Astral Currents grows by 73% (25% Bonus Growth; 40% New Offices; 8% Regular growth): Total profits 95,2776.1518-2625 = 95,0151.1518 ---> Viserys' share: I807628 M (Approximated to the nearest mark)
Uhm...

This still looks plenty weird. And the frontpage is seriously out of date, since we are still at only 6 offices. Lorath and Ibben from last month are missing.

Going to dig up the last turns income and check this.
 
When did we begin building the bridge between tyrosh and the mainland I think I read over it as I only found out during the rumours
 
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@DragonParadox, possible interlude idea:
Wyla experimenting with Blood Flask we gave her (if she gets anything interesting, that is)

(I just really want another update tonight T_T)
 
State in in the 6th month:
Shareholders
85% - Red Scales Holding
10% - Iron Bank of Braavos
5% - Glass-Maker Guild of Myr

Description
A recent founding which has attracted some attention due to the participants of its creation. While no business is conducted yet, this company is supposed to soon offer fast, secure, and reliable communication between Braavos and Sorcerer's Deep and will use this to offer the negotiation of future contracts between those two locations for a fee.
Recently, a part of the company was bought by the Glass-Maker Guild of Myr.

Assets
Office in Sorcerers Deep
Office in Braavos
Office in Tyrosh
Office in Tolos
Office in Mantarys

Cargo Moved
11759 tons per month

Expenses
Formula: 375 IM per office
Current: 1875 IM per month

Income
Formula: 3 IM per ton of cargo moved
Current: 35277 IM

Regular growth: 4d10 - 10 Percent -> Average of 12%
Growth for building new offices: 20% or 1,000 tons, whichever is higher.

7th Month:
Shareholders
85% - Red Scales Holding
10% - Iron Bank of Braavos
5% - Glass-Maker Guild of Myr

Description
A recent founding which has attracted some attention due to the participants of its creation. While no business is conducted yet, this company is supposed to soon offer fast, secure, and reliable communication between Braavos and Sorcerer's Deep and will use this to offer the negotiation of future contracts between those two locations for a fee.
Recently, a part of the company was bought by the Glass-Maker Guild of Myr.

Assets
Office in Sorcerers Deep
Office in Braavos
Office in Tyrosh
Office in Tolos
Office in Mantarys
Office in Ibben
Office in Lorath

Cargo Moved
18,579 tons per month

Expenses
Formula: 375 IM per office
Current: 2625 IM per month

Income
Formula: 3 IM per ton of cargo moved
Current: 55,737 IM
Viserys Share: 45,145 IM

Regular growth: 4d10 - 10 Percent -> Average of 12%
Growth for building new offices: 20% or 1,000 tons, whichever is higher.

8th month / now:
Shareholders
85% - Red Scales Holding
10% - Iron Bank of Braavos
5% - Glass-Maker Guild of Myr

Description
A recent founding which has attracted some attention due to the participants of its creation. While no business is conducted yet, this company is supposed to soon offer fast, secure, and reliable communication between Braavos and Sorcerer's Deep and will use this to offer the negotiation of future contracts between those two locations for a fee.
Recently, a part of the company was bought by the Glass-Maker Guild of Myr.

Assets
Office in Sorcerers Deep
Office in Braavos
Office in Tyrosh
Office in Tolos
Office in Mantarys
Office in Ibben
Office in Lorath
Office in Stone Head
Office in Opaline Vault

Cargo Moved
32,142 tons per month

Expenses
Formula: 375 IM per office
Current: 3,375 IM per month

Income
Formula: 3 IM per ton of cargo moved
Current: 96,426 IM
Viserys Share: 79,093 IM

Regular growth: 4d10 - 10 Percent -> Average of 12%
Growth for building new offices: 20% or 1,000 tons, whichever is higher.

So this:
Astral Currents grows by 73% (25% Bonus Growth; 40% New Offices; 8% Regular growth): Total profits 95,2776.1518-2625 = 95,0151.1518 ---> Viserys' share: I807628 M (Approximated to the nearest mark)
Should be:
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
 
Updated Imperial Infrastructure:
Imperial Infrastructure

Whispering Braziers
These magical braziers allow people on the same plane of existence to talk with each other. Each brazier can 'call' every other brazier or a bag of specially attuned sand, allowing easy two way communication between them and to establish a connection to such prepared bags, usually scheduled at a given time.

Cost: 810 IM for basic version, 1620 IM for interplanar version
(Note: All braziers also have a Divination Ward on the room they are kept in.)
Current Braziers:
Sorcerers Deep - Interplanar - Dragons Roost - Government use
Sorcerers Deep - ACSEC office - commercial use
Sorcerers Deep - Interplanar - ACSEC office - commercial use
Sorcerers Deep - Interplanar - Planar Terminus - commercial use
Xorn Outpost - Interplanar - Planar Terminus - commercial use
Opaline Vault - Interplanar - ACSEC office - commercial use
Braavos - Sealords Palace - Government use
Braavos - ACSEC office - commercial use
Tyrosh - Archons Palace - Government use
Tyrosh - ACSEC office - commercial use
Tolos - Dragons Palace - Government use
Tolos - ACSEC office - commercial use
Mantarys - Archons Palace - Government use
Mantarys - ACSEC office - commercial use
Henekar - SSE Trade Post - Government use
Crackclaw Point - Dyre Den - Government use
Driftmark - High Tide - Government use
Naath - Wyllas Home- Government use
Basilisk Isles - on board the Valyrian - Government use
Lorath - ACSEC office - commercial use
Ibben - ACSEC office - commercial use
Runestone - Runestone Keep- Government use
Sunspear - Old Palace - Government use
Stone Head/Summer Isles - ACSEC office - commercial use
Volantis - Zherys Manse - Government use
Lys - Archons Palace - Government use
(planned) Lys - ACSEC office - commercial use
Myr - Archons Palace - Government use
(planned) Myr - ACSEC office - commercial use
Castle Black - chamber of the Maester - Government use

Unassigned: 2 regular Braziers


Divination Wards
To counter divination spells, several areas have been warded by a permanent Mages Private Sanctum.

Cost: 2.500 IM
Current Wards:
Sorcerers Deep - Bloodstone Keep War-Room
Sorcerers Deep - one Shadow Tower chamber

Everfire Smelter
Using magical flame, tightly controlled, and metallurgical lore, these smelters are capable of smelting ore and producing steel in tremendous quantities without the need for fuel.
A tall vessel of fused stone, roughly 15 meters high, which stands on a a raised platform.

The top is open, with a massive stone lid resting on top, which can be closed when necessary.
Below that are walkways to three shafts, which can drop ore, limestone and coal into the vessel without allowing a reflux of gasses.
Then come three small shafts on the sides, which are open at the bottom. When the lid is opened, air will be sucked into these shafts and thus injected into the melt.
The platform has a front and a back access. The back is used to remove slag from the melt after a batch is finished, while the front is used to pour the finished product.
To this end, there is a large open space where trays of sand can be placed. Thus the smelter can directly pour steel into pre-made shapes to produce raw parts for smiths. Alternative, the tray just has simple shapes to make regular bars.

If a nearly empty tray is placed there, the smelter produces a large slab of steel. Said slab is then moved to the side and stacked on other such plates, either by a crane or two minotaurs. Once the pile is becoming too high to stack further, a small vessel full of molten steel is poured over the edges to fuse the slabs. The next stack is made directly next to this one and likewise fused to it by molten steel.
These stacks thus form one huge, continuous piece of steel, allowing a single casting of Fabricate to affect the maximum amount of material.

The walls of the smelter are not massive by the way, but have many air pockets in them. This is improving the insulation of the vessel and gives the stone more room to expand and contract in response to the tremendous heat.

The fire itself is a 15m high pillar of magical fire, originating in the center of the vessel. Coal is only needed to reduce the raw ore, not to provide any form of heat, since the magical flames eclipse a mere mortal fire by far.
Finally, there is the ring which controls the smelter. It grants the wearer supernatural insight into the profession of smelting and the minor divination in it allows him to always know what he has to do with the smelter to produce material with the properties he desires.
As long as he wears the ring, he can start and stop the magical flames and instinctively knows when to add air or raw materials, in which fractions, when to pour the product and all the other little things. He can make hard and unyielding steel as easily as a more flexible mixture.

Coupled with the ability to make pre-formed parts, the smelter can even mass-produce the raw materials for truly impressive works of smiths.

Cost: 2.000 IM
Current Smelters:
Sorcerers Deep - Everfire Dale, used by Everflame Steelworks

Hardening Chamber
A massive magical device which can be used to significantly increase the durability of materials, parts and objects treated in it. The process requires some time, but is otherwise free.

Measuring fifty meters long, twenty meters wide, and ten meters tall, the Hardening Chamber is by far the largest and most expensive work of enchanting performed in Sorcerer's Deep to date. It's skeleton of spell-forged steel, every inch of which is engraved with countless sigils of strength, resilience, and permanence, is sheathed in an unbroken shell of fused stone that has been transmuted so that it shares the properties of diamond while retaining the inky black sheen of polished obsidian. It sits upon a foundation of identically transmuted stone that extends down to the bedrock of Sorcerer's Deep, before delving even further, so that it can sink its inky black roots deep into the ancient heart of the island. It's peaked roof first appears to be crafted from great sheets of mundane bronze, until one looks closely enough to see the sparks of eldritch lightning which crackle along its surface as materials within the Chamber are Hardened. By day this lightning is barely visible, but at night the silvery-blue glow is bright enough to outshine the mage-lanterns which proliferate throughout Sorcerer's Deep.

Massive segmented spell-forged steel doors nearly as tall and wide as the Chamber itself allow entry from either end of the structure. Through purely mechanical means, these doors, designed as a collaborative effort between the Dragon King himself and his Tinker Fey subjects, use a clever, but simple system of counterweights and pulleys to allow a single man to easily raise or lower them without assistance.

Materials to be treated in the Chamber are brought into the structure using a series of spell-forged steel rails which have been embedded into its transmuted stone floor. These rails extend through each of the structure's doorways and into designated loading and unloading zones that have been constructed as part of the complex of buildings meant to facilitate easy use of the Chamber. Sturdy, but otherwise mundane stone warehouses near the Chamber are used to store materials that have not yet been Hardened, or which have already undergone the Hardening process and are awaiting shipment.

All materials used in the construction of the Hardening Chamber have themselves been affected by the structure's magic, increasing their Hardness rating by 5 points.
The Hardening Chamber is effectively an 11th level Wondrous Item of massive size capable of Hardening up to 110 cubic feet of material every six seconds. Metals and minerals require more time and are Hardened at a rate of 11 cubic feet of material every six seconds.

Once loaded with materials to be Hardened, each door is closed and the operator, who must be a mage with some degree of talent, places their hand on any part of the Chamber's exterior stone wall and expends a small amount of magical energy (sacrificing a single 1st level spell slot or prepared spell) to begin the process. Once started, the process continues until all eligible materials loaded into the Chamber have been Hardened. Regardless of the time required, short of destruction or magical suppression, the Chamber's door cannot be opened until the process is complete. The mage who activates the Chamber gains an understanding of exactly how long its current contents will need to be Hardened. Depending on the amounts and composition of these materials, a Hardening session could require less than a minute or several hours.
The results of Hardening are quite pronounced.

Sample Materials: Old Hardness New Hardness Hit Points by Thickness
Glass 1 6 1/inch
Paper or Cloth   5 2/inch
Rope   5 2/inch
Leather or Hide 2 7 5/inch
Wood 5 10 10/inch
Stone 8 13 15/inch
Iron or Steel 10 15 30/inch
Mithral 15 20 30/inch
Adamantine 20 25 40/inch
Although an object's Hit Points are unaffected, its ability to resist damage increases significantly without negatively affecting its more desirable properties, such as flexibility, weight, or texture.

Sample Objects: Old Hardness New Hardness Hit Points
Rope (1" diameter)   5 2
Simple Wooden Door 5 10 10
Small Wooden Chest 5 10 1
Good Wooden Door 5 10 15
Treasure Chest 5 10 15
Strong Wooden Door 5 10 20
Masonry Wall (1' thick) 8 13 90
Hewn Stone (3' thick) 8 13 540
Iron or Steel Chain 10 15 5
Iron or Steel Manacles 10 15 10
Masterwork Iron or Steel Manacles 10 15 10
Iron Door (2" thick) 10 15 60
Hardness essentially functions as a form of nearly unbeatable Damage Reduction for objects, generally only bypassed by Adamantine weapons and Sonic energy damage. If the potential damage from an attack is not enough to exceed an object's Hardness, that object remains undamaged.

A sheet of Hardened paper, for example, could not be cut unless you inflicted at least 6 points of damage on it. A regular human Commoner with an average Strength attribute of 10 wielding a dagger capable of inflicting 1d4 points of damage per attack would be utterly unable to cut or tear that piece of paper, no matter how much they tried. Even a man with slightly above average Strength attribute of 12 (gaining a +1 damage bonus) would find the paper impenetrable.

More practically, wood becomes just as difficult to damage as steel. Ships made from Hardened wood can ram into lesser vessels without fear of damage, while their Hardened sails resist all but the most determined attacker, possibly shedding arrows and ballistae bolts like water, and the rigging, normally vulnerable to being cut or set alight is instead no more vulnerable than a sturdy wooden pole. Glass just won't break anymore, not unless you deliberately work to shatter it, and even then, with a Hardness of 6, a heavy weapon or something capable of inflicting blunt force damage, such as a club or mace, is going to be needed.

Cost: ???
Current Hardening Chambers:
- Sorcerers Deep

Imperial Roads and Bridges
Using the might of the Titan Tools, a great network of toads, bridges and channels is being laid down to tie the growing Imperium together and even link Westeros and Essos with a land route.


Roads:
- 4 lanes, two with and two without tracks
- all lanes are 3.5m wide, with a surface of shaped crystal for high endurance
- tracks have a 1.5m gauge and the maximum cart width is 3.3m
- a small drainage ditch on each side

Canals:
- 100m wide
- 15m deep with maximum draught of 10m
- enclosed in 5m layer shaped basalt
- two lanes of untracked road on each side

Project Length per Day Workers Cost per Day
Road
21.6 km

4,320

169 IM
Bridge
1.0 km

50

10 IM
Canal
0.5 km

700

26 IM

Sorcerers Deep - Tyrosh Trunkline
Name Type Length Time Total Cost Progress
Tyrosh - - - - -
Section 1 Road 62 km 2.9 days 485 IM Done
Tyrosh-Essos Bridge Bridge 27 km 27.0 days 270 IM Done
Disputed Lands Coast - - - - -
Section 2 Road 32 km 1.5 days 250 IM Done
Northern Intersection - - - - -
Section 3 Road 182 km 8.4 days 1,424 IM Done
Southern Intersection - - - - -
Section 4 Road 105 km 4.9 days 822 IM Done
Disputed Lands Coast - - - - -
Last Refuge - Essos Bridge Bridge 33 km 33.0 days 330 IM Done
Section 5 Road 41 km 1.9 days 321 IM Done
Sorcerers Deep - Last Refuge Bridge Bridge 50 km 50.0 days 500 IM Done
Section 6 Road 66 km 3.1 days 516 IM Done
Sorcerers Deep - - - -  
This project also requires: - - - -  
Disputed Lands Bypass Canal Canal 32 km 64.0 days 1,664 IM Done
  Total 630 km 196.6 days 6,582 IM  
           
Northern Stepstones Trunkline
Name Type Length Time Total Cost  
Trunkline Intersection - - - -  
Section 7 Road 46 km 2.1 days 360 IM Done
Disputed Lands Coast - - - -  
The Skulls - Essos Bridge Bridge 46 km 46.0 days 460 IM Done
Section 8 Road 62 km 2.9 days 485 IM Done
Dark Den - The Skulls Bridge Bridge 46 km 46.0 days 460 IM 14 days done
Section 9 Road 46 km 2.1 days 360 IM Done
Bloodstone - Dark Den Bridge Bridge 26 km 26.0 days 260 IM  
Section 10 Road 43 km 2.0 days 336 IM Done
Port Sorrow - - - -  
Section 11 Road 23 km 1.1 days 180 IM Done
Sunstone - Bloodstone Bridge Bridge 48 km 48.0 days 480 IM  
Section 12 Road 34 km 1.6 days 266 IM Done
Deepcleft - - - -  
Section 13 Road 62 km 2.9 days 485 IM Done
Dorne - Bloodstone Bridge Bridge 72 km 72.0 days 720 IM  
Dornish Coast - - - -  
  Total 554 km 252.6 days 4,852 IM  
           
Tyrosh - Myr Trunkline
Name Type Length Time Total Cost  
Northern Intersection - - - -  
Section 14 Road 342 km 15.8 days 2,676 IM  
Myrish Triangle West - - - -  
Section 15 Road 110 km 5.1 days 861 IM  
Myrish Triangle North - - - -  
Section 16 Road 92 km 4.3 days 720 IM  
Myr - - - -  
  Total 544 km 25.2 days 4,256 IM  
           
Sorcerers Deep - Lys Trunkline
Name Type Length Time Total Cost  
Southern Intersection - - - -  
Section 17 Road 392 km 18.1 days 3,067 IM  
Lyseni Intersection - - - -  
Section 18 Road 65 km 3.0 days 509 IM  
Coastline near Lys - - - -  
  Total 457 km 21.2 days 3,576 IM  
           
Lys - Myr Trunkline
Name Type Length Time Total Cost  
Lyseni Intersection - - - -  
Section 19 Road 293 km 13.6 days 2,292 IM  
Myrish Triangle South - - - -  
Northern Branch: - - - -  
Section 20 Road 150 km 6.9 days 1,174 IM  
Myrish Triangle North - - - -  
Western Branch: - - - -  
Section 21 Road 140 km 6.5 days 1,095 IM  
Myrish Triangle West - - - -  
  Total 583 km 27.0 days 4,561 IM  
           
Westhaven Connector
Name Type Length Time Total Cost  
Westhaven - - - -  
Section 22 Road 13 km 0.6 days 102 IM  
Westhaven - Tyrosh Bridge Bridge 72 km 72.0 days 720 IM  
Section 23 Road 19 km 0.9 days 149 IM  
Tyrosh - - - -  
  Total 104 km 73.5 days 970 IM  
           
Saltcliff Connector
Name Type Length Time Total Cost  
Saltcliff - - - -  
Section 24 Road 30 km 1.4 days 235 IM  
Grey Gallows - Essos Bridge Bridge 48 km 48.0 days 480 IM  
Section 25 Road 27 km 1.3 days 211 IM  
Trunkline Merge - - - -  
  Total 105 km 50.6 days 926 IM  
           
           
Grand Total 2,977 km 647 days 25,724 IM  


Mirror Vision
These mirrors are echantend with Mirror Sight and Ghost Sound to allow them to transmit the sight and sound of events near specific sending mirrors.

Currently unassigned: 15
@Goldfish, I'm pretty sure you have a better write-up for the mirrors somewhere, but I couldn't find it.

Back to turn-vote-crafting.
 
Heh, pet project much. Waymar and Tyene hit 15 awhile back and no one said anything about what to do with them yet.
Tyene doesn't have any Knowledge(religion) for some reason, which means that she qualifies for pretty much nothing that advances divine spellcasting apart from human parangon. Human parangon is great, but it loses 1 level of spellcasting.
She'll either get yet another custom prestige class (ugh. 2 custom prestige classes on one character?), or more likely simply continue into Mystic.

A decent route would be to take human parangon for 3 levels just for the skill ranks (and Knowledge(religion) as a class skill), bonus feat and +2 Wis, and then take 2 levels of Church Inquisitor or something.
Still, that isn't actually much better than just continuing Mystic for 5 more levels :/
She could qualify for Mythic Exemplar easily, but it loses a little spellcasting for abilities that honestly aren't worth it.

As for Waymar, I would really like to stick him into Abjurant Champion. It's not bad! He'd have to Wish himself Combat Casting (or retrain it) and he really should be learning Dispel Magic (or get a runestaff) but it would allow him to cast Abjurations as a swift action. Quickened Dispel? Quickened Resist spells? Quickened Shield? Sweet!
Otherwise of course there's Stormcasters from Stormwrack. He qualifies, but it has poor Bab (so he'd be losing 3 points of Bab in 5 levels...) but it has some nice stun effects attached to its spells. Maybe a variant with less spellcasting but full BAB?
And hilariously Waymar just about qualifies for Sacred Exorcist (he'd need a Runestaff and 2 skill points retrained). Sacred Exorcist is great: it gives Turn Undead, which can power Devotion feats Waymar could Wish himself in the dreamlands. It's also 3/4th bab :(


tl;dr:
Waymar should take Stormcaster is DP lets us trade 1/2 spellcasting for full bab. Attaching stun effects to his magic (and thus melee attacks) at level 20? Great! Otherwise Waymar should take Abjurant Champion and get some runestaffs of abjuration spells so he can cast them quickened. Worth it.
Tyene is in a bad place. I suggest either sticking to Mystic, going Human Parangon/something else, or making a new custom PrC (ugh).
 
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@DragonParadox - some interlude ideas.

  • Finally getting an inside look at Tyrosh, whether from a magister's perspective or a freedman's. I'd prefer the former since it's something we haven't seen before.
  • Azema does art and introspection!
  • Doran Martell plots and has feelings.
  • Brandon Nightstark - how's he doing?
  • Thoros has adventures in the Riverlands.
  • Ser Kennos Kayce hangs out with Ser Richard, discussing murder, chivalry, and monsters.
 
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...Hey, @Deliste, can some super-evil spells permanently mindwipe, say, a tiger-like Rakshasa?

If we are getting tigers, we are getting the best tigers around :drevil::drevil::drevil:

[:V]
but hey, we actually seem to have a genuine shot at getting rackshasa next turn, if summoning them actually works.
True Names are going to increase our chances very significantly.

There are a few ways, none I would trust to stick with an independent agent, nor is it something I've ever thought a particularly good idea. If Viserys had taken Mother Cyst at 1st level then maybe...
 
Excuse me? Isn't that one your job? :p
I honestly would love to see DP give his take on the Lads. That's half the fun of creating canon omake's, right? In any case Thoros wouldn't nessesarily have to meet them in the omake, but it would give me a firm grasp of his character and how he's changed compared to canon, which would make me a lot more confident writing him.
 
Updated Imperial Infrastructure:

@Goldfish, I'm pretty sure you have a better write-up for the mirrors somewhere, but I couldn't find it.

Back to turn-vote-crafting.

Here's the best write-up for them I've done so far.

Each MirrorVision mirrior is a massive 100 foot long by 50 foot high mirror of Mithral-backed fused silica glass, all of which has been Hardened. Upon command, the mirror folds upon itself, then folds again, and again, repeatedly, until you are left with a solid block of fused silica glass and Mithral that is approximately three cubic meters in size. It can be commanded to deploy itself as well, unfolding and slotting itself into a specially designed Hardened steel frame and bracing, which must be built on each site. It directly reproduces sounds recorded on the transmitting mirror's end, broadcasting it throughout the arena, with volume controlled on command. The mirrors can be commanded to form smaller viewing screens, as small as one square meter, though the location where it is set up will need to be able to accommodate the unused bulk of the folded device.
 
Why? I imagine they would have a good chance of murder or capture. I have faith and they have maximum nuke Viserys on their side.

They do not have Viserys on their side and they are infiltrating the Red Keep, going after the spider in his proverbial web with still basically zero knowledge.

If Varys goes down like a chump here then I know I've been robbed of a decent Westeros arc by excess progression in Planar nonsense.

@DragonParadox please make it not so.

I've never felt so Artemis1992 before, hoping for significant consequences.
 
They do not have Viserys on their side and they are infiltrating the Red Keep, going after the spider in his proverbial web with still basically zero knowledge.

If Varys goes down like a chump here then I know I've been robbed of a decent Westeros arc by excess progression in Planar nonsense.

@DragonParadox please make it not so.

I've never felt so Artemis1992 before, hoping for significant consequences.
Varys can only win this by not being present at all. He is a muggle, though a hyper competent one with absolutely no morals or scruples, but a muggle none the less, with all the limitations that state imposes. If you expect him to survive, pray that he has already fled.
 
They do not have Viserys on their side and they are infiltrating the Red Keep, going after the spider in his proverbial web with still basically zero knowledge.

If Varys goes down like a chump here then I know I've been robbed of a decent Westeros arc by excess progression in Planar nonsense.

@DragonParadox please make it not so.

I've never felt so Artemis1992 before, hoping for significant consequences.
We are sending 3 highly skilled infiltrators there, with one person who was there previously (Dany) and one who should know the keep very well (Rhealla).

I honestly don't see how this is supposed to be overly difficult for them.
 
Added. Thanks.

@DragonParadox, @Goldfish, @Duesal, I've done the final bookings for last turn and the first ones for this turn on the accounting sheet. Could you check up if I got everything?
I'm not sure if it's the place to include it, but your list of braziers is missing the Interplanar one we crafted for Amrelath last month.

Speaking of Amrelath, he will be fully equipped as soon as we pick up our latest commission from the Opaline Vault, which should be ready on the 6th.

What do we plan to do with him then? Keep him in SD until after the Pentos assault, or turn him loose on the Plane of Fire?
 
We are sending 3 highly skilled infiltrators there, with one person who was there previously (Dany) and one who should know the keep very well (Rhealla).

I honestly don't see how this is supposed to be overly difficult for them.
Not to mention the level of magic they are bringing to the mission. Aradia can infiltrate any non-hermetically sealed room with ease, and Dany can give the same ability to every using Wind Walk. And that's just touching on the surface of possibilities.
 
Added. Thanks.

@DragonParadox, @Goldfish, @Duesal, I've done the final bookings for last turn and the first ones for this turn on the accounting sheet. Could you check up if I got everything?
I think you might be missing what we gave Vargor for Sallosh infrastructure, as well as what we recently paid for the various plant creatures. It cost us hundreds of thousands of IM. I can dig each of them up for you if you need me to.
I'm not sure if it's the place to include it, but your list of braziers is missing the Interplanar one we crafted for Amrelath last month.

Speaking of Amrelath, he will be fully equipped as soon as we pick up our latest commission from the Opaline Vault, which should be ready on the 6th.

What do we plan to do with him then? Keep him in SD until after the Pentos assault, or turn him loose on the Plane of Fire?
Keep him around to help conquer for a few more months, and then when we can fully turn our attention to it we help him carve out a province for himself in the Plane of Fire.
 
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