Oh, but the ones that do that barely occupy any actual seats, and so they aren't counted when deciding how many teachers you hire.

Yeah, there are a lot who do that, but the market doesn't really welcome those guys.

Or you mean staying in as in the university providing accomodation for you? That doesn't happen here, not even in the private sector. You manage how you eat and how you sleep. The state only provides education.
Oh right, you're from Argentina. Here we have dorms and monetary aid for those folks. More to the point however is that those kind of people take up seats and taxpayer money instead of people that actually wants to study. Let's not even talk about the every other year strikes from either teachers or functionaries and the seasonal student strikes.
 
Oh right, you're from Argentina. Here we have dorms and monetary aid for those folks. More to the point however is that those kind of people take up seats and taxpayer money instead of people that actually wants to study. Let's not even talk about the every other year strikes from either teachers or functionaries and the seasonal student strikes.

Huh. Yeah, there is always the problem with stuff given for free. Do you have admission exams? Those tend to help to thin out the herd of undesirables.

And about strikes, it doesn't happen so much in universities. In the lower levels, though, we have roughly a month of strikes every year, either all in a row or in different moments.
 
This plan will do fine, we've literally just commissioned dozens of Advanced Druid Creature Lotus Leshys who can cast druid spells up to level 3. A chunk of them can be shipped to the Watch and spam Plant Growth and make the grounds fertile for any settlers.

The original goal was solving "How to ensure that the Watch is supplied with food and water in such a manner that mismanagement is unable to degrade the Warch in said area?", to which "magic the Castles themselves to provide sustenance" would be the most direct answer imo.

Making the Gifts so productive and fruitful that you would have to actively burn them to the ground to disrupt the food inflow to the Watch is my second choice, and something I'd want to do in addition to the direct magic solution for redundancy purposes.
 
The original goal was solving "How to ensure that the Watch is supplied with food and water in such a manner that mismanagement is unable to degrade the Warch in said area?", to which "magic the Castles themselves to provide sustenance" would be the most direct answer imo.

Making the Gifts so productive and fruitful that you would have to actively burn them to the ground to disrupt the food inflow to the Watch is my second choice, and something I'd want to do in addition to the direct magic solution for redundancy purposes.
It'll have to do since DP generally doesn't like the narrative of outright creating food en mass. To give a bit of context, he also vetoed a much earlier idea of weirwoods with Create Food to feed Tyrosh when we conquered it (this was before we got the Verdant Fields ritual from the Archons of Mantarys).

In any case, the Night's Watch are honestly fine on food. Between the Advanced Druid Creature Lotus Leshys to grow the food, the fact that we can give them Chests of Purification to preserve their food indefinitely, the fact that we dropped 50,000 IM on them after we'd already covered major expenses like giving them arms and armor and magic items and alchemical supplies and restoring their ruined castles, and the fact that Viserys can teleport food in bulk from the fertile parts of the Imperium (which the former Disputed Lands (now, I guess, the United Lands?) will seriously be picking up the slack for now) means they're well and truly never going to run out.
 
The direct magic solution is preposterously overpriced. We can supply the Watch by buying food on the open market for a fraction of the cost.
 
The direct magic solution is preposterously overpriced. We can supply the Watch by buying food on the open market for a fraction of the cost.
By the way, I was thinking of commissioning four or five nice ships from Braavos for the Night's Watch. Fishing vessels, warships, etc. It should help if they've got the increased capacity to ship the wildlings to our borders.
 
The direct magic solution is preposterously overpriced. We can supply the Watch by buying food on the open market for a fraction of the cost.

The overpricedness is part of the point, in that having this available at standard prices would disrupt the world building. If it's deliberately overpriced as all hell then it's something that technically is possible but would never normally be used due to so many other practical possibilities.

The only real point of it at this point is to have an insanely expensive option to idiot proof the Watch's larders and to protect them from warfare disrupting supply lines, and because I got lost a bit in theorycrafting.

So I guess the end point of this price balancing could be solved by asking @DragonParadox if he'd change his mind at all if directly magically sourced food supplies on a macro scale would be permissible if it was expensive enough to beggar kingdoms or empires and had hard limits built into it so that one item is unable to provide more than a large hamlet's worth of people's worth of food, or if any macro scale directly magical food production is a straight up no regardless of the expense.
 
"You know NOTHING of heroes!"

*introspectful song*
*five minute flashback*
*hopeful music*
*three minute internal monologue*
*main theme music coming in on a crescendo*

*Lightningswordbolt*
FTFY

600 per month. Huh. Our professors are better paid, and our universitary education is free.

I can't believe I'm saying this, but our country is wonderful in that regard.
Well, more like three months going into four than five.

Also, per course.
 
@Azel

I mean that's a given of court politics, at least by 298 AC. I wouldn't exactly take Cersei as being the premier expert on what is relevant to King's Landing politics, but Varys is regarded as keeping his position by proving to be fortuitously indispensable, and that is because he not only plays all sides, he withholds what he needs to keep in favor or bypass ever stepping into disfavor. When someone is crazy enough to think outright displacing or attacking his resources is worth it to get him out of the way, he always has a stockpile of blackmail, bribery (though that was using Illyrio's gold, which might be harder now) and the like.

We also know that Varys is feeling the pressure even without in universe knowledge, since he got his supply of new spies from Pentos as part of the same network still running there, fresh kids , freshly "trained" and prepared to replace ones who started to learn too much. Now he's keeping on the ones he already has and obviously either has a Cleric of Tiamat or another high level mage inside court itself, or one is traveling back and forth despite the wards which I admit he could manage with his mastery of the secret passages of the Red Keep. How do we know this? He has been binding thoroughly his spies in similar manner that Tywin has been binding his mages.

Which is part of what makes me think sending only a couple of people in to kill him is a bad idea, since he might have a high CR spellcaster (and magic items) near to hand. Actually, I'mma voice that in the thread now.

Since I know you were pushing to infiltrate the Red Keep with killing Varys part of the agenda, I think that is going to require more investment than just pinning him down, which admittedly for us is going to be the trickier part. Even if you can get him cornered, I guess I didn't hammer in this enough when I first mentioned it, but Varys can't possibly be without his own protections, as in, protections that wouldn't make that specific encounter a cakewalk even for us.

If we're going to do simply preparatory work, that's fine, but I am beginning to think we want to treat both getting rid of Varys and dealing with Tiamat's fortress as full expeditionary actions.
 
Oh boy, I kept forgetting this, but don't you fellows want to loot the Red Keep and translocate it to SD?

Helps cement our power, and is by any measure a phenomenal castle, both mundanely and magically.
 
Oh boy, I kept forgetting this, but don't you fellows want to loot the Red Keep and translocate it to SD?

Helps cement our power, and is by any measure a phenomenal castle, both mundanely and magically.
No thanks. I don't want to mess with Maegor's blood wards, and I don't want to risk freeing the eldritch abomination trapped inside. Not to mention the fact that we're going to build a castle from scratch.
 
It's built atop a steep hill, thus the terrain accounts in part for its construction. It's not the same as ripping up the foundations of a inn and moving it onto another (which still probably caused some minor damage). Moreover wards would surely have to be cut apart and dissipated before it could be done. You would basically have to shift Aegon's High Hill along with it.

And lastly, I am fairly sure the Red Keep is fine where it is now. For all that the Red Keep isn't actually the coolest castle in Westeros (it has a lot of competition) it is still very distinctive and cool placed where it is. Once you get inside there you get to see all sorts of neat shit too. One day I am sure guided tours will be given through there. "And here King Maegor placed the upon bloody spikes the heads of his foes, Septons and Knights."

Not a seat we'd stay in on a day-to-day basis for any length of time, given the history in those stones aren't bright ones for any living Targaryen, but if our extended family grows much having another perfectly good castle for them to stay in is fun.
 
It's built atop a steep hill, thus the terrain accounts in part for its construction. It's not the same as ripping up the foundations of a inn and moving it onto another (which still probably caused some minor damage). Moreover wards would surely have to be cut apart and dissipated before it could be done. You would basically have to shift Aegon's High Hill along with it.

And lastly, I am fairly sure the Red Keep is fine where it is now. For all that the Red Keep isn't actually the coolest castle in Westeros (it has a lot of competition) it is still very distinctive and cool placed where it is. Once you get inside there you get to see all sorts of neat shit too. One day I am sure guided tours will be given through there. "And here King Maegor placed the upon bloody spikes the heads of his foes, Septons and Knights."

Not a seat we'd stay in on a day-to-day basis for any length of time, given the history in those stones aren't bright ones for any living Targaryen, but if our extended family grows much having another perfectly good castle for them to stay in is fun.
In addition to keeping the Red Keep where it is, I'd like to rebuild Summerhall to its former glory. That is a perfectly good castle that should be utilized -- once we exorcize it, of course.
 
Arms and Armor

1 Blessed Rapier (+1)
1 Blessed Light Hammer [Small] (+1)
2x Djezet Skin
12 Greatswords [Large] (+1) (Efreeti Wrought)
6 Hell-forged Flaming Composite Longbow (+5 Str bonus; +1)
6 Hell-forged Malevolent Reinforced Segmented Fullplate (+1)
25 Hellfire Crossbows
1 Masterwork Keen Warscythe (+1)
1 Masterwork Unholy Mace
1 Masterwork Cold Iron Longsword
50 Masterwork Double Crossbows [Medium]
11 Masterwork Double Crossbows [Large]
15 Masterwork Duskwood Composite Bows (+4)
2 Mighty Mithral Longbows [Large]
5 Mithral Longspears (+1) [Large]
1 Quarterstaff (+1)
1 Reinforced Segmented Bronze Fullplate
1 Razor-Sharp Adamantium Thinblade
1 Razor-Sharp Adamantium Thinblade (+1)
9 Razor-Sharp Adamantium Daggers
3 Returning Mithral Greataxes [Large]
1 Silvered Greatsword
2 Silvered Longswords
11 Suits of Plate Armor [Large] (+1) (Efreeti Wrought)
2 Staves of Swarming Insects
4 Lawful Staves
7 Valyrian Steel Daggers (+2)
2 Valyrian Steel Axes (+2)
3 Valyrian Steel Longswords (+2)
2 Valyrian Steel Greatswords (+2)
6 Reinforced Segmented Valyrian Steel Fullplate (+2)
6 Reinforced Segmented Valyrian Steel Fullplate (+2; Resist Fire 20 and SR 12)
3 Valyrian Steel Dragon Barding (+2; Immunity to Compulsions; Can cast Haste on self 3/day)
1 Minor Cloak of Displacement
1 Crown of Swords

Limited-Use Objects:

4 Beads of Newt Prevention (Single use)
1 Necklaces of Fireballs Type III (Two 5d6 and four 3d6 beads remaining)
1 Wand of Summon Minor Monster (36/50 charges)
1 Wand of Gust of Wind (14/50 charges)
1 Wand of Dispelling Touch (21/50 charges)

Trinkets:
6 Amulets of Resistance (+1 to all saves)
3 Greater Amulets of Resistance (+3 to all saves)
5 Rings of Protection (+1 deflection AC)
1 Greater Ring of Protection (+4 deflection AC)
1 Amulet of Natural Armor (+2)
1 Greater Ring of Resistance (+3 to all saves)

4x Silencing Valyrian Steel Longswords
Dread-Wing Silver Dragonhide Armor
1x scroll of Dimension Door

Common Items:
Least Bag of Holding
6 Smokesticks
3 Cold Iron Shortswords
2 Diamonds (Worth 2,000 IM)
The Valyrian Steel blade you grant onto Vargor upon your return on parting burns away the last traces of resentment from the bond of lord and bannerman.

UPDATED ARMORY:
Arms and Armor

1 Blessed Rapier (+1)
1 Blessed Light Hammer [Small] (+1)
3 Cold Iron Shortswords
2x Djezet Skin
1x Dread-Wing Silver Dragonhide Armor
12 Greatswords [Large] (+1) (Efreeti Wrought)
6 Hell-forged Flaming Composite Longbow (+5 Str bonus; +1)
6 Hell-forged Malevolent Reinforced Segmented Fullplate (+1)
25 Hellfire Crossbows
1 Masterwork Keen Warscythe (+1)
1 Masterwork Unholy Mace
1 Masterwork Cold Iron Longsword
50 Masterwork Double Crossbows [Medium]
11 Masterwork Double Crossbows [Large]
15 Masterwork Duskwood Composite Bows (+4)
2 Mighty Mithral Longbows [Large]
5 Mithral Longspears (+1) [Large]
1 Quarterstaff (+1)
1 Reinforced Segmented Bronze Fullplate
1 Razor-Sharp Adamantium Thinblade
1 Razor-Sharp Adamantium Thinblade (+1)
9 Razor-Sharp Adamantium Daggers
3 Returning Mithral Greataxes [Large]
4x Silencing Valyrian Steel Longswords
1 Silvered Greatsword
2 Silvered Longswords
1 Spellsink Breastplate
11 Suits of Plate Armor [Large] (+1) (Efreeti Wrought)
2 Staves of Swarming Insects
4 Lawful Staves
7 Valyrian Steel Daggers (+2)
2 Valyrian Steel Axes (+2)
2 Valyrian Steel Longswords (+2)
2 Valyrian Steel Greatswords (+2)
6 Reinforced Segmented Valyrian Steel Fullplate (+2)
6 Reinforced Segmented Valyrian Steel Fullplate (+2; Resist Fire 20 and SR 12)
3 Valyrian Steel Dragon Barding (+2; Immunity to Compulsions; Can cast Haste on self 3/day)
1 Minor Cloak of Displacement
1 Crown of Swords

Limited-Use Objects:

4 Beads of Newt Prevention (Single use)
1 Necklaces of Fireballs Type III (Two 5d6 and four 3d6 beads remaining)
1 Wand of Summon Minor Monster (36/50 charges)
1 Wand of Gust of Wind (14/50 charges)
1 Wand of Dispelling Touch (21/50 charges)

Trinkets:
6 Amulets of Resistance (+1 to all saves)
3 Greater Amulets of Resistance (+3 to all saves)
5 Rings of Protection (+1 deflection AC)
1 Greater Ring of Protection (+4 deflection AC)
1 Amulet of Natural Armor (+2)
1 Greater Ring of Resistance (+3 to all saves)
1 Ring of Chameleon Power

By the way, who gets the Least Bag of Holding? It's nice to have, but I'm not sure what to do with it. Handy Haversacks are way better, and we're in the process of giving one to everyone important... which leaves the Least Bag of Holding in the position of moderately useful magic item, but second-rate gear nonetheless.

Hmmm... Maybe Riz'Neth would like a gift?
 
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Hold it in reserve for babby's first extra-dimensional storage receptacle?
We'd probably just give a child of ours a Handy Haversack to begin with.

I think it's honestly just better off as a gift considering we're making better gear for ourselves on the regular at this point. Either Riz'Neth, any of our vassals in either Westeros or Essos, or lastly the Night's Watch.
 
We'd probably just give a child of ours a Handy Haversack to begin with.

I think it's honestly just better off as a gift considering we're making better gear for ourselves on the regular at this point. Either Riz'Neth, any of our vassals in either Westeros or Essos, or lastly the Night's Watch.
Not literal baby.

I meant when we inevitably come across another minor PC who we want to fire and forget gift some gear (for whatever reason we couldn't directly recruit them, anyway).

Been a couple of those situations.
 
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