of this poster will focus on the various threats that the Inquisition regularly squares off against -- mainly fiends, but also Deep Ones.
-[X] For the Legion the posters will focus on the need citizens to cooperate, but also on recruitment. These will be images of glory and righteousness, of liberation and justice. Your basic army recruitment stuff, but embellished as much as we can. They'll illustrate how the Legion defends the Imperium, brings law to godforsaken cities, frees whatever slaves they come across, etc. It's a rallying cry to join in, to see the nearest recruiter, etc.
-[X] For the Scholarum again the need to cooperate, but this one is more an advertisement that they're a legal and certified means of magical expertise, be it for crafting or other things. This could be split in two different approaches—the first being like some university's advertisement, detailing the courses and the resources (geared towards those who are more interested in learning and research), and the second being a call to duty for all eligible mages to rise to serve (this would mirror the Legion posters in a way, with an obviously arcane bent to it).
-[X] For the Diplomatic Corps and the Imperial Administration the general idea is to portray how vital their jobs are and what lives they touch. For the latter, for example, focus on the imperial works in progress, how the materials are being shipped there, the roads being built to connect the Imperium in full, etc. "One Empire". It basically writes itself.
--[X]
Create a series of politically charged caricatures: Varied by region.
-[X] 1. The Warlock of the West
Description: The picture shows Tywin Lannister sitting on the Rock. In his hands is a small person in robes, standing for a mage, to which he wants to affix a collar with chain. Nearby stands a huge cauldron with many mages chained to it and reluctantly tending to it. In it bubbles a repulsive liquid, with bones and skulls being seen inside, and it splashes goop all over the Westerlands, with a large glop landing square on Lannisport.
Caption:
"They will do as they are told."
Locations: Lannisport, Kayce (trade harbor), Crakehall (trading city on the Ocean Road)
-[X] 2. Thirst
Description: Tywin Lannister and Robert Baratheon loom over the Red Mountains, looking down at Dorne. Both of them carry a goblet from which Robert drinks, while Tywin holds his one down to Gregor Clegane, who stands there and lets the blood running from a peasants severed head drip into the goblet.

Caption: "We will get our fill!"
Locations: Sunspear, Hellholt, Godsgrace
-[X] 3. Stolen Legacies
Description: Looming like a giant, his head sticking out of a lion's mouth, the head mounted upon the shoulders of a Golden Shield knight, one giant brazen hand lifts the top of Dragonstone's castle and reaches down and up to pull away a fistful of tabards, tapestries and keepsakes marked with Targaryen heraldry and regalia. Dragon Eggs fall between fat fingers and smash themselves on top of Duskendale, King's Landing and Storm's End lain upon a tableau like a map, tiny figures scurrying around and chased by stampeding stags and prowling lions.

Caption: "The legacy of a thief."
Locations: King's Landing, Duskendale, Dragonstone, Driftmark
-[X] 4. Important Matters
Description: Robert Baratheon sits in a tavern hall, which is richly festooned in hunting trophies and with various frippery. He is busy ogling a whore that fills his wine cup. Behind his back, Cersei sits on the Iron Throne and torments various people with sorcery and laughing at them, while a few of the people in the hall are dragged away by demonic figures reaching out of the shadows. Beneath them all, there is a scene of starving peasants knifing each other in the streets.

Caption: "What could be more important then this?"
Locations: Kings Landing, Duskendale, Dragonstone, Driftmark
-[X] 5. The Great Rulers
Description: A large picture of the whole Riverlands, with three giants standing on it, their steps having left deep craters in it. One can only see the legs of the giants, but they are clearly marked by the house sigils of Tully, Lannister and the Crowned Stag. Meanwhile, the peasants and lords look upward in fear for where the giants will step next.

Caption: "The dance of the high lords."
Locations: Riverrung, Saltpans, Maidenpool, Harrenhall, Seaguard
-[X] 6. Absent
Description: A depiction of the Vale, with the Eyrie in the center. Upon it stands and empty chair. Around it, both Andals and Hill Folk are locked in combat with Demons and Devils.

Caption: "Everyone for himself."
Locations: The Eyrie, Gulltown
-[X] 7. No Help Coming
Description: A depiction of the North, including the Wall. There is a massive breach in the Wall and the Night's Watch rushes to fill it in, aided by what is clearly Legionnaires under the Targ banner, and is trying desperately to close it off, while directly ahead of it a forest with clawed hands and slavering jaws peers southwards. To the South itself, Jon Arryn, Hoster Tully, Tywin Lannister and Robert Baratheon stand opposite of Ned Stark. Robert clutches a Targ banner and is clearly yelling at Ned.

Caption: "How dare you to let my enemies in?"
Locations: Winterfell, White Harbor
-[X] 8. Dragging You Down
Description: A depiction of various smallfolk interrupted from seemingly idyllic work and ordinary life, dragged screaming into the sea by tentacles and enormous webbed hands, while distinctive figures in their heraldry gather around a witch's pyre to burn a small girl, with tears in her eyes, a golden-haired witch holding back their mother nearby.
Caption:
"Get back into line."
Locations: Coastal Communities, North, East, South and West
--[X] Start serializing a "Monster's Manual", focusing on common threats to the individual regions. Ideally, these segments could be bound together to eventually form a complete manual around the time space for it is given to some other document.
-[X] "An Exile's Journey, Part One" In addition to the mentioned free informational document section, we will produce a serialized re-telling of our adventures, putting our utter genius with words and public address to use.
--[X] "Greetings, gentlefolk of Westeros. My name is Viserys Targaryen, though I am known by many others. If you would give me but a moment of your time, I would like to tell you a story, a story of a young boy and his infant sister, cast out into the world to fend for themselves."
---[X] In short, explain how we were forced into exile by Robert Baratheon, carried to safety in far off Braavos by the loyal Ser Willem Darry in order to avoid the horrific fate which befell our kinfolk when King's Landing fell to Lannister treachery.
----[X] We grew up in Braavos, untroubled by the events of the world as children so often are. Eventually Ser Darry passed and magic returned to the world. We struggled, faced hardships and monsters, but grew strong. We gathered friends, loyal companions all, and we helped to defend Braavos from inhuman threats which now plague so much of the world.
-----[X] And then we had to leave our comfortable home in Braavos, not for any wrongdoing on our part, but due to threats levied against the city that had welcomed us. Jon Arryn, the Hand of the Usurper, threatened the well being of Braavos, to block its traders from all Westerosi ports. Rather than force our friend the Sealord to decide whether to defy the Usurper and watch his city wither, or cast us out of our home, we voluntarily departed, going once more into exile.
------[X] All was not lost, however, and soon we set foot upon unfriendly shores, the pirate's haven of Torturer's Deep. Through force of arms and powerful magic, the island was cleansed of the cutthroats infesting it, so that a new city could rise, one founded on principles we learned growing up in Braavos. We had a new mission, to rid the Narrow Sea and Essos of slavery.
-------[X] Our successes came quickly, wiping slavers from the Narrow Sea that had previously gone unopposed for centuries. That success attracted the Usurper's fearful gaze once more, and for a third time he sought to chase us from our home, this time with a grand fleet, one bought and paid for with Lannister gold. This time we chose to make a stand.
--------[X] To Be Continued

-[X] "Master of Puppets, Pulling Your Strings" A serialized story from the perspective of a member of the Golden Shields, chronicling their life from the streets of Lannisport, their tutoring in magic and their willingness to swear fealty to Tywin, and then the betrayal of that loyalty when he binds with magic what should be freely given.
--[X] "I was expecting to have to make hard choices. Tywin Lannister--a hard man, they said. But he always paid his debts. But as time went on, I was the one bleeding coin, every smashed head a grout, every trampled cobbler and miller boy a loose halfpenny. And in the end that's all we're worth to a man who sits on top of a mountain of gold. Coppers." The story then chronicles his misery at being forced into more and more heinous (and worse still, counterproductive) deeds by Tywin, culminating in his capture by agents of Viserys Targaryen and freeing at our hands.

---[X] "They were scared. That was the part that always stuck with me. They were scared, not angry. A red haze settles over me, over us. And then there's fifteen broken bodies strewn across the ground. One of them only a little younger than I. 'What was the point?' I had thought. What did this slip of a girl do to the mighty Tywin Lannister?" The horror this deserter feels at his actions, on Lannister orders, is palpable.
----[X] "I expected the block for what I did, if he was feeling merciful. T'wouldn't have surprised me if I was bound for the noose. The blood on my hands will like as not never wash off for all my days. But that doesn't mean I get to take the easy way out. Not while it's still going on." A prisoner in his own body, he takes the first opportunity to escape that he can, nearly dying on the way out. It ends with him gratefully swearing fealty to us. Special attention should be paid to making people empathize with him and then making the binding out to be as viscerally horrifying as possible. The objective is to make Tywin out to be as monstrous as possible and provoke outcry against his hiring practices.
 
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Rabble and Rule: Voices and Councils in the Empire
I promised an informational post about Voices and Councils, and here it is:

Rabble and Rule : Voices and Councils in the Empire


Among the many other changes brought to you by Imperial conquest and the passing of your late Lord father, you must be prepared for a new challenge : peasants in politics. The three-headed Dragon has a fondness for three-headed leadership, and one of these heads will be chosen by your lessers. These mewling fools who failed to secure real influence can now select a full third of every single district Council, the elected Voice who is meant to represent the interests of the commoners living in your lands. How does this work, and what does this mean? In this TED talk lesson in leadership, I will explain the dangers of mob rule and the ways for proper Lords to keep them in their place. Your late father would have taught you this in due time, young Lord - today shall simply be an accelerated course! This very night, you shall be able to speak with confidence to even the wildest Voice, knowing the precise extent of their relevance despite their lies and tendency to pretend at actual importance !

The Voices :
  • A Voice is a mere burgher with the cunning to convince his fellow voters to choose him over another. His inferior breeding and poor education make him unsuited to politics, but his base instincts may lead him to attempt to use his new "position" to oppose you. Have no fear : despite their often shockingly ambitious promises, he is in fact little more than an advisor to you. An advisor that you can ignore, send away from your sight, and whose every decision is submitted to the vote of the district council which can be overruled by proper local Lords like you.
  • A Voice is useful to Lords who need to know the feelings and desires of the peasantry and small merchants. However, beware their tendency towards hyperbole and alarmist rhetoric! They must campaign for election, and therefore cannot access proper long-term thought befitting of a true leader. In the aggregate this can lead to interesting insight into the limited minds of the commoners, and can even force some to consult various learned men and produce something resembling useful ideas. Learning to spot these amidst the usual drivel spouted by mob-chosen Voices is a skill that any truly perfect Lord should develop.
  • A Voice is a third of a district Council, but it can be chosen to represent the district Council upon the County Council or even in the Crown Council. Beware these Voices, for they may try to turn other people who actually matter against you! Of course as you will see, a proper Lord should be able to stop a district Council from selecting a problematic Voice.
  • A Voice is elected by those peasants with the skill and discipline to own some small amount of property. However, it seems likely that someday the entire peasantry shall be given the right to vote! Beware the worsening of the flaws of Voices which such a shift will surely cause.
The Councils :
  • The local district Council exists to advise and aid you, my Lord! The local Voice, the local Lawman head, and the local Clerk are always on it, but sometimes a Scholarum representative may be included. Together they take the burden of petitions from you, can aid you in drafting local laws and taxes, and can participate in the organization of local events.
  • The local Council can act in your stead should you be deceased (permanently or temporarily) or should you be absent.
  • The local Council are advisors : you can of course overrule them at every turn should you need to keep them in their place!
  • The local Council can whithold its approval from your decisions, but cannot countermand them. It can clarify them, but you can of course veto their clarification. They can offer suggestions, which you may of course refuse. Should they suggest otherwise, they are liars and traitors!
  • You cannot forbid the Council from meeting, nor can you refuse an elected Voice (no matter how stupid they may be). Thankfully you do not have to participate in Council meetings.
  • A Council holds a very important role : they dispense justice. Thankfully the head of the Lawmen is always on the Council, and can bring some proper legal experience and knowledge to an especially uneducated Voice who would attempt to disrupt proper Lordly justice.
You see, young Lord, you have nothing to fear from these Voices! Indeed, sometimes their advice may even be useful. Merchants and traders are generally elected, and they may have heard some news that your own faithful advisors may not have received yet. It will then be up to you, and your ever-useful Clerk and head Lawman who enact your will, to properly act upon this knowledge. Such is rulership, my Lord.
 
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The Well of Eternity
The Well of Eternity
Major Artifact

Description
:
A spiral of thin threads of silver, gold and adamantine, an emerald string spun by Yss, the blood-red of leaves of a Heart Tree coiling in-between - and a spark of R'hlor's power crowning it like a gemstone set by a master jeweler.
This artifact hums with incredible power - so much so, that even a Fey-crafted box, once used to hold an Unravelling, is incapable of fully stopping it's power from seeping through.

Once, but a desperate hope of a Gold dragon to fight against the Void; with his own scale, and a hair of the one he treasured most, spun together with adamantine like their passing will - but now so, so much more.

The coil was reforged in power of the entity antithetical to Divine, an Oblivion born of the Void itself - and strengthened with the poison of Yss, becoming the barbs that won't let go - an honest deal to rip at the very nature of Tiamat and her Greed.
The weight of the sea itself was placed behind it with the dying breath of the stillborn Elder Brain - the Ferryman elating at a grave threat to his people being gone.
With the artifacts of fel powers being broken, Zathir ascended - and like those once binding the Minotaurs, all the chains Tiamat binds others with shall break too, the joy of Creation standing up against her Destruction.
The Goddess of the Silver Moon and her faithful have suffered at hands of Tiamat - and so in the light of a full moon, Peaceful tidings flowed to the talisman, unbowed before the Chaos.
With a heavy heart the Weeping Lady shared her power - for as much as she despises conflict, Protecting others in face of blind Hatred is what she is.
The Old Gods took a heavy price in blood of monsters - but so have they pledged to be the bulwark against her in this battle, bringing their Magic against hers - the very Bones of the Earth holding down the heads of Queen of Chromatics.
R'hlor the Red awakened in the age when mortals suffered under the yoke of Tiamat and her children - and though the spark has changed over the centuries, he still remained the one best poised to strike at what Tiamat is after all else is stripped down - her Pride and Hubris taken away by his Tyrranical, yet just hand - a Dragon, against the one to whom the countless slaves called out for salvation throughout the long years.

Effect:
If placed upon a champion or an avatar of Tiamat, the Well of Eternity will act as a grand siphon of her Divine power - dealing a blow critical even to a Greater Deity.
If no target is available, but Tiamat's power is otherwise present nearby - the deities empowering the Well of Souls can initiate the encounter anyway, but under a heavier strain, possibly leading to less power being drawn from her and/or more damage being sustained by the deities.


Empowered by:
The Old Gods (1858 HD of beings sacrificed (here), effective sacrifice - 1080 HD, the rest goes to ensure the safety of Old Gods due to heavy participation).
Yss (a CR 20 Oblivion sacrificed (here) - an "anti-deity" synergy applies due to Oblivion's nature).
Zathir (520 CL of items sacrificed (here).
The Merling King/Ferryman (a cr 20 stillborn Elder Brain sacrificed (here).
R'hlor the Red (Shadow-weaving crit from Melisande on making his power coexist with that of other Deities (here).
The Goddess of the Silver Moon (here).
The Weeping Lady (here).

In an encounter with Tiamat, the Well of Eternity will counter her Domains as follows:
[] Magic - the Old Gods (contested Domain).
[] Dragon - R'hlor (as per the circumstances of his birth).
[] Chaos - R'hlor (Law), Weeping Lady (Community), The Goddess of the Silver Moon (Peace).
[] Evil - the Old Gods (Strenght), The Goddess of the Silver Moon (Freedom), the Old Gods, The Weeping Lady (Protection), Zathir (Liberation).
[] Greed - Yss (Trade).
[] Destruction - The Goddess of the Silver Moon (Peace), R'hlor, the Old Gods, The Weeping Lady (Protection), Zathir (Creation).
[] Hatred - The Merling King (Passion), Old Gods, The Weeping Lady (Protection), Zathir (Liberation).
[] Pride - R'hlor (Tyranny), the Old Gods (Time - a weak counter), Yss, The Merling King, The Weeping Lady (Death - a weak counter).
[] Hubris - R'hlor (Tyranny), the Old Gods (Time - a weak counter), Yss, The Merling King, The Weeping Lady (Death - a weak counter).
 
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On the matter of Resurrection
On the matter of Resurrection:

The simplest proper resurrection magic is the level 5 Raise Dead spell, which is accessible at cleric level nine, well past the first soft cap of level five and just shy of the second at level ten. It costs 1,000 IM do perform normally. You could buy a prosperous village and everything in it or build a small keep for 1,000 IM. That is the baseline we are working from.

The second thing to keep in mind is that not all souls want to return from death, so in case of trying to apply resurrection on a mass scale you are going to pour some amount of those many, many thousands of Imperial Marks, which could have been put towards building roads, schools, or houses of healing, down the cosmic drain. You also can't divine it ahead of time to try to avoid it, at least reliably, without using Commune, that incidentally is another level 5 spell, one that costs XP each and every time you cast it. Fluff-wise, XP lost like that is literally the caster's soul burning up a little. If we are talking about mass resurrection, it all adds up.

While we are on the subject of who can cast level 5+ spells, PCs of that skill are rare and their magic is valuable in other instances. Dany, Vee, and Lya do pro bono healing in SD, that is one of the draws of the city. This is not as significant as it used to be in the old days when such magic was rare, but if you are really sick beyond what common ritual magic can fix, it is the place to be. What they do not do in these instances is fix death, because they know the demand for resurrection would far outstrip their capacity to do so, even with Chain Spell metamagic and other such tricks. There are quite literally hundreds of thousands of newly dead they might raise. Who goes first?

The idea has been floated that you could raise every legionary who died in this battle. Even though I have not worked out the numbers yet, you guys could probably do it, you have millions of IM in the treasury, but what makes these deaths more worthy of being brought back than the soldiers who died fighting bandits or pacifying rebellious magisters, enforcing laws? Just because you guys did not see those deaths on screen does not mean they did not happen. So if you want to talk moral, sinking vast amounts of money into raising everyone who died in this fight would likely hurt more than it helps.

OK, so what about having a god do it? Gods don't have to deal with pesky spell slot limitations, do they? Well no, but they have other limitations. You guys have a lot of death gods in your pantheon; Yss, the Merling King, and even the Old Gods to a certain degree. They do not really object to resurrections on a minr level, as you guys have been doing. It's a minor disruption of the veil. Having a meaningful portion of the population be 'insured against death', however, would disrupt their domains. It would begin to fray the veil between life and death, and if they were the ones doing it... well that is how you lose the Death Domain and Gain the Undeath Domain. There is also the matter of the Faceless, who worship all the faces of Death. They would, in Viserys' opinion, be less than pleased to live in a realm with mass resurrections.

This needed up a lot more complex than first intended but it should at least deal with a lot of the points raised.

If you guys have more questions feel free to ask.
 
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The Smith Who Was
Just to be clear, this is info on the god that was and can not necessarily be applied to his his corpse we are currently fighting.

Anu-Simung
The Skyforger, The Great Smith, The Star-Tamer

Alignment: Lawfully Neutral

Domains: Artifice, Metal, Sky, (Minor power in Travel due to being associated with Navigation, but as Sarnor was never a strongly sea-faring nation it didn't suffice for a full domain)

Known Supernatural Servitors: Nephilim-children of his

The Church: The Church of the Smith was both influential and wealthy in the times of Sarnor. It had relativly few normal priests dedicating their life to him, but it was common for retiring craftsmen of all kinds to be accepted into his priesthood, as the people believed that one who spend his entire life creating was closer to Anu-Simung than one who spend his time on study and preaching could be. The good connection of these men and women were what brought the temple most of its donations.

In exchange the influence would be used to get orphans into apprenticeships, loan journeymen or fresh masters without inheritance their first sets of tools and the first few rents for a shop and similar endevours that both helped the community and increased the number of wealthy and soon-to-be wealthy supporters of the temple.

Besides that it was the temple-elders task to decide if a journeyman's masterpiece was acceptable, as well as to secure all craft-related lore so that it could not die with its inventors.

Tenets of the Faith: It was the smith's mandate to never stop pushing the limits of your craft, or stop looking out for new fields to expand it into. A craftsman might have to do repeating work to learn his trade or to make money he needs, but if there is capacity free for self-improvement, it shall be taken.
It is said that the day the first Golem was made in Sarnor the Smith rejoiced over the new art, not born completly out of his teaching like most of them where, and he raised the mage-smith after his life's end to stand at his side in his realm, ina place of honor next to his own sons.
Besides that, it was his order that knowledge related to his domains should never be lost, yet its inventor should not be cheated of his invention either. And so ech new technique or trick in crafting was to be tought to the priests of his temple and written down there, to be released to all masters of the craft in question after a period of years that first allowed the inventor to profit from it, usually about 12 years.

Worshipers by Region: Most of Sarnor in it's living day revered him to some degree, though it was mostly craftsmen who saw him as their main-god, instead of just one among a larger pantheon of gods to respect.

Infrastructure: Temples in all Sarnori cities except Saath, a great temple in Kasath.
 
The Political System of Slaver's Bay
The Political of Slaver's Bay

At its heart the political system prevalent in Slaver's Bay is meant to echo that of Old Ghis which is no more, but many of its institutions have grown hollow with the shift in social dynamics and cultural pressures following first the defeat at the hands of Valyria, then the domination of the economy by the slave trade.

The Assembly of the City
At the foundation of every city's rule is the Assembly, the gathering of all citizens above the age of thirty who each initially voted in their own name and by their own conscience. It used to be called every six months to deliberate for a full month, though the times have grown longer and longer and its role more and more formal as power slipped to the more aristocratic institutions.

The Preators of the People
Ten in number are then elected by the Assembly effectively for life, and in modern times they are generally those who offer the most lavish feasts and most extravagant games out of pocket since it is a position of the Assembly any citizen who can vote in the institution can also run for election as Preator. The Great Families tend to put their younger sons up for election. The Mob seemingly appreciates youth and vigor, some of the more notorious Preators over the year have even taken to the Fighting Pits themselves to prove their mettle 'as their ancestors did'.

The Council of the Elect, or the Highborn
The term is more literal than in other places since it is literally the council of families who have erected a pyramid, for their own prestige and power, given permission following some military triumph or act of great piety. Though the number of families that qualify ranges from 54 in Meereen to 69 in Yunkai to an impressive 116 in Astapor the actual membership of the council is set to an auspicious 33. The composition is decided on the basis of 'deeds and character of note' by the most senior religious personage in the city, the Green Grace and the Preators of the People.

In days of old that involved military victories, grand building programs, and even 'bringing more earth under the plow' which is widely supposed to have involved magic as much as irrigation. Not long after the region was conquered by Valyria a motion was raised and passed in the assembly that slaves be brought into the city with silver or born locally should count as much towards a family's prestige as those gained in foreign wars. Institutionalized slavery thus became not only economically but politically advantageous.

No member of the Council may be younger than 40. Proxies may be named in the case of a younger or female heir. While women cannot hold political office by Ghiscari law they can pass on the family name and property to their heirs as well as naming proxies.

The mandate of the Elect is twenty years, but some accounts go up from just three years in Old Ghis.

The Tribunes
Sometimes called simply 'the Blooded' for the crimson tokrar of office the three Tribunes, any of which can veto the actions of the others and therefore must act in unison, are technically the ones who make peace and war, settle wide scale trade deals, and negotiate with foreign powers. After the Century of Blood the latter has usually meant Dothraki khalasars. They are elected by the Council from among its number for a period of five years, though there is no limit to the number of successive terms one might hold as Tribune and some have ruled as kings in all but name, limited by no power save their own ultimate mortality

OOC: Surprise informational post since this is all stuff you guys should know in character so I saw no reason to keep it out of the thread. Devils also now have their own agendas and the Sons of the Harpy have factions, though of course that is opaque to Viserys and company.
 
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Preliminary: Imperial Steel production
@DragonParadox

On the matter of mass producing Imperial Steel weapons, I did some digging. The casting itself will require master smiths, as that is all about working with liquefied metamaterial and definitely a delicate process. It also involves pouring a bunch of Mammon Machine juice into a big vat, so it requires rather exacting safety protocols too.

However, that is also a extremely small piece of the process. Given that we can just Fabricate absolutely perfect molds from hardened stone as needed, the only thing limiting us in the number of weapons cast is how much Imperial Steel we can create. The casting itself is trivial and a solved problem. Mind that the swords will likely get a rather crystalline look from the process, a bit like a huge, solid geode, what with being to a decent degree Order and Fire given form. Very regular, geometric patterns instead of VS flowing ones, with fine lines of magical fire being part of the material and visible through the black, semi-translucent main configuration.

The process of sharpening them can be handled by lesser smiths under less strenuous security measures. There are no big secrets involved here, just mechanically grinding down the material. That will produce some waste, but that can't really be helped. Assuming a fully parallelized manufacturing process and steam powered grindstones, we can easily sharpen a lot of weapons easily. Most likely significantly more then we can cast in the first place, as additional grindstones and decently skilled smiths are not that hard to come by for us.

For the sake of modelling the losses from grinding, miss-casts and other issues, and covering operational costs, I'd assume that every mass-produced Imperial Steel item would require 10% of its material costs in extra costs. With 8 IM a pound as our creation cost, that's 0.8 IM in additional cost. A single Legionnaires weapons weigh, on average across the different kits for different functions, 10 pounds, so that's 88 IM per Legionnaire and, assuming 9,000 kits beings necessary for a Legion, 792,000 IM per Legion to equip them with mass-produced Imperial Steel gear.

Pricey, but that's a full military unit equipped with weapons that are better then memetic nippon steel super katanas. They can literally cut through an entire plate armor and the poor sod within it.

So, that leaves three questions:
1. How many master smiths capable of casting Imperial Steel do we have?
2. How much steel can each of them produce per hour?
3. Can we retroactively make an order for the 3rd month as we all wanted to start with this but completely forgot during the turn-vote?

  1. Looking at the Scholarum numbers for lesser mages trained so far I'd say we are dealing with a slightly higher number of ritual trained smiths so let's call it 300
  2. 5 lbs per hour which would be about 50lbs/smith/day although you can push it a bit higher by paying them to work longer hours
  3. Sure

Alright. That's 1,250 pounds per smith and month and 375,000 pounds per month total. With a Legion needing 90,000 pounds for weapons, we can equip 3 Legions per month, with 15,000 pounds to spare for PC equipment or other shenanigans.
 
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Preliminary: Alert Levels
Alert Levels of Imperial Forces and Institutions

Alert StateDescriptionArmyAirforceInquisitionScholariumForges
Normal OperationsDefault alert level.
No special measures taken.
-----
Low ReadinessIncreased vigilance in response to threats or expected future deployment.- leave lasting longer then 24 hours is cancelled
- unit must be able to reach full deployment readiness within 24 hours
- unit must maintain supplies for at least 1 month of operation
- civilian access to military installations is restricted unless strictly necessary
- defensive installations must maintain minimum personnel at all times
- Whispering Braziers must be manned at all times
- leave lasting longer then 24 hours is cancelled
- unit must be ready for deployment of all anti-grav vessels within 6 hours
- non-essential maintenance operations are cancelled
- unit must maintain supplies for at least 1 month of operation
- Whispering Braziers must be manned at all times
- increased hidden security in all Inquisition installations
- increased presence of visible security in public offices
- increased guard of prisoners
- prisoners will be held restrained at all times
- civilians are not allowed to access Inquisition installations, except for the purpose of reporting suspicious activities
- all leave is cancelled
- at least 50% of rapid response forces and assault teams must be ready to deploy within 1 minute
- Whispering Braziers must be manned at all times
- full guard contingent will be on patrol
- no access to Scholarium premises without valid identification
- access to restricted areas requires express permission by the headmaster, even if prior consent was obtained
- students who are away from premises for more then 24 hours have to undergo a full security check upon their return
- targeted security checks can be performed at the headmasters discretion
- frequency of random security checks increased
- non-essential personnel will be restricted from entering the premises
- non-essential entrances are sealed
- all creatures produced, but not yet deployed, will be temporarily added to the security forces
- security forces are instructed to subdue or kill all trespassers
- full security checks are performed on all essential personnel at least once per week
- the forge will reject all orders or requests for information from anyone except head researchers, Grand Inquisitors, the High Inquisitor or the Imperator
High ReadinessAn attack or the need for deployment is considered likely.- all leave is cancelled
- unit must be able to reach full deployment readiness within 6 hours
- at least 30% of the unit must be ready for combat at all times
- access to military installations restricted to essential personnel
- defensive installations must maintain full combat crew at all times
- all leave is cancelled
- unit must be ready to deploy all anti-grav vessels within 1 hour
- all deployment ready light vessels are kept loaded with munitions
- turrets of all larger vessels maintain a full stockpile of munitions
- access to Inquisition installations is restricted to essential personnel
- at the discretion of the local Commissar, security checkpoints are erected in population centers
- all rapid response and assault teams must be ready to deploy at all times
- Inquisition officers can requisition personnel or material from all government institutions without requiring consent from the other branch
- students are not permitted to leave Scholarium premises
- Scholarium should be granted additional security forces from other government institutions
- all scheduled courses are cancelled
- all entrances are sealed and will only be opened if ordered so by head researchers, Grand Inquisitors, the High Inquisitor or the Imperator
- security forces are instructed to neutralize trespassers as quickly as possible without regard for their life
- persons who were inside the forge, but not part of it's personnel (such as newly made Praetori) will be imprisoned within local holding cells for the time being
Imminent DefensiveIt is considered extremely likely that the unit will be attacked by hostile forces in the very near future.- all forces must be ready for combat at all times
- defensive installations must be fully crewed and ready to respond to attack at all times
- Whispering Brazier contact with higher command units must be maintained at all times
- large vessels maintain battle stations at all times
- in absence of other orders, large vessels leave berths and maintain low-altitude position above installations
- small vessels are kept fully armed and manned at all times
- in absence of other orders, all small vessels will begin low-altitude combat patrols above installations
- Whispering Brazier contact with higher command units must be maintained at all times
- all Inquisition installations are fully locked down
- up to 50% of rapid response and assault teams will be used to bolster defenses of important installations
- remaining forces are kept in reserve to support installations or personnel coming under attack
- Whispering Brazier contact with higher command units must be maintained at all times
- students who are deemed unfit for combat will be confined to their quarters
- students fit and willing to aid defensive efforts will be used as auxillary guards
- all non-combat ready personnel will be confined to their quarters
Imminent OffensiveIt is considered extremely likely that the unit will be ordered to attack hostile forces in the very near future- all forces must be ready for combat at all times
- unit must be able to break or erect camp within 1 hour
- Whispering Brazier contact with higher command units must be maintained at all times
- as Imminent Defensive- all Inquisition installations are fully locked down
- Whispering Brazier contact with higher command units must be maintained at all times
- not applicable- not applicable
Special TraitorIt is assumed that mind control or memetic attacks will or already have been used against the unit.- banners have to be deployed at all times, covering the entire unit
- random and target mental checks may be performed by qualified personnel
- adherence to the chain of command is lowered, allowing sub-units to reject orders if they can reasonably assume them to be illegitimate
- large vessels will lock down and apply anti-enchantment measures
- the units of small vessels will isolate and all officers and pilots placed under anti-enchantment measures
- random and target mental checks may be performed by qualified personnel
- adherence to the chain of command is lowered, allowing sub-units to reject orders if they can reasonably assume them to be illegitimate
- personnel must be under the effect of anti-enchantment measures at all times
- personnel suspected to be compromised will be arrested and not released until a full mental scan has been performed
- access to restricted areas, such as archives, artifact storages and similar, is restricted to personnel under Mindblank
- adherence to the chain of command is lowered, allowing sub-units to reject orders if they can reasonably assume them to be illegitimate
- all teaching and guard personnel must be under the effect of anti-enchantment measures at all times
- access to restricted areas, such as libraries, artifact storages, summon rooms and similar, is restricted to personnel under Mindblank
- all personnel must be under the effect of anti-enchantment measures at all times
- access to restricted areas, such as laboratories, incubation chambers and similar, is restricted to personnel under Mindblank
Special SpectreIt is assumed that hostile forces contain incorporeal elements.- unit will use attached mages or request aid from friendly forces to maintain enchantments capable of attacking incorporeal foes on ranged weaponry
- all siege weapons maintain a stockpile of Ghost Touch ammunitions
- large vessels will lock down and only open their hulls when guarded by personell capable of detecting and repelling incorporeal borders
- all weapons maintain a stockpile of Ghost Touch ammunitions
- all Inquisition installations are locked down and will not be opened unless in the presence of personell capable of detecting and repelling incorporeal attackers- students must remain in areas warded against incorporeal intrusion at all times
- guard units will regularly sweep for intruders in areas that can not be warded against incorporeal intrusion
- all operations that might compromise existing wardings, such as expansion of the forge, are halted immediately
- facility is placed on High Readiness at minimum
Special FastIt is assumed that hostile forces make use of translocation or planeshift capabilities to rapidly change positions.- unit is placed on Imminent Defensive alert level
- attached mages or friendly forces will erect temporary wardings against translocation as necessary
- in absence of other orders, large vessels will leave berths and maintain a low altitude above facilities
- munitions stockpiles and small vessels are guarded at all times
- no special measures (the Inquisition is always assumed to expect Special Fast threats)- students must remain in areas warded against translocation at all times
- all areas not warded against translocation are locked down and placed under guard
- no special measures (the forges is always assumed to expect Special Fast threats)
Special ShadowIt is assumed that hostile forces make heavy use of invisibility and illusions to infiltrate or misdirect the unit.- sensitive areas are physically locked and placed under tight guard
- anti-illusions measures will be enacted, including but not limited to passcode challenges and touch confirmation
- attached mages or friendly forces will erect temporary wardings against illusions as necessary
- unit requests assistance of forces with True Sight
- large vessels will lock down and only open their hulls when guarded by personell capable of detecting invisbility and illusions
- munitions stockpiles and small vessels are guarded at all times
- no special measures (the Inquisition is always assumed to expect Special Shadow threats)- no special measures (the Scholarium is always assumed to expect Special Shadow threats)- no special measures (the forges are always assumed to expect Special Shadow threats)
Special DragonIssued when more then two Special alert levels would have to be issued simultaneously. All special procedures apply.-----
 
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Imperial Airforce
Imperial Airforce

The youngest branch oft the Imperial military, using vessels that are equipped with the newly developed Anti-Gravity Engines to achieve flight. It is the first large scale formation of flight capable combatants since the dragonrider formations of the Valyrian Freehold, and probably the first in the history of the Plane of Balance that uses vehicles instead of magical beasts. The combat crafts of the Imperial Airforce can be divided in the large Anti-Grav Vessels, using multiple full scale AG-Engines to lift heavily armed and armed hulls weighing thousands of tons, and the nimbler fighter crafts, which use scaled down engines and focus on speed and acceleration instead of thick armor. In battles, larger crafts will usually exploit their Steam Cannon armaments to attack enemies from more then a kilometre away, using both kinetic projectiles and alchemical incendiary or explosive projectiles. In contrast, fighters will usually be used to conduct bombing runs on large enemy formations or installations, or engage hostile air assets with high speed hit and run attacks.

While still young, the Imperial Airforce has already made major contributions to multiple military campaigns, successfully deploying in the Burning of the Golden Company, flying sorties alongside Djinn formations in the War of the Three Spheres, and dealing heavy losses to the enemy in the Sarnor Campaign, with the Burning of Sarnath one of the most well known missions conducted by the airforce.

Details on the equipment of the Imperial Airforce
Charactersheets for important members of the Imperial Airforce (TBD)

Current formations and deployments (as of 294-05-01) (assignments pending vote)
FormationAssetsBaseMissionNotes
1st Fighter Squadron "Knights of the Blue"1x Interplanar Whispering BrazierFieldbasecommanded by Lucerys 'Skywalker' of Tataelos,
deployed in the Ymeri Campaign
- 1st Flight4x Wyvern Type-A
- 2nd Flight4x Wyvern Type-A
- 3rd Flight4x Wyvern Type-A
- 4th Flight2x Wyvern Type-A
2nd Fighter Squadron "Cloud Chasers"1x Interplanar Whispering BrazierFieldbasedeployed in the Ymeri Campaign
- 1st Flight4x Wyvern Type-A
- 2nd Flight4x Wyvern Type-A
- 3rd Flight4x Wyvern Type-A
- 4th Flight2x Wyvern Type-A
3rd Fighter Squadron1x Interplanar Whispering BrazierWesthavenReconnaissance flights of Westeros
- 1st Flight4x Wyvern Type-C
- 2nd Flight4x Wyvern Type-C
- 3rd Flight4x Wyvern Type-C
- 4th Flight4x Wyvern Type-C
4th Fighter Squadron1x Interplanar Whispering BrazierWesthavenTraining flights in the Astral Plane
- 1st Flight0x Wyvern Type-A
5th Fighter Squadron1x Interplanar Whispering BrazierWesthavenPatrol of the Narrow Sea
- 1st Flight4x Wyvern Type-C
- 2nd Flight2x Wyvern Type-C
1st Bomber Squadron1x Interplanar Whispering BrazierFieldbasedeployed in the Ymeri Campaign
- 1st Flight4x Manticore
- 2nd Flight4x Manticore
- 3rd Flight4x Manticore
- 4th Flight4x Manticore
1st Training Squadron1x Interplanar Whispering BrazierSorcerers DeepCrew Training
- 1st Flight4x Wyvern Type-B
- 2nd Flight4x Wyvern Type-B
- 3rd Flight0x Manticore
- 4th Flight3x Wyvern Type-B
1st Battlegroup "Moonchaser"Fieldbasedeployments:
- Golden Company
- Sarnor Campaign
- Ymeri Campaign
- IMV MoonchaserMoonchaser Type Acommanded by Captain Moonsong (Luminal Sprite),
first vessel to reach the edge of the atmosphere
- Moonchaser Carrier Flight4x Wyvern Type-B
- IMV GladiusGladius Class
- IMV SpathaGladius Class
2nd Battlegroup "Dawnstar"Fieldbasedeployments:
- Sarnor Campaign
- Ymeri Campaign

re-discoverer of the Targaryen Islands
- IMV DawnstarMoonchaser Type Acommanded by Captain Tirael the Tireless (Archon),
boarding crew commanded by an Erinyes
- Dawnstar Carrier Flight4x Wyvern Type-B
3rd Battlegroup "Duskrunner"Fieldbasedeployments:
- Sarnor Campaign
- Plane of Fire raiding
- Ymeri Campaign
- IMV DuskrunnerMoonchaser Type Acommanded by Captain Sepet the Sharp
- Duskrunner Carrier Flight4x Wyvern Type-B
4th Battlegroup "Dauntless"Fieldbasedeployments:
- Ymeri Campaign
- IMV DauntlessDauntless Classcommanded by Captain Aran Stassah

Capital Vessels Under Construction
Vessel ClassPlanned CompletionName
Illustrious-Class294-05 ACIMV Illustrious
Gladius-Class294-06 ACIMV Paramerion
Gladius-Class294-06 ACIMV Makhaira
Dauntless-Class294-07 ACIMV Valiant
 
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