I like having Teana teach. Sweet sweet mageling progression...
I'm not against 1 day off for fighting (probably no mechanical effect there) but going on expeditions?
Please no.
 
Alright thread, @DragonParadox. As promised I made an updated list (from the last festival) of the many figurines we could fabricate to gift to the children of SD and the Imperium at large on the days of the coming Imperial Festival. This should help building a unified imperial identity as well as firing up the minds of childrens all over the empire with potential role models for them to aspire. Could this make the cut into cannonicity for the celebrations?

Minotaur Firefighters
: This set of seven figures depicts the Minotaurs of SD defending the city from the terrible wildfire that sought to destroy it by the will of the Deep Ones. Two figures are dashing forwards, one holds a sledgehammer, while the other just puts its head forward as if to ram a wall. One figure is carrying a small child in his back, the small child hugging the minotaur's neck tightly and with his eyes closed. One figure holds a piece of wall against its back, bracing it. One figure seems slightly burned and steadies a human even as the human steadies him, both walking side by side. One figure holds a great bucket or tub, which can actually be filled with water. The last figure holds a shovel in one hand as his other hand is held up, as if trying to peer beyond the great illumination of a close by fire. A Little Valyrian stands by its shoulder, pointing at something and whispering in the minotaur's ear.

Tritons: This set of three figures depicts the Tritons of SD. One is a 'Protector', holding a trident with both hands and staring vigilantly forward, as if ready to attack. Another is a 'Merchant', depicting a Triton in the traditional garb of his trade, with sea conch necklaces and semi precious stone bracelets, gesturing to an invisible ware of doubtlessly great value. The third is a 'priest', depicting a wise looking Triton in the garb of their profession, stone tablet in one hand while the other is held up as if gesturing at an audience.

Little Valyrians: A set of eight adorable Little Valyrians in distinct poses, from laughter to serious contemplation. Some hold the tools of civilization, while others seem tailor made to leave hanging from a small branch our the edge of a table perhaps.

Calpinas: Two figures, one flying quickly and excitedly, the other dozing lazily.

Watchmen of the Deep: Six figures, all stylish and vaguely roguish without seeming overbearing or exaggerated, holding the tools and weapons of their trade in distinct poses, from patrolling to attacking. One sports a slightly irritated expression as it looks down, as if trying to catch a little prankster.

Queen Rhaella: The Ship itself in all its splendor, its deck big enough to hold other figurines itself!

Hunter's Moon: The famous ship of dashing Captain Moonsong. Moonsong not included.

Adepts of the Deep: Six figures in arcane robes, holding distinct poses from ritual, hostile spellwork, defensive spellwork, and studying.

Minotaur Shock Troops: Six figures, all in their plate armor and in distinct battle positions. Two of them have Little Valyrian shoulder gunners with crossbows or slings.

Yss' Adepts: Four figures of the followers of the Snake God. Two seem serene and the third is laughing benignly at something, the fourth one is casting a healing spell. Another four figures are snakepeople, casting or observing their sorroundings.

Raider Galley: A raider ship of the Deep, perfect for putting figures atop it!

Merchant Ship: A merchant cog from the Deep, perfect for putting figures atop it!

Raiders from the Deep: Eight figures in various roguish and badass positions, attacking with cutlass and hatchet or merrymaking with loot or wine.

Marines from the Deep: Four figures, the raider's more serious counterpart. They all look more heroic and uniform, holding distinct weapons from the raiders.

Sailors from the Deep: Ten figures, depicting all manner of sea men at their jobs.

Ser Gerold: The General Himself in a heroic pose.

Legionnaire Section: Nine legionnaires and their officer, all holding their weapons in various positions, perfect for great imaginary battles against the enemies of SD. Capable of forming shield walls!

Legionnaire Standard Bearer: Fully armored standard bearer with the King's Fist held up high in Valyrian Steel.

Legionnaire Launcher Team: Launcher operator and loader.

Legionnaire Lancer Cavalrymen: 3 distinct figures, two hefting lances and one a blowing horn.

Legionnaire Darkenbeast Rider: 3 figures, lancing ground targets or wielding bows.

Legion Quartermaster: Burly soldier which holds a sword and a pan. The pan can actually hold real water. 3 figures: Scowling, Dissaproving, and Temporarily Mollified.

Tolosi Slingers: Four figures in different stages of firing or reloading.

Archons of Mantarys: Shield, Codex, and more. Ready and vigilant in their fight against Evil. Some of them sport targ dragons in shields or armor. 6 figures.

Mantarys Mages: 4 casters in their distinctive heavens inspired robes, armor, and equipment.

Painted Lizards: Dinasours, duh. Number of figurines: Yes.

Heroic Dothraki Bloodrider: Wild, badass, and citizens of the Imperium. Wearing armor and wielding bows and long arakhs, they are fierce but concentrated, ready to die for theor Khal. 6 figures.

Loyal Knights: A wide panoply of knights of clear Westerosi origin and wielding everything from hammers to swords and shields. Representing all regions of westeros through their armor and clothing, all of them have the Targ dragon on their breastplates. 12 figures.

Inquisitors: Doing spellwork, ritual, or wielding blades, these brave men and women protect the citizens of the empire throughout the night so the innocent can sleep. 4 figures.

Children of the Forest: Friendly and wide eyed, serious and mysterious, armed and dangerous... take your pick! 3 figures.

Braavo: Everyone's favorite dashing rouge, twirling with dagger and rapier. 3 figures.

Myrish Glass Golem: Imposing and deadly, they stand ready. 3 figures.

Tradesmen from the Deep: From enchanters to smiths to fiahermen, dockworkers and bakers, these men and woman are the economic lifeblood of the Deep. 20 figures.

Imperial Furies: Beutifully armored and wielding spears, swords and maces. Most are flaring their wings in heroic poses as they fly or fight on foot with expressions of courage and determination. 5 figures.

Brothers of the Watch: Vigilant Rangers of the Wall wielding spears, bows, and swords. 6 figures.

Leshies! 10 figures.

Fungal Direwolves: Fierce and awesome wolves of awesomeness. 5 figures.

--

And because all action figures need an enemy... I present The Rouges Gallery!


The Damphair: An evil, important looking, deformed sorcerer holding its hands up, perhaps casting some sinister magic ritual... or maybe just gloating.

The Damphair's Henchmen: Eight figures, all holding improvised weapons or hatchets, extremely deformed beyond any current citizen of SD who still holds Deep One taint.

Deep One Sorcerers: Three ominous figures completely covered by robes in different casting positions.

Slaver Scum: Ten figures. Crew from a despicable slaver galley, armed and in various positions of attack or defense. Infinitely worse looking than the rather dashing Raiders from the Deep.

Gloating Magister: Exactly what it says on the tin. Very Evil Looking. Also Fat.

Evil Slaver Ship: Wicked looking ship which can hold its own figures.

Shambling Ghouls: Six distinct forms of shambling. Generic bad guys ready to be inserted into any adventure.

Lich Lord: Bones, dark magic, and a hate for all that lives. This skeletal figure is half covered by tattered robes and is sure to appear in at least a few kid's nightmares. 3 figures: wielding sacrificial dagger, casting, and studying scrolls.

Evil Monsters: Lya knows best. Ten figures.

Evil Robed Chancellor: Fat, robed, bold, leering courtier with both hands under the other's sleeve. All similarities to Varys are accidental. We swear.

Aedon the Fool: The fool himself, sword in hand as he screams incoherently.

Aedon's Toadies: Bloodthirsty Lyseni ready to pull a coup or stand in the way of greater men. 6 figures.

Dumb Dothraki Screamers: Twice as wild and twice as rash, wearing no armor and wielding whips or Arakhs, these ones make good cavalry for the Forces of Evil. 5 figures.

The Usurper: Fat and wearing ill fitted armor, the stag king wields a tankard of spilling ale in one hand and a hammer in the other... grabbed by the wrong end.

Disloyal Knights: A sad if well armed bunch of traitorous knights wearing the stag of kings landing on their breastplate. 12 figures.

Golden Shields: Enemy casters ready to discharge all manner of no doubt evil and treacherous spells. 5 figures.

Demons: Ugly Monsters to be slain by Man. 8 figures. Also useful for teaching children the ABC's of the most common types of Demons and their phisycal exterior.

Daemons: Same as above.

Devils: Same as above.

Ghiscary Slavers: Despicable scum armed with cruel cudgels and spiked irons, 6 figures.

Harpies: Perfect for perching atop unsuspecting heroes exploring dungeons below chairs, tables, and windowsills. 5 figures.

Golden Company Armsmen: Professional men at arms wielding all manner of traditional weapons. Handy when you need an all out field battle. Most of them can form a shield wall if placed right. 8 figures. Great for clashing against Legionnaires!

Generic Cultists: Deformed wretches who gave up their precious humanity for petty power. 9 total: 2 caster, 3 melee, 1 scurrying, 1 sacrificing, 1 bound and being sacrificed, 1 agonizing.

I see Fungal Direwolves got a figurine, no love for our new Airforce?
 
Renewal Pact is expensive though, isn't it? When it comes to material components, at least.
I've got nothing against equipping them, but I would prefer if Amrelath paid for it. Or at least asked us for help :/
In any case, he's conquering on our behalf right? He'll be paying taxes. Helping him conquer is in our interest.

We should set him up with our current Plane of Fire contacts, and let him know that he can call us for any extra-juicy targets. That way he can be going around doing the drudge work, and call us (or even just a Companion or two like, say, Rina and Vee) when there's a massive prize he wants. We'd get a direct share when he calls us of course, because DRAGON.

50 IM per cast for one, 100 for the other, each lasts untill used or dispelled. The latter is bad luck, and at our wealth levels the former looks to be a fair price imo. These kick in when needed, and can be forgotten about after casting untill the individuals enter battle. Very low overhead.

If amrelath wants a high value loan for these items I would not be opposed, provided these people get well enough equipped.
 
There's some cool stuff you can do with laser etching metal that can cause metals to reflect/refract light into specific colors.

Could that sort of surface treatment be dome as part of the fabricate spell? There wouldn't be any material other than the metal used for the figure ines, and it would let the figures come out already 'painted'. it would basically be shaping the surface to a very, very specific shape.

Though I guess if it IS possible, the coresponding difficulty spike in crafting check might be pretty freaking high.

Edit: also i guess you would need to explain how viserys would know about that technique as well.

That is how birds can be Blue, a biological study with magic to get you the details (basically a sufficient zoom function) actually should turn it up pretty easily.
 
I like having Teana teach. Sweet sweet mageling progression...
I'm not against 1 day off for fighting (probably no mechanical effect there) but going on expeditions?
Please no.
DP already told us, several months ago, that Teana can be away from the Scholarium for up to five days without it negatively affecting instruction at the Scholarium.
 
He is doing it on purpose. He has seen some people who would be very weak be very strong instead (human children). So now he is seeing if he can stress test a weak mortal with dragon blood to something impressive. after all the worst thing that can happen is that she dies and that will just mean he overshot and should test again with someone sttronger. Amrelath is not being foolish here, he is being callous.
Oh, that dick. "the worst thing that happens is they die"? That's his plan? All of a sudden I don't give a damn about potentially disrupting party dynamics and equipping them.
Renewal Pact is expensive though, isn't it? When it comes to material components, at least.
Renewal Pact is only 100 IM, so I don't know where it being expensive is coming from.
I've got nothing against equipping them, but I would prefer if Amrelath paid for it. Or at least asked us for help :/
In any case, he's conquering on our behalf right? He'll be paying taxes. Helping him conquer is in our interest.
I was always thinking the same deal we had for him. Even the gear we had crafted for him was just considered a loan which he paid off with the Maharaja Rakshasa fight. Gear for his companions would have been on loan as well.
 
I can certainly open a account for Amrelath to book loans against.

Edit: That wasn't a joke. I can open as many expense or deposit accounts as you people need to track stuff.

Edit 2: Which reminds me that I wanted to reshuffle the imcome and expense accounts to better interface with the new strategic system.
 
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Monk. Or monk's belt, of course - which he has, right?
Yep.
Equipped Magic Items: Amulet of Protection from Evil, +1 Soulfire Mithral Bracers, Anklet of Translocation (with 3/day Lion's Charge), Crown of Untarnished Glory (+2 CHA, +2 INT, +1 WIS), Earring of Arcane Acuity, Greater Ribbon of Disguise, Interplanar Whispering Brazier, Muleback Cords, Ring of Sustenance, Monk's Belt (with Healing Belt effect and +3 CON, +2 DEX, +1 STR), Plane Shift Talisman (2/day), Ring of Mighty Fists (+3), Bag of Holding Type IV (with Gentle Repose effect),
Scrolls: Life Bubble (x2), Panacea (x4), Teleport (x2)
 
I can certainly open a account for Amrelath to book loans against.

Edit: That wasn't a joke. I can open as many expense or deposit accounts as you people need to track stuff.

Edit 2: Which reminds me that I wanted to reshuffle the imcome and expense accounts to better interface with the new strategic system.
Have fun. Do your thing man. You be you.

It's all virtual money, anyway. And his self-interedt will stop him from screwing us over. Letting people who identify as the devil do what they want with imaginary money with no oversight? What could possibly go wrong?

 
Oh, that dick. "the worst thing that happens is they die"? That's his plan? All of a sudden I don't give a damn about potentially disrupting party dynamics and equipping them.

Renewal Pact is only 100 IM, so I don't know where it being expensive is coming from.

I was always thinking the same deal we had for him. Even the gear we had crafted for him was just considered a loan which he paid off with the Maharaja Rakshasa fight. Gear for his companions would have been on loan as well.

Amy isn't good at hiding what he's all about... he is good at copying what works, though.

Anyone that signs up with him will probably do so with the understanding that their employer is going to throw exactly what he thinks they can handle at them. Meaning they should play it safe and assume it's slightly too much to handle.

We also have systems of risk vs. reward in place for our people at this point. If they wanted to play it safe, they'd take a commercial job, ones which are opening up left and right in our constantly expanding economy.

Edit: With that said, I'm with you on equipping mages we trained.
 
Have fun. Do your thing man. You be you.

It's all virtual money, anyway. And his self-interedt will stop him from screwing us over. Letting people who identify as the devil do what they want with imaginary money with no oversight? What could possibly go wrong?



All this time, working in plain sight... was that all part of your plan, @Azel?

Crashing the economy WITH NO SURVIVORS!?
 
Interlude CCCLVII: Troubles of the Heart and the Mind
Troubles of the Heart and the Mind

First Day of the Eight Month 293 AC

A note lay innocently on a satin pillow, the quill that had penned it nowhere in sight just as the hand that held it. Teana Strycos almost did not have to look at the parchment to know what it might have contained, not through some arcane mechanism or the mystical 'eyes on the back of the head' her students half-seriously claimed she had, but through simple experience. It was after all the fourth one in the last half year. Still she was not one to deny her lovers a hearing even at the last, and so she steeped up to the bed and held the letter up to the window to read.

The message was not angry, if anything it read as half-apologetic at being unable to continue. At least Gyllen did not try to use moving away as an excuse, that had been the one time she had been genuinely angry at a lover for using such an asinine reason to part ways. The sorceress' eyes slid along the text catching familiar words.

"It feels like I'm always on the outside looking in..."

"Even when you are with me it feels like you are not all there half the time..."

"I'm sorry it had to end this way...."


Teana would have liked to blame it all on her magic and for months she had done just that, whether on her power making her something strange and frightful to most men, then on her shadow-weaving for hiding her innermost thoughts away even when she did not mean to. However, she was nothing if not a meticulous thinker. The last person she shared a bed with for more than six weeks was Zherys and that had left a bitter taste for all the ways her life had been improved thereby.

"Perhaps I simply cannot trust someone with both my body and my mind at the same time," she whispered softly to the empty room.

Or perhaps not quite so empty as she had thought it would be: "Mistress, do you wish to dictate a response?" The tinkling voice of her calligraphy wyrm called as it slipped out of a half-opened drawer.

"No, Zil, that's perfectly alright, go back to your nap," Teana replied with a smile. Golden servitors did not truly sleep as any flesh and blood being would understand it, but they did seem to enjoy spending part of the day resting in stylus form mulling over the thoughts of the day. Given than she had just spent the day taking notations of her newly studied magics, he deserved some rest.

New Character Sheet

Name: Teana Strycos
Alignment: Lawful Neutral
Age: 29
Race: Human (Medium)
Class: Sorceress 5/Shadow Sculptor 5/Shadowcraft Mage 1
Feats: Able Learner, Blood Warding, Expanded Arcana (Major Image, Resist Energy), Greater Spell Focus(Illusion), Spell Focus(Illusion)
Class Features: Cloak of Shadows, Item Familiar, Shadow-Tracer (Greater Shadow Amalgamation, Lesser Shadow Amalgamation, Shadow Mastery)

HP: 66
Armor Class: 10 +3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19
Movement: Ground (30ft)
Initiative: +3 (DEX)
Base Attack Bonus: +5
Spell Save: DC: 10 +6 (CHA) +2 (Illusion) +Spell Level
Weapon Proficiency: Staff, Dagger, ???
Immunities: Possession/Mental Control
Resistance: 5 Cold, 5 Electricity, 5 Fire

STATS:
10 (+0) Strength
15 +1 =16 (+3) Dexterity
12 +2 =14 (+2) Constitution
18 +4 = 22 (+6) Charisma
16 (+3) Intelligence
11 +1 = 12 (+1) Wisdom

SAVES:
FORTITUDE:
3 +2 (Con) +3 (Resistance) = 8 (+2 Insight vs spells & spell-like abilities)
REFLEX: 3 +3 (Ref) +3 (Resistance) = 9
WILL: 10 +1 (Wis) +3 (Resistance) = 14

SKILLS
Bluff:
8 +6 (CHA) = 14
Concentration: 14 +2 (CON) = 16
Hide: 4 + 3 (DEX) = 7
Knowledge (Arcana): 14 +3 (INT) = 17
Knowledge (The Planes): 5 +3 (INT) = 8
Profession (Instructor): 14 +1 (WIS) = 15
Sense Motive: 13 +1 (WIS) = 14
Spellcraft: 14 +3 (INT) +2 (SYN) = 19

Spells Known (Caster level 11/12[Shadow]):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image, Resist Energy (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding, Shadow Enchantment (6+1/day)
Level 4: Assay Spell Resistance, Freedom of Movement(RotF), Ghost Wolf, Shadow Conjuration (6+1/day)
Level 5: Baleful Polymorph, Commune(RotF), Shadow Evocation, Teleport(RotF)(4+1/day)

Grimoire of High Arcana:

Level 1: Alarm, Clarion Call, Comprehend Languages, Detect Charm, Disguise Self, Keep Watch, Spontaneous Search
Level 2: Discern Shapechanger, False Life, Portal Alarm, Rope Trick, See Invisibility

Contingency Spells: Renewal Pact; Stalwart Pact

Supernatural Abilities:
Cloak of Shadow (Su)
: A Shadowcraft Mage can cloak her form in shifting shadows. This ability provides her with a variable amount of concealment depending on her level. While her cloak of shadow is active, attacks against a Shadowcraft Mage have a miss chance equal to 15% + 5% per class level (to a maximum of 40% at 5th level). Darkvision and Low-Light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with True Seeing. A Shadowcraft Mage can dismiss or resume this effect as a Free Action. While her Cloak of Shadow is active, a shadow craft mage can make Hide checks as if she had concealment. Cloak of Shadow doesn't function in daylight, and it is the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.

Alternate Form:
Shadow-Traced
Movement:
Ground (30ft) + 10ft = 40ft
Spell Save: DC: 10 + 7 (CHA) + Spell Level; +3 (Illusion) OR +4 (Shadow Illusion)
Immunities: Possession/Mental Control
Resistance: 15 Cold, 5 Electricity, 5 Fire
SR: 21
DR: 10/Magic

STATS:
10 (+0) Strength
15 +1 =16 (+3) Dexterity
12 +2 =14 (+2) Constitution
20 +4 = 24 (+7) Charisma
16 (+3) Intelligence
9 +1 = 10 (0) Wisdom

SAVES:
FORTITUDE:
3 +2(Con) +3(Resistance) = 8 (+2 Insight vs spells & spell-like abilities)
REFLEX: 3 +3(Ref) +3(Resistance) = 9
WILL: 10 +0 (Wis) +3(Resistance) = 13

SKILLS
Bluff:
8 +7 (CHA) = 15
Concentration: 14 +2 (CON) = 16
Hide: 4 + 3 (DEX) +4 (ST) = 11
Knowledge (Arcana): 14 +3 (INT) = 17
Knowledge (The Planes): 5 +3 (INT) = 8
Profession (Instructor): 14 +0 (WIS) = 14
Sense Motive: 13 +0 (WIS) = 13
Spellcraft: 14 +3 (INT) +2 (SYN) = 19

Spells Known (Caster level 11/14[Shadow]):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image, Resist Energy, Spectral Hand (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding, Shadow Enchantment (6+2/day)
Level 4: Assay Spell Resistance, Freedom of Movement(RotF), Ghost Wolf, Shadow Conjuration (6+1/day)
Level 5: Baleful Polymorph, Commune(RotF), Shadow Evocation, Teleport(RotF)(4+1/day)

Special Abilities:
Shadow Amalgamation (Su):
Teana benefits from the Versatile Spellcaster feat, but only for Illusion spells.
Shadow Shaping (Su): Up to 5/day, Teana may apply the Enlarge, Extend, Focused, Piercing, or Solid Shadows Metamagic feat to a Shadow spell without increasing its level or casting time. Only one such effect can be applied at a time and doing so prevents any other Metamagic from being used to augment the spell.
Shadow Mastery: Teana gains a +1 save DC bonus to her standard Illusion spells. Shadow Illusions, however, gain a +2 bonus to save DC and Caster Level, and are 10% more real. These effects stack with bonuses gained from other sources, such as Spell Focus feats and the Solid Shadows Metamagic feat. Whenever Teana casts a Shadow spell there is a 50% chance the spell slot used to power the spell is not expended.

Shadow-Traced (Su):
Teana benefits from the Shadow-Traced template.
  • Distributed Mind (Su): Although not a true hive mind, Teana is buffered among her Traces. If she or one of her Traces is affected by Mind-Affecting spell or effect, the other Traces (or Teana, if a Trace was affected) may attempt the same saving throw 1 round later at the same DC, as the Slippery Mind Rogue talent, and she or the Trace succeeds if any of the others succeed on this additional chance. Rolling a Natural 1 on a saving throw against a Mind-Affecting spell or effect precludes the use of distributed mind against that effect.
  • Sacrifice Transposition (Su): When Teana would be brought to below 0 hit points, and she has at least one active Shadow Trace, she may switch places with the Trace and negate the damage from that attack or effect as an Immediate Action, at the cost of that trace being dismissed as if it were destroyed. She can use this ability once a round.
  • Leeching Absorption (Su): Teana can bend weaker magic to her will. If a hostile spell effect fails to break her Spell Resistance, all active Shadow Traces heal that effect's effective spell level in Hit Points.
  • Shadow-Traces (Su): At will Teana may create three independent semi-real copies of herself as an Immediate Action. Shadow traces act on Teana's initiative and each has half her Hit Points. Traces possess Teana's skills in full and have duplicates of her equipment, but such equipment is semi-real: weapons disarmed from a Trace vanish after 1 round and ammunition fired by a Trace vanishes after use. If any of the Traces are reduced to 0 Hit Points it is destroyed. Destroyed Trace cannot be recreated unless all of the Traces are dismissed or destroyed. If all Traces are destroyed, Teana is Staggered for 1 round and she cannot create more Traces for 24 hours; otherwise, they last until the end of combat or until the creature takes a Full-Round Action to dismiss them.

Boneward Belt (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Gloves of the Starry Sky(+1 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enhanced Amulet of Protection from Evil:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity (3 charges/day) (Slotless):
  1. 1 charge: Darkvision 60 ft. for 1 hour
  2. 2 charges: See Invisibility for 10 minutes
  3. 3 charges: True Seeing for 1 minute
  4. 1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  5. Immunity to blindness and dazzling effect
  6. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Lawful Staff (50 charges): This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells:
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enhanced Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Ring of Mystic Shadows:
  1. Wearer benefits from a +1 Competence bonus to caster level when using Shadow spells.
  2. 3 Charges/Day: 1 Charge (Increase the realism of a single Shadow spell by 10%), 2 Charges (+15% realism), 3 Charges (+20% realism)
Robes of Mysterious Conjuration: 3/Day sacrifice a spell slot to use Summon Monster spell of same level.

Translocating Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you. 2/day
Equipped Items: Boneward Belt (+2 CON), Bracers of Arcane Freedom, Gloves of the Starry Sky (+1 DEX), Greater Enhanced Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Headband of the Whisper Within (+1 WIS), Handy Haversack, Item familiar (+4 CHA), Lawful Staff, Ring of Mystic Defiance, Ring of Mystic Shadows, Ring of Sustenance (slotless), Robes of Mysterious Conjuration, Translocating Boots of the Wide Earth

***​

Thankfully such concerns could be sublimated into the bustle and rumble of Scholarum life. Being the Headmistress of the most rapidly growing institution of mages in the world was as much about organization as it was about teaching, and organizing a large number of people, all of whom thought well enough of themselves to think they deserved dominion over the forces of nature, was no small feat.

Advancements

9x Wizards advance to lvl 2
3x Wizards advance to lvl 3
2x Wizards advance to lvl 4
4x Wizards advance to lvl 5

27x Hedge Mages advance lvl 2
8x Hedge Mages advance to lvl 3
2x Hedge Mages advance lvl 4
3x Hedge Mages advance lvl 5

16x Archivists advance to lvl 2
2x Archivists advance to lvl 3
2x Archivist advances to lvl 4

31x Adepts advance to lvl 2
3x Adepts advance to lvl 3
5x Adept advances to lvl 4
1x Adepts advance to lvl 5

13x Sorcerers advance to lvl 2
6x Sorcerers advance to lvl 3
1x Sorcerers advance to lvl 5

17x Mystics advance lvl 2
4x Mystic advances to lvl 3
1x Mystics advance to lvl 4

7x Bards advance to lvl 2
2x Bard advances lvl 3

11 Duskblades advance to level 2

Newly trained mages:
3x Concept Clerics lvl 1

Transfers from Mantarys:
8x Concept Cleric lvl 1
5x Concept Cleric lvl 2

3x Sorcerer 1
1x Sorcerer 3

True the Scholarum taught discipline, forethought, and responsibility as much as it did sorcery, but there was only so much dry books could do to restrain budding egos, many of them belonging to those who were little more than children. Of late clandestine wizard's duels had been growing in popularity as a way of settling disputes and with the sheer number of healers available, not to mention healing rituals it was not particularly difficult to hide the results the next day.

Teana's first impulse would have been to stamp down on the practice as 'conduct not benefiting of a mage,' but Sarah had a different thought. "They are not doing any permanent harm any more than legionnaires on a training field, and it is good practice for any sort of independent skirmishes, like say the Inquisition is expected to partake in, with a incentive to get better above and beyond what we can offer..."

"It's also flaunting the authority of the Scholarum and the King," Teana pointed out. "Not something that could be rewarded however petty the infractions."

"A fair point," the younger sorceress agreed thoughtfully. "How about we punish the worst offenders as an example, then we make an official dueling code and regulation, with the privilege of participating being reserved for those of significant skill and exemplary record? Make any sort of unofficial dueling seem as undignified as a tavern brawl."

"And every bit as likely to land you in the work to land you in the Bucket Crews for a few days," Teana finished, smiling rather wickedly as she considered the educational virtues of being assigned to sweep shit and garbage of the streets.

OOC: Many thanks again to @Goldfish who made the character sheet above.
 
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Have fun. Do your thing man. You be you.

It's all virtual money, anyway. And his self-interedt will stop him from screwing us over. Letting people who identify as the devil do what they want with imaginary money with no oversight? What could possibly go wrong?


You are just jealous of my neat, German efficiency and organisation.
All this time, working in plain sight... was that all part of your plan, @Azel?

Crashing the economy WITH NO SURVIVORS!?
Actually I'm working hard to prevent someone noticing in a few months "Wait. Shouldn't have the economy crashed three turns ago?". Reminder here that we ran out of liquid cash that one month.

Point in case, we only got 760,000 Imperial Marks in coinage left. We really need to sell our gold.
 
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