I've just realized that I have zero respect for the Old Gods. I like them, I find them convenient, and I think that their whole concept is pretty cool - but respect? Nah.
From what we've seen in this quest, they're basically a hivemind of variably insane old folks going from "barely in touch with reality" to "almost faded into oblivion", up to and including "unintelligible RAGEFEARMESS".
Oh, and they lost to the Seven. The Seven? Seriously?
I know right. I mean, let's be real, we respect Bloodraven, not the Old Gods. The best thing one can say about them is they learned their lesson and got themselves someone competent to run things on their behalf.
 
I've just realized that I have zero respect for the Old Gods. I like them, I find them convenient, and I think that their whole concept is pretty cool - but respect? Nah.
From what we've seen in this quest, they're basically a hivemind of variably insane old folks going from "barely in touch with reality" to "almost faded into oblivion", up to and including "unintelligible RAGEFEARMESS".
Oh, and they lost to the Seven. The Seven? Seriously?
After they got demolished by the Long Night.
 
So the Essosi rebel. Big whoop. We crush their leadership and Diplomance the army into disbanding.
We already have most of the population on our side (barring Red Priest bullshit) you know, what with the "free the slaves" stuff, and we can get some of the elites on board by promising wealth and threatening a very personal death (we'll kill you, Lord XXX, and not just kill a bunch of levies and exile you. End you WILL lose).
Plus you know, the real powers in Essos aren't going to give a shit because Volantis is ran by Zherys (who knows better, because he knows how magic works) and Braavos never gave a shit to begin with, they are in this for the money and our legitimacy with them rests on providing it, which we certainly can do. The Three Daughters already lived through this, they won't go for round 2. So who is left to rebel, really?
Yes, because Zherys clearly would never dream about backstabbing us if we hand him a chance to unite Essos against us on a silver platter.

And all of this because of a chair? Really?
Normally I'd argue, but because we're diplo-annexing Volantis a strong, legitimate and constant tie to the Freehold is necessary, due to them not being broken as a significant power. All the other Free Cities ultimately wouldn't care that much or are already broken, but Volantis would pitch a fit and it wouldn't be simple to handle.

I still want to do something with the Iron Throne, though. Maybe melting it down into our new throne, or reforging it into the weapons of our Varangian Guard? It has a lot of potential.
I'm all game for melting it down and doing something fancy with it. The idea of melting down all thrones, crowns and assorted regalia we capture and reforging it into our new throne looks nice to me, since it cleanly dismantles the old and subsumes it into the Imperium on a symbolic level.
 
I've just realized that I have zero respect for the Old Gods. I like them, I find them convenient, and I think that their whole concept is pretty cool - but respect? Nah.
From what we've seen in this quest, they're basically a hivemind of variably insane old folks going from "barely in touch with reality" to "almost faded into oblivion", up to and including "unintelligible RAGEFEARMESS".
Oh, and they lost to the Seven. The Seven? Seriously?

The Long Night defeated a lot of their most powerful heroes. It was a scar that took years to recover from. The losses they suffered in that war cut them to the marrow. Not to mention the fact that the Old Gods may have lost more to treachery than skill of arms. Think about it. What is more likely? The gods of magic getting slaughtered or the Old Gods letting these people settle, as they don't care for worship and need more people, only for them to turn around and start cutting trees.
 
Yes, because Zherys clearly would never dream about backstabbing us if we hand him a chance to unite Essos against us on a silver platter.
Zherys has the brains to know that we'd just kill him personally if he tried. And we'd probably win any "I can get extraplanar allies" contest, too. He doesn't want to rule over a hole full of demons either.

How about we make something awesome from the chair, but only sit on it while in KL? In SD we'll have our main throne, and in Tyrosh and Lys and Myr there'd obviously be lesser ones (we won't be carrying our main throne around, right?). So we may as well keep this one in KL for a while, preferably enchanted into something mighty.

EDIT: This will damage our whole "Imperial sovereignty is the only sovereignty" thing. Maybe hide the throne under an illusion or something?
Make the item and then weaken the legend?
 
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Yes, because Zherys clearly would never dream about backstabbing us if we hand him a chance to unite Essos against us on a silver platter.
Zherys knows that it would come down to him and his crew against us and our companions.
Politics barely matter in that equation.

That#s the nice thing about working with a competent and powerful mage, he will only backstab you if he can remove you as problem, instead of looking in the wrong direction.
 
Weren't there a few millenia in between those two events?

A few millennia after where the giants and the Children, the strongest of the caster, were fucking slaughtered, and considering their lifespans and trouble breeding it really cut them to the marrow. Really I don't blame them for losing because they really didn't understand how far the Seven were willing to go. I mean what kind of dumbass cuts down trees that grant generally positive effects. Like that is the kind of shit you dont expect.
 
@TalonofAnathrax - I think at this point you're just being dismissive and arrogant. Assuming that those beneath us will never be able to hurt us has ruined so many would-be immortals I'm genuinely boggled that you're repeating their rhetoric with a strait face.

Don't get complacent!
 
Part MMDLIII: Changing Lives
Changing Lives

Thirty-First Day of the Seventh Month 293 AC

A cat... such a simple thing to ask from a girl born a princess. You look into Rhaenys' solemn brown eyes and pledge as solemnly as ever you have spoken before lords and even the gods themselves. "I promise I will try to find that cat by all the arts and skills I and my friends possess."

The girl ponders the option for a long moment and weighs it in mind, deciding what to believe with a hint of the same unchildlike thoughtfulness you saw in Dany years ago though not near so forceful in word and deed. A few moments later she nods and half-whispers: "Thanks... er, I mean thank you, Your Grace." She ends on a slightly awkward bow. "When can you...?" she looks up at her mother, from her expression wondering if she had gotten in some sort of trouble.

Elia gives a wistful smile of encouragement which emboldens the girl to continue: "When will you know if you can get him back?"

"By next month," Dany answers, speaking slowly but without the slightest hint that she is talking down to your young niece. "Alive or dead he should be in the Red Keep, so we are going to have to sneak past the wards and guards."

"Oh," Rhaenys sighs. "Be careful..."

Soon after Rhaenys goes off to her nap, leaving you, Dany, and your mother alone with Elia. Tyene drifts in moments later, slightly upset to have missed Rhaenys' day at the menagerie but more than content to sit in a chair by the window with a cup of hot tea and talk.

"Thank you all for today," your goodsister says. "This is the most excited I've seen her in months. She smiles and tried to keep up a brave face, but sometimes I wonder if that is all she does, if she is doing it to make me, Oberyn, or Doran happy, but today she just lit up like a candle when she talked about the bugs, beasts, and tales from distant lands."

"She was always a quiet child," your mother interjects. "I think that despite the unexpected things we have found out about her dreams it is possible to read too much into it." She gives her gooddaughter a long searching look: "How have you been handling things?"

"I'm not..." Elia begins.

"If you say you are not important, Aunt Elia, I swear I will kidnap you and make you take some time for yourself," Tyene mock threatens.

"Your father made that threat a few times," comes the dry response. "Mostly I point out that he would have to catch me first and I'm still faster ahorse than him, and that's been the case for over twenty years."

"Well I cheat," Tyene counters brightly, translocating across the room and back to prove the point.

"Ehem," your mother interjects delicately. "Plots aside, she does have a point, Elia. If you need new vistas to help clear your head, I can attest that is is very easy to be a mysterious visitor at the court of 'the Sorcerer King.'" Here she looks a you with a smile. How far she too had come to be able to jest about it...

"Thank you for the offer," Elia replies graciously. "Rhaenys will have to come to court in a few years of course, but for now both of us are content in the Water Gardens."

***​

First Day of the Eighth Month 293 AC

By the time you find yourself back in the keep's council chamber in the company of your Companions and other councilors planning for the month ahead you have cause to smile, confidently looking around the table content not only with the lands you have conquered or the coin clinking into your treasury but the realm taking shape, more than a kingdom... more even than Seven.

Astral Currents grows by 73% (25% Bonus Growth; 40% New Offices; 8% Regular growth)
Total Profits: 96,426 IM - 3,375 IM = 93,051 IM
Viserys' Share: 79,093 IM

Silver Serpent profits: 46,500 - 5,950 = 40,550 ---> Viserys' share: 28,385 IM

Stepstones Toll: 45,400 IM

"Alright then, knowing what coin we have to spend, what do we spend it on?" you ask the hall at large.

"Those aren't words you hear in a king's mouth often," Garin japes.

"That says more for the quality of kings too fearful to trust their council to offer honest advice than aught else," you counter. "I certainly do not consider myself the ultimate font of wisdom. A captain of the ship I may be, but a captain without a crew will soon find himself adrift on the sea. For certain I would not managed all that I have done these past months without your aid. "

What shall the month ahead hold for you, your Companions, and the fledgling empire you rule (List of Actions and Characters)?

[] Increase Manpower
By starting a recruitment drive, you can increase the available manpower in a province. When this action completes, throw 1d4 and an additional 1d4 for every multiple of 500 of Population the province has. The sum of these dice gives the number of Population that is converted into Manpower. If the Manpower would exceed the cap, no Population above the cap will be converted.
Requirements: None
Action: Military
Progress Needed: 10
Cost: 20,000 IM

[] Construct Guard Posts
A network of posts that can be used by the military and law-enforcement to better control the province. Grants a +1 bonus to Law. If the province also has a Messenger Service, this bonus is doubled.
Requirements: None
Action: Military
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Construct Training Center
Allows the training of soldiers. Each Training Center can accommodate 1 manpower (1,000 people).
Requirements: Must be a coastal province or have a major river.
Action: Military
Progress Needed: 20
Cost: 10,000 IM, 50,000 IM (Construction)
Upkeep: 500 IM

[] Enforce Martial Law
By using military force, the Administration and Law of a province can be forcefully raised. While under martial law, the province makes progress against both Expand Administration and Expand Law-Enforcement simultaneously as if every action assigned to Enforce Martial Law were used for both of those projects at the same time. However, for every turn under martial law, the Life-Quality of a province is lowered by 1. Once martial law ends, this penalty is reduced by 1 per turn. This action can't raise the Administration or Law scores higher then half of the maximum value.
Requirements: Need to have at least 10 soldiers per Population of the province present. This can be halved by spending an additional Military action and quartered by spending three additional Military actions.
Action: Military
Cost: None

[] New Ways:
Rhango and his yet small Khalasar have tied their fortune firmly to yours, yet there is a request to unite the Dothraki people before they yet loose themselves on unsavaged lands to drown them in blood... or drown themselves. Together, you can seek and subdue them in turn be it by the sword or with offers of wealth and glory
Requirements: Must be performed by a Hero
Action: Military
Progress: 25
Cost: 15,000 IM
Upkeep: None (Added to military roster)

[] Improve Infrastructure
Effort is put into constructing new roads, harbors, bridges and channels in the province to ease traffic and aid trade. When completed, the Infrastructure rating of the province improves by 1
Requirements: None
Action: Economy
Progress Needed: the current Infrastructure rating * 5
Cost: the current Infrastructure rating * 50,000 IM (Construction)

[] Create / Expand Manufacturing Business
This represents a local business that produces either raw materials or refines them into goods. It has the following statistics:
- Size - This gives the number of people in thousands who are employed in the business. When creating this business, the size is always 1 and additional actions be used to expand it.
- Profitability - How much income is produced each turn. At the end of each turn, a Manufacturing Business generates Size x Profitability x 1,000 IM of income for the owner. The profitability of a given business is decided on a case by case base by the GM.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: 100,000 IM, 50,000 IM (Construction)

[] Encourage Immigration
Try to attract Population from another Province. At the end of the turn, a number of Population equal to 2d6 + local Life-Quality - target province Life-Quality moves from the target to the local province. Note: A large influx of people into a currently sparsely populated province can have impact on its statistics.
Requirements: None
Action: Economy
Cost: 5,000 IM per moved Population, 50,000 IM (Construction) per moved Population

[] Construct Shipyard
Allows the construction and maintenance of ships. Each shipyard can support up to 20 ships and create one ship per turn.
Requirements: Coastal Province
Action: Economy
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 1,000 IM

[] Diving for Treasure:
Many ships have been sunk into a watery grave in these troubled seas, some carrying great treasures which you might better put to use.
Requirements: Must be performed by a Hero
Action: Economy
Progress: 12
Cost: None
Upkeep: None

[] Striking Coin
A king you are though yet uncrowned, that not even your foes can deny. Time then to leave the mark of your kingdom upon the world, and what better mark than the iniquitous coin? Not dragon, stag, and groat, but something to mark the birth of a new realm.
Action: Economy
Progress Needed: 15
Cost: Special (Dependent on how much coin you strike)
Upkeep: 8,000 IM (Mint)

[] Expand Administration
By recruiting additional personal and constructing new offices, the reach of the local administration is expanded. When completed, the Administration rating of the province improves by 1
Requirements: None
Action: Government
Progress Needed: the current Administration rating * 5
Cost: the current Administration rating * 5,000 IM, the current Administration rating * 10,000 IM (Construction)

[] Establish Orphanages
Providing care for orphans ensures that they do not have to beg and slightly lowers crime-rates in the area. An orphanage system gives a +1 bonus to Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 10 IM, Population * 50 IM (Construction)
Cost: Population * 5 IM

[] Establish Public Schools
Providing general education to the population allows a higher standard of living and makes it easier to recruit learned workers. Public Schools give a +1 bonus to Life-Quality and can give 2d6 of additional progress to one action performed in or by the province per turn.
Requirements: At least 50 Population and at least 10 Administration and Law
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Establish Higher Learning Institution
Every institution of this type has a focus, such as magic, natural science, law or economics and provides 1 Research action per turn that can be only used for matching topics. Alternatively, it can provide an additional 2d6 of progress to any action that matches it's specialization. A province can have an arbitrary number of these institutions, but each must have a different focus.
Requirements: At least 25 Population and at least 5 Administration and Law
Action: Government
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 2,000 IM

[] Establish Healthcare Services
Providing free healing for the population increases the quality of life significantly and lower the effect of diseases and plagues. It provides +2 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Construct Sanitation Systems
Providing good sanitation increases the quality of life and lowers the effect of diseases and plagues. It provides +1 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 2 IM

[] Establish Messenger Service
A organized group of messengers or similar system that allows fast communication in the province. Grants a +1 bonus to Administration. If the province also has Guard Posts, this bonus is doubled.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Perform a Basic Census of Religions
Learn more of the gods who hold sway over the hearts of your new subjects and their priests, seeking to learn more of potential allies and enemies alike.
Requirements: None
Action: Government
Progress 16
Cost: 80,000 IM
Upkeep: None

[] Expand Law Enforcement
By recruiting additional personal and constructing new offices, the reach of the local law enforcement forces is expanded. When completed, the Law rating of the province improves by 1
Requirements: None
Action: Law Enforcement
Progress Needed: the current Law rating * 5
Cost: the current Law rating * 5,000 IM, the current Law rating * 10,000 IM (Construction)

[] Establish Espionage Outpost
By establishing a base of operations for a espionage group, it can more easily work in the area. An Espionage Outpost allows the owner to perform 1 Intrigue action in the province in which it is built, which can also be used to support other Intrigue actions that target this specific province.
Requirements: None
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 3 IM

[] Establish Espionage Base
By improving upon a Espionage Outpost, the organization gains more power and reach in the area, and the resources necessary to act outside of it. In addition to the free Intrigue action that can only be used in the province itself, the Espionage Base provides another Intrigue action that can be used anywhere. Furthermore, if the owner of the province and the Espionage Base are the same, it gives a +1 Bonus to Administration and Law.
Requirements: Espionage Outpost
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 6 IM

[] Sow Dissent
By leveraging the existing tensions and fractures of another realm the hero manipulates the realm into either rebellion unwise policy or some other circumstance favorable to their realm.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Sway Ruler
The hero gathers support among the ruling elite of another realm to gain alliance, vassalage or some other favorable diplomatic position.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] A Forge of Flesh:
It is time, perhaps past time, that you visit Qohor of the daughters of Valyria, the one who best kept her secret arts, for there is much to be learned there for those who would dare the shadow of the Black Goat... more than even the sorcerer-priests know.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Songs and Glories:
The Lannisters tarnish your name and superstitious fools claim you consort with demons and monsters. Even the foul Deep Ones spoke of making you abhorred. Time and past time you picked up the gauntlet at your feet. Walk among the people of the Seven Kingdoms, learn of them, their woes and worries, then gather to you minstrels to sign true songs of your deeds.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: 20
Cost: 2000
Upkeep: None

[] Establish Trade Colony
The focus of this colony is to extract wealth from the lands and send it as tribute to the parent realm. While remaining a colony, it is uses Administration, Law-Enforcement and Life-Quality equal to half that of the parent province for all purposes. Due to the increased focus on economic exploitation, the initial expected Wealth of a trade colony is doubled.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Yeoman Colony
Used as an outlet for those wishing to leave behind their current lives and homes or just to see the world, this colony attracts settlers all on it's own. While remaining a colony, it is uses Administration, Law-Enforcement and Life-Quality equal to half that of the parent province for all purposes. A Yeoman colony attracts 1d4 population per turn, usually taken from provinces with low Life-Quality. This can include neighboring provinces, colonies or even the provinces of other realms.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Military Colony
Created not to claim wealth or lands, these colonies are much tighter controlled by their parent province. While remaining a colony, it uses Administration and Law-Enforcement equal to that of the parent province and Life-Quality equal to half that of the parent province for all purposes.
Action: Colonization
Cost: Population of the colony * 50 IM

[] To stride beyond the Wall:
Bloodraven has gifted you a map of what's Beyond the Wall and the treasures you can find from it. Many are the rewards for those brave enough to dare the dangers. Or perhaps you could sway the Giants to your side as you did with the Children? Ware that any move you make against the Winterborn, they would act in turn.
-[] Visit the Thenns with news of their kinsman fallen upon the Frozen Shore. Perhaps these Free Folk who yet live closest to the first customs of the First Men might have some lore to share, or even just a willingness to leave the harsh lands of their birth for warmer climes.
-[] Seek the Barrows of the Lost Clans. In times past it was not the Thenns alone amid the Free folk who dwelt in halls of stone and paid homage to their Magnars in the oldest traditions of the First Men. Yet where the Thenns were fortunate others were not, though hunger and sickness and perhaps the cold breath of the North. It is said among the Free Folk what doomed them were was choosing to dwell always in one place like southerners, and the bad air thick with their own greed and grasping choked them to death, but jotted in the corner of your map in Bloodraven's spidery script is the following note: The fools did not burn the dead.
-[] Enter Deadwood Vale: Some ancient blight lingers over this rocky vale between barren peaks, that no weirwood tree will grow within ten leagues of it. Even the beasts here are uncannily hateful to men and will attack not out of hunger but malice... or perhaps the need to keep some deeper evil from being awoken.
-[] The mystery of Hardhome. The only true city of the Free Folk, it supposedly fell to Essosi raiders, though what manner of raiders would bother to make flames that could be seen as far as the Wall? The birds that are Bloodraven's eyes fly uneasily over the ruins of Hardhome, and one was even so overcome by fright it slipped the ancient Greenseer's control, to be found hours later. Still, whatever dwells still in the ruins of the town seems content to stay there, and so Bloodraven has not meddled while other more urgent tasks demand his attention. He advised caution if curiosity would drive you there.
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Southern Journeys:
Sothoryos holds many dangers and just as many opportunities for those who would dare to reap them. There as in no other place you have visited, monsters stride across the face of the earth and even the common beasts of the Jungle could put entire armies of men to flight.
Requirements: Must be performed by a Hero
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Upon a Sea of Flame:
The Shaitan asked for your aid in their wars. Claim your prize and then strike on at the hated foe, by stealth, diplomacy and force of arms
Requirements: Must be performed by a Hero
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Seek the Orb of Dragonkind
The ancient accursed orb is too dangerous for you to allow it to remain lost
Requirements: Must be performed by a Hero
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] The Farthest East
With the unwitting aid of Mammon you now have a connection to Yi Ti, perhaps it is time to look east and see how the tides of war move in that ancient empire
Action: Expedition
Progress: Event-Based
Cost: Player decision
Upkeep: None

[] Sleepers under the Hill
Having established yourself much more solidly it might serve you well to awaken some of the remainder of the sleepers you left slumbering under the hill in Essaria.
Action: Expedition
Progress: Event-Based
Cost: None
Upkeep: None

[] A Broken Legacy
You have walked deep within the under the lingering power of the Doom and lived to tell the tale, but there are yet more treasures and secrets to be fond in those accursed lands, secrets of Valyria's undoing and how it may at last be laid to rest
Action: Expedition
Progress: Event-Based
Cost: None
Upkeep: None

[] Lore of Fire:
Study of the text gifted you by the priest of R'hllor could be of great use, particularly if you were to venture once more onto the burning plains beneath the walls of the City of Brass.
Requirements: Must be performed by a Hero
Action: Research
Progress: Skill-Based (See Scroll Description)
Cost: None
Upkeep: None

[] Study Qarthi Lore:

Deep and old runs the lore of Qarth, Gateway between East and West. Long have the Warlocks toiled in the workings of fell magics. Where others faltered, they endured. What secrets might be gleamed from their artifacts and writings? Lya is more than happy to try and seek the answers.
Action: Research
Progress: 18
Cost: None
Upkeep: None

[] Study Spells:
Add to the repertoire of a caster who learns spells
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Skill Based (Spellcraft)
Cost: Special (See spell and feat descriptions)
Upkeep: None

[] Enchanting
Create an enchanted object
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Special (See enchanting rules)
Cost: Special (See enchanting rules)
Upkeep: None

[] Study of the Arcane
Between you and your friends you possess an enormous breadth and depths of sorcerous lore, one that the fledgling mages of the Scholarum could well benefit from.
Action: Research
Progress: Skill Based (See Scholarum rules)
Cost: None
Upkeep: None

[] Tools of the Trade:
Through the ritual you gained in the Opaline Vault has revealed the secrets of many of the arcane treasures in your possession, yet some remain beyond the ritual's reach. Will you study them further?
-[] Minotaur Chains (Arcana)
-[] Star Seeker's Anchor (Arcana)
-[] Red Abishai's scale (Religion)
-[] Dream Serpent Skins (Nature)
-[] Livestone Sample (Dungeoneering)
-[] Alchemical beetles (Arcana)

Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Item Caster Level*0.5
Cost: None
Upkeep: None

[] Fire Whale Gem Harvesting
Baella's people have long since been the target of pirates and raiders, targeted for the gems they forge in their vast internal furnaces. Perhaps there might be a way to harvest then safely and use them to pay for protection
Action: Research
Progress: 18
Cost: 6000 IM
Upkeep: None

[] Simple Magics
Magic is more than dragon's blood or the work of gods and spirits. None know it better than Lya. The same base principles that allowed her to pick apart the threads of sorcery and kindle light long ago in Braavos can now be used to craft rituals that even those without the skill and temperament to arise full mages might face the otherworldly perils that stalk the world.
-[] Write in spell
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Spell Level*2
Cost: Caster Level*200 IM
Upkeep: None

[] Works of Flesh
With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm
-[] Fungal Pods (fungus-based platforms capable of supporting life-functions of various biological components (Progress 35 Cost 10,000 IM)
-[] Fire Aspected Heart Tree (Progress 25 Cost 15,000 IM)
- [] Further research of Maelephant's breath weapon (Progress 22 Cost 8,000 IM)
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Project dependent
Cost: Special
Upkeep: None

[] Deciphering of The Golden Egg
The book is likely coded in some manner, containing lore beyond the simple lists at the back of the book
Action: Research
Progress: 2
Cost: None
Upkeep: None

[] Empower Oathkeper

The blade has served Ser Richard well these years but with the horrors you are now facing he will have need of greater powers still
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 12
Cost: Reagents used
Upkeep: None

[] Empower Dark Sister
The Sword of Queen Visenya, ever loyal in the hand has been little used of late, though you wonder if it could be empowered to strike not only at flesh but at the soul
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 12
Cost: Reagents used
Upkeep: None

[] Forge Armor or talisman from Tiamat's scales
With Runelore at your fingertips you can now safely craft an item from the Bitch Queen's scales for Dany to wear
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 16
Cost: Reagents used
Upkeep: None

[] Begin a new Scholarum Course
The Scholarum could do with expanding its horizons to other arcane traditions
-[] Alchemist
-[] Agent of the Silver Eye 12/20

Action: Research
Progress: 20
Cost: Reagents used
Upkeep: None

[] Awaken the Blue Dragon Wyrmling
A third and far younger dragon should be easier to handle than the ones you are already dealing with
Requirements: Must be performed by a mage with Access to Curse-Breaking
Action: Research
Progress: 10
Cost: None
Upkeep: None

[] Look into undoing the curse of the Spider Goddess

The last of Venthar's natives could be of great use in exploring the secrets of the ancient city
Requirements: Must be performed by a mage with Access to Curse-Breaking
Action: Research
Progress: 15 (OR Automatic if you use Yss)
Cost: 5000 IM (OR a CR 16 sacrifice)
Upkeep: None

[] Create a planar exchange
Your realm would greatly benefit from access to the planar markets without the direct intercession of a skiled sorcerer
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 30
Cost: 30,000 IM
Upkeep: None

[] A Further Study of Spellsteel
Considering many of the more unusual properties of Valyrian steel as well as its origins it may serve you to delve more deeply into the magic behind it.
Action: Research
Progress: 12
Cost: 5.000 IM
Upkeep: None

[] A Call into the Ether
You mat call otherworldly beings as servants, allies, or sources of information. With a better understanding of the tower's wards, the process will not be near as time-consuming. With the Scholarum likely to expand enormously you will likely need new teachers to keep up with the flow of students even with Velen pledging himself and some of his fellows to the task.
Requirements: Must be performed by a Hero
Action: Free
Progress: Event-Based
Cost: Special (See spell descriptions)
Upkeep: None
-[] Raise the Nagas

[] Planar Trade
-[] Write in city and items to trade

With your growing power and many mighty subjects it is no longer a harrowing journey to buys and sell in the markets of Sky and Stone
Requirements: Must be performed by a Hero
Action: Free
Progress: Automatic
Cost: Special (See market prices)
Upkeep: None

OOC: The Scholarum report will be delivered in a Teana interlude.
 
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Zherys has the brains to know that we'd just kill him personally if he tried. And we'd probably win any "I can get extraplanar allies" contest, too. He doesn't want to rule over a hole full of demons either.

How about we make something awesome from the chair, but only sit on it while in KL? In SD we'll have our main throne, and in Tyrosh and Lys and Myr there'd obviously be lesser ones (we won't be carrying our main throne around, right?). So we may as well keep this one in KL for a while, preferably enchanted into something mighty.

EDIT: This will damage our whole "Imperial sovereignty is the only sovereignty" thing. Maybe hide the throne under an illusion or something?
Make the item and then weaken the legend?
First thing, I haven't seen any kind of even vague idea what to enchant the thing with. At all.
This is just a diversion argument by TNE to cling to the thing. It's a mix of Moving the Goalposts and a Whataboutism.

Second, if we go with the "melt all thrones and similar stuff into the Imperial throne", we would end up with far more accumulated legend to work with.
That is, if someone figures out something.
 
First thing, I haven't seen any kind of even vague idea what to enchant the thing with. At all.
This is just a diversion argument by TNE to cling to the thing. It's a mix of Moving the Goalposts and a Whataboutism.

Second, if we go with the "melt all thrones and similar stuff into the Imperial throne", we would end up with far more accumulated legend to work with.
That is, if someone figures out something.
Well I like the idea of enchanting this thing, and I do feel like it's a shame to let such a potent Runecrafting ingredient go to waste.
And it does have a history that grants a lot of meaning to "reforged in Dragonfire"...

How about reforging it publicly and making it into a flat circle of iron? We could then put our smaller local throne (probably a replica of whatever we use in SD) on top of it, or simply coil on it in Dragon form Relath style whenever intimidation is needed.
 
@DragonParadox, could we also get a vote for Minor Actions some time later?
I have a fair-sized list, but I'd like everyone to actually see it :/
 
@Goldfish, what were the spells we were dead-set on Lya learning this turn?

I remember Cyclic Reincarnation and Discern Location, but what else did we want?

Also, what scrolls are we passing through the Scholarum, for both arcane and divine spells? We should start keeping track oft aht to have a standard of "this is what every graduate is expected to know".
 
Outside of Balerion and the orb of dragonkind maybe we should empower oathkeeper and finaly bring the rest of the Dothraki to heel.
 
Yes, because Zherys clearly would never dream about backstabbing us if we hand him a chance to unite Essos against us on a silver platter.

And all of this because of a chair? Really?

I'm all game for melting it down and doing something fancy with it. The idea of melting down all thrones, crowns and assorted regalia we capture and reforging it into our new throne looks nice to me, since it cleanly dismantles the old and subsumes it into the Imperium on a symbolic level.
I'm also in favor of melting it into something new, for the record, but I really doubt it's nearly as important as you believe. As I just explained, most of the continent is going to be effectively exhausted. The Three Daughters and Pentos all will have had a taste of us having Dragons and an army both, they won't be feeling up to try anything, they know we can do a Tyrosh on them whenever.

It would be Volantis alone, and there's a reason Zherys already decided he's not going to try. He's a fellow mage, so he just compared our proverbial power levels and realized he just does not have the stuff to take us. It's the advantage of him being competent, he knows for a fact how this is going to end so he will not even try.
 
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Priorities: setting up more Inquisition offices, striking against Tiamat, Westerosi Intrigue (Oldtown meeting deciding the status of Fey, Reach politics), and of course stabilising our newest holdings.
 
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