@DragonParadox

How does a Pantheon form?

How does prayer to/sacrifice to/worship of the Pantheon fit into this? Bind them more closely to their agreement?

E.g. If citizens of the Imperium believe in a Pantheon of our sanctioned gods for the benefit of the realm.

Prayer and sacrifice to a pantheon is split up along hierarchical lines according to previous agreement (even if that agreement is 'this is how much you can steal if you get away with it' as in the case of trickster gods.) Being part of a pantheon makes the gods resonate with each other, making it much easier for them t lean on each other, form and maintain common interests.
 
Really neat char sheet, I think I've said it before.

Could use something higher in terms of fire spells, for that sweet free empower, and some Knowledge Planes.

Svitran explains that prayers are an acknowledgement of a god's power over the mortal's soul, creating a resonant song that amplifies the 'symphony' of the divine being, like ripples in a pool of water growing stronger as they overtake each other. The same is true true for doing deeds aligned with the nature of the god in their name, such as silently dedicating an act of kindness to Zathir. Generally speaking one must be a god or in some way god-like to gain power from prayer and sympathetic acts. For a mortal to attempt to do so would be akin to throwing rocks at a barren field, no ripples and no gathered power. However, a dry field may become a pond, or at least a mud hole if one siphons water from elsewhere. The theft or sacrifice of divine servants may aid in that.

And so you come to speak of sacrifice, the act that has empowered so many of the gods who dwell in the Deep. Sacrifice can include prayer and ritual, but it is fundamentally distinct from acts of resonance between mortal and god. It is the act of dedicating the life or soul of the sacrificed being in whole or in part to the god, allowing the divine being to sing another note of their own choosing into their being. Under all but the most extraordinary circumstances a god will chose to strengthen his existing nature.

"So then, through prayer gods become more what their worshipers expect them to be, and through sacrifice they become more themselves, whatever that happens to be at the moment," you muse, the final piece of an old puzzle falling into place. This then must be why the Old Gods have remained fundamentally unchanged and still foreign to mankind after so many ages of the world have passed since the First Men came to worship them.

You learn also that there is no difference of any kind between a god which accepts sacrifice and one which does not. One could in theory abruptly reverse one's decision on one or the other, though given how slow gods are to change that is unlikely.

"When a god is born, does consciousness come first or divine power?" Dany asks the next question, you suspect pondering Tiamat's beginnings from the dark look in her eye.

Alas to this Svitran and thus Yss has no simple answers. It depends upon the god.

Lastly there is the matter of miracles and their cost, which you find to be lighter than you had thought. While they do cost power from the god to enact, much of that power is echoed back as the fabric of the world resonates with the god's nature and purpose. The greater the god the more of this echo they can catch
I just absolutely love the incredibly awesome bits of lore you come up with, DP.
Proof that you can buy absolutely everything in SD.
And more importantly, everything is taxed.
Well, given what we just learned about the divine power cycle, I think we got the theoretical grounding to make our own god. Next month, we get the stuff from Bloodraven on how the Old Gods came to be, so we should have at least a good starting point for the practical side of things.

And it incidentally neatly aligns with my ideas so far, so I think we are on a good way towards that Imperium Pseudo-Deity.
I'm not so sure about a standalone Imperium Deity. Afaik, that's essentially our Mythic Path.
 
Prayer and sacrifice to a pantheon is split up along hierarchical lines according to previous agreement (even if that agreement is 'this is how much you can steal if you get away with it' as in the case of trickster gods.) Being part of a pantheon makes the gods resonate with each other, making it much easier for them t lean on each other, form and maintain common interests.

And if we were to leverage Yss' contractual nature to force the original agreement into a form desirable to us then prayer and sacrifice to the Pantheon would enforce said agreement?
 
And if we were to leverage Yss' contractual nature to force the original agreement into a form desirable to us then prayer and sacrifice to the Pantheon would enforce said agreement?

Yes and no, you can certainly shape the agreement, though propaganda as much a direct appeals but a pantheon is not like a chain it's more like a common back account. A god can chose at any time to abandon it, but they loose the pool of shared power. You just have to make sure to pool of big enough that the various gods consider it worth the loss of independence.
 
Next round of questions and will Yss allow two different sacrifices and boons today? I thought we're feeding him Tor and Varys to get boons out of them only?

[X] Duesal
 
Wyvern Class Anti-Grav Fighter
Hull Weight: 25 tons of steel
AG-Engine: 30 tons of mercury
Armor: 1 inch - Hardness 17, 30 HP
Armaments:
- 2x Advanced Launcher with double feed (800 ft range, CL 10, Abundant Ammo Hopper with steel bolts 4d6 20/x2, Ammo Hopper of Holding with alchemical ammo up to 10 lb per shot)
- up to 230 kg / 500 lb of bombs
Flight Speed: 80 feet / turn at perfect maneuverability in hover flight; top speed is extremely high, though limited by the resilience of the fuselage, especially when under-water

Cost
- AG-Engine: 5,500 IM (Permanent Gravity Effect and Mercury Treatment)
- Flight Controls: 1,000 IM (2x Permanent Mage Hand)
- Pilot Controls: 1,000 IM
- Armaments (excluding ammo): 4,900 IM
- Communication Equipment: 600 IM
Total: 6,500 IM rituals, 6,500 IM crafting; 13,000 IM total
Note: Time wise, this should go a lot faster then the price implies, as the AG-Engine and the Flight Controls are purely ritual work. Only the pilot controls and armaments should require regular crafting time, though in return, the other parts can't get discounts from Feats.

Description
The body of the fighter is a roughly ellipsoid main body of 1.5 m in diameter and with a length of 6 m. At the front sits a hardened, conic glass cupola that contains the cockpit, thus allowing the pilot a good view of everything around him. The body furthermore contains the armaments and the bomb bay. In front of it, two large, swept wings are placed. They do not generate noticeable lift, but are capable of being slightly angled to aid steering. It has a wingspan of nearly 10 meters and the wings increase the full length of the fighter to 9m, though the wings can be folded in, thus allowing the fighter to fit into a regular cargo bay of larger vessels. Due to being a AG-Vessel, it can hover on the spot, though due to having only one engine, keeping the fighter stable and doing precision maneuvers under these circumstances isn't easy. It's generally easier to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. These and the elevators on the wings are controlled remotely by the pilot through a Mage Hand effect. Due to it's armor thickness and being completely sealed, the craft can travel and fight underwater, though the limited air supply of the default model means that this can't be done for prolonged durations.

Potential Upgrades
Planar Adaption (1,200 IM): The armor is enchanted to better withstand damage and resist the effects of planar traits. The armor is improved to Hardness 23 and 60 HP.
Glamered (270 IM): The armor can dynamically adjust it's appearance to better blend in with the surroundings.
Plane-Shift (3,500 IM): The fighter becomes able to travel to other planes without the assistance of a carrier craft.
Air Supply System (725 IM): By installing a dedicated air supply system, the craft becomes able to remain submerged or in hostile planes indefinitely.
Visual Enhancement (425 IM): Enchants the cockpit to allow the pilot to see through fire, smoke, snow, clouds, fog and similar, natural effects.
Advanced Flight Controls (250 IM): Grants the pilot +5 to all Piloting checks.
Cost of all upgrades: 6,370 IM


@Goldfish, we are still missing the com-gear and if we want to deploy them on the PoA, we need all upgrades installed as we don't have a carrier vessel yet. Given that this would allow our pilots to gain combat experience, practical data on how the things perform in combat and would get us goodwill from the Djinni, we should definitely do it.

So we need 6,970 IM per craft or 20,410 IM total for all three of them.
Okay, it looks like base cost of each fighter craft increased a bit since the initial crafting schedule was drafted up for this month. We are doing 5,900 IM in enchanting for each fighter this month, so they'll need another 600 IM to bring them up to base model, before upgrades.

Ah, now I see where you got the 6,970 IM from; the remaining 600 plus the 6,370 IM for full upgrades.

I've already started to work on the preliminary crafting schedule for next month. The remainder of necessary enchanting has been added.

With a full crafting price of 12,870 IM, each of these things cost more than two Heralds. I think we can devote enough crafting capacity each month to add another one to our aerial fleet, but only after the Moonchaser is completed, which we are planning to start working on beginning in the 10th month.
 
Yes and no, you can certainly shape the agreement, though propaganda as much a direct appeals but a pantheon is not like a chain it's more like a common back account. A god can chose at any time to abandon it, but they loose the pool of shared power. You just have to make sure to pool of big enough that the various gods consider it worth the loss of independence.

So can the original agreement include "do not compete" clauses etc?

Will the hypothetical created god of the Imperium be capable of "abandoning" either the Imperium or the duties it is seen to represent?
 
Okay, it looks like base cost of each fighter craft increased a bit since the initial crafting schedule was drafted up for this month. We are doing 5,900 IM in enchanting for each fighter this month, so they'll need another 600 IM to bring them up to base model, before upgrades.

Ah, now I see where you got the 6,970 IM from; the remaining 600 plus the 6,370 IM for full upgrades.

I've already started to work on the preliminary crafting schedule for next month. The remainder of necessary enchanting has been added.

With a full crafting price of 12,870 IM, each of these things cost more than two Heralds. I think we can devote enough crafting capacity each month to add another one to our aerial fleet, but only after the Moonchaser is completed, which we are planning to start working on beginning in the 10th month.

So for the moment, around a Squadron a year.

I expect to ramp that up to a full air-wing a year once we conquer the rest of Western Essos (and work out the rest of the provincial upgrades to really get the full mileage out of each one) and Westeros. :V
I.E around three fighter craft a month.

That would actually allow us to have a significant effect on the war effort against the Brazen Throne, for one thing, since we won't have enough magic to field an army in all but the most well prepared ground off the Material Plane, but can field large numbers of environmentally resilient attack craft in comparison. And I expect that to largely be where our allies will wind up relying upon us for (that and hopefully powerful special forces units).
 
No, our Mythic Path is "being the God-Emperor", not "being the Imperium". It's basically Mythic ranks for our polity.
It sounds like we'd be creating competition, tbh.

You are drawing a nearly invisible line between "God of Imperium" and "God-Ruler of Imperium". Especially when the later has themes like "not dying as long as the empire survives".
 
Seriously, this is sounding like an awful idea the more I think about it.

For one, our Mythic Path already is essentially becoming the God of the Imperium.

For two, we could trap ourselves with a God that might eventually turn on us, if not fully at least have serious disagreements, as we'd explicitly be making it so Viserys isn't the imperium. Said God is.
 
Seriously, this is sounding like an awful idea the more I think about it.

For one, our Mythic Path already is essentially becoming the God of the Imperium.

For two, we could trap ourselves with a God that might eventually turn on us, if not fully at least have serious disagreements, as we'd explicitly be making it so Viserys isn't the imperium. Said God is.
Eh I believe if we are going to get any divine ranks its not going to go beyond 0 which is basically just a hero god so not a real god at all. More like an especially divine empowered mortal like divine artifact empowered, an actual demi god, a construct made by a god and other cool stuff.
 
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God Crafting Proposal
Alright, here is the idea how to cook us a sub-ordinate quasi-deity.

0. Why Should We Do This?
Pick one:
- POWER! UNLIMITED POWER!
- Become more like Greatest Uncle, though suffer none of the drawbacks.
- Wield the power of a true god without all the baggage of true divinity by being (by definition) in control of a non-sapient lesser deity.
- Because we can.

1. Preparations
To get Imperium Quasi-Deity going, we first need to prepare a "pond" to gather power in. Now, making a metaphysical bowl to gather power in would suffice, but ultimately, we want to make sure that it is a deity of the Imperium, not just of SD and we need to think long term. The deity will require a regular flow of power. One way to get this is sympathetic acts, but the Old Gods show us something else. Beside allowing the Old Gods to act near them and using them as eyes and ears, the Heart Trees are also power collectors. Beside the obvious sacrifices brought to them, they also allow them to sweep up some power from nearby.

So for the Imperium Deity, we should copy this concept. The best candidates for this are:
- Our highway network, which extends reach significantly and easily ties even large areas like the Disputed Lands together.
- Our braziers, which extend the reach nigh globally by now and can act as ears and mouths. Thanks to our off-plane activities, the reach is even extended to the elemental planes.
- Our mirrors, which allow the deity to see and show, again increasing the reach and especially allowing it to connect to a huge number of people at all times. This prevents the deity from growing detached from the common folk.

Now, to actually build that network, I would suggest Runecrafting and Dreamshaping. We already know that the highways have a noticeable footprint in the dreamlands, which is what prompted this whole idea. They are however just there right now and serve no deeper purpose. Since we know that space is very malleable in the dreamlands, we can turn the impression of a physical connection into a metaphysical one. Reshape the space around the roads to... contract, so that every stretch of road becomes every other stretch of road. In practice, that would mean that you walk on a dream-highway in dream-SD and take 5 steps. When you turn around, you have reached dream-Tyrosh. The same can be done to the Braziers and Mirrors, making them act as gates to each other in the metaphysical realm. This contracts the Imperium into a single, compact entity. On the physical side, we reinforce and anchor this by adding runes to the Braziers, Mirrors and highways, though in the latter case, setting up plinths with directions in regular intervals or on major intersections is definitely the better approach then engraving the whole length of them.

However, while this gives us a pool, it is a really large and unfocused one. For more controllable and desirable effects, we should add a mold. A seed around which the deity can crystallize.

2. The Imperial Palace
We had a debate about what domains would be neat for the pseudo-deity a while ago and ever since the talk about a Imperial Palace cam up, I've been mulling about layouts, symbolism and the like. The thing is, these concepts overlap greatly. We want something representative of the Imperium for either purpose and after putting some more thought into this right now, I've decided to add Artifice (Industry) to the list, since it rounds up the selection and allows to draw a neat Venn diagram. Physically, the Imperial Palace would have a central palace building, with the throne sitting directly in the center of it all, and 5 wings radiating outwards, each one dedicated to a specific purpose. This is reinforced in the dreamlands to provide mold for the deity and it's domains.

Liberation (Self-Realisation)
The first wing, pointing straight at the university / Scholarium district of the city, is kind of an extension of this area. It symbolizes the Imperiums dedication to knowledge, education and intellectual pursuit. The wing itself would house lecture halls, offices and the main campuses for the fine arts, law and economic courses. It would also get minor shrines for each imperial deity and the faiths are encouraged to educate priests and debate theology in these halls in recognition of religion being a valid way to pursue the betterment of the self. Lastly, it contains the administrative offices responsible for the imperial education system, governing everything from teachers in orphanages to the Scholarium branches.

It synergizes with the Law wing to the left, stressing the importance of skill and knowledge in the administration and law enforcement, and Artifice to the right, as the pursuit of excellence in a chosen craft is also an expression of knowledge and self-betterment.

Artifice (Industry)
To the right, we get the wing housing the Imperial Workshops. This includes everything from engineering to enchantment, both for theoretical and practical work. In addition, it offers space for workshops and offices of the engineering guild of SD, the Myrish Glassmakers Guild and any other such organization that has imperial favor and connections to get such prestigious rooms. Lastly, it contains offices of various other departments that are concerned with sponsoring their own research (such as better equipment for the military or trade ventures) and the practical application of the things done here in the field.

It synergizes with Liberation to the left, representing the physical expression of novel and exiting ideas, rooted in a well educated and capable mind, and with Travel to the right, as the work done here is done not just for scientific curiosity, but is meant to be carried to and change the world around it.

Travel (Trade)
Next comes the wing housing the main offices of the Administration branch of our government. All it does, from measuring the lands, bringing in taxes, to financing infrastructure has far reaching consequences and is either motivated by trade or meant to encourage it. Likewise, it will contain the imperial mint and the vaults where we store our cash reserves. In addition, it will contain the main offices of the embassies of our foreign allies.

It synergizes with Artifice on the left, as the creations of that wing and the Imperium at large are what fuels it's success in everything from infrastructure to commerce, and with War to the right, as protection of the lands and trade-routes is one of the most important aspects of the militaries future work.

War (Tactics)
Home to the high command of the three branches of our military, the Legion, the Imperial Fleet, and the Imperial Air-Fore. Here will be the main war-room of the realm, workplaces for high-ranking officers and of course the myriad of people needed for the supply train of a standing military. It will also house the barracks of the palace guard and training facilities for the education of high officer ranks.

It synergizes with Travel on the left, showing the importance of logistics and of course the traveling itself to any military operation, and with Law to the right, as the most vital difference between a military and a band of armed thugs is the laws that govern it and which are protected by it in turn.

Law (Legislation, Loyalty)
Last but certainly not least comes the wing housing the law enforcement agencies, from the Lawmen's main offices, to the main offices of the Inquisition, and the rooms for the highest courts of the realm. In addition, it will house archives for legal documents and a few holding cells for people facing judgement at one of those high courts. This is where laws are drafted, checked, re-drafted, double-checked and finally brought to the main palace to be passed. Afterwards, it will here be preserved and carried to the world to be enforced.

It synergizes with War on the left, as any law is worthless without enforcement and protection and the military is in any state the ultima ratio for this purpose, and with Liberation to the right, as a law has only value when it has been drafted, written, interpreted and enforcement with wisdom and forethought, requiring the highest dedication of those who wield this power at all times.

3. Starting It Up
Once all of this is in place, we can add the first sip of power to it. How this is done is ultimately of little concern, but a few options present themselves:
- Redirecting a Ley Line into the Imperial Palace. Pretty straightforward.
- Subverting divine champions to dedicate themselves to the Imperium above their (former) gods. Possible candidates for this are Brienne and Melisandre.
- Sacrificing stuff, preferably divine champions. Depending on the exact what and how, we might do rather grievous damage to an existing deity by this. Due to the number 5 being present, bleeding a high-level Avatar of Tiamat dry for this sounds very appropriate, doubly so since 4 out of 5 domains are opposed to her and it wouldn't it be funny as hell to steal her War domain, leaving her nothing but being a raging beast that can only destroy?

One way or another, once the seed is done, we enter a feedback loop. Thanks to sympathetic acts, the mold will fill all on it's own. Everything done in the wings of the palace are done by definition for the Imperium, so every stroke of the pen, every philosophical debate, every beat of the hammer and every account being balanced, all of it will fill the pool. And once we reach the tipping point, it will be no longer only the acts in the palace feeding it. Every criminal caught, every coin the tax-men collect, every Legionnaire on his patrol, they will all fill it further.

The best part about all of this is that the palace itself works as a stabilizer and anchor for the deity. No matter how many wars we have to fight and how many factories are created, the other branches are still there. They are a intrinsic part of the Imperium and nothing short of us declaring that the Liberation wing will be shut down to make room for the department of Evil Torture will change it. So we don't have to worry about a Burny scenario tilting the deity in a unpleasant direction.

So with this, we can effectively harvest energy from the whole realm and as the rightful ruler of the realm and thus the deity, use it as we deem fit. And the next time someone yells "For the Imperium! Charge!", it will mean something. And somewhere on the other end of the world, a lowly cleric will get his first 2nd level spell from that soldiers dedication.
 
Alright, here is the idea how to cook us a sub-ordinate quasi-deity.

0. Why Should We Do This?
Pick one:
- POWER! UNLIMITED POWER!
- Become more like Greatest Uncle, though suffer none of the drawbacks.
- Wield the power of a true god without all the baggage of true divinity by being (by definition) in control of a non-sapient lesser deity.
- Because we can.

1. Preparations
To get Imperium Quasi-Deity going, we first need to prepare a "pond" to gather power in. Now, making a metaphysical bowl to gather power in would suffice, but ultimately, we want to make sure that it is a deity of the Imperium, not just of SD and we need to think long term. The deity will require a regular flow of power. One way to get this is sympathetic acts, but the Old Gods show us something else. Beside allowing the Old Gods to act near them and using them as eyes and ears, the Heart Trees are also power collectors. Beside the obvious sacrifices brought to them, they also allow them to sweep up some power from nearby.

So for the Imperium Deity, we should copy this concept. The best candidates for this are:
- Our highway network, which extends reach significantly and easily ties even large areas like the Disputed Lands together.
- Our braziers, which extend the reach nigh globally by now and can act as ears and mouths. Thanks to our off-plane activities, the reach is even extended to the elemental planes.
- Our mirrors, which allow the deity to see and show, again increasing the reach and especially allowing it to connect to a huge number of people at all times. This prevents the deity from growing detached from the common folk.

Now, to actually build that network, I would suggest Runecrafting and Dreamshaping. We already know that the highways have a noticeable footprint in the dreamlands, which is what prompted this whole idea. They are however just there right now and serve no deeper purpose. Since we know that space is very malleable in the dreamlands, we can turn the impression of a physical connection into a metaphysical one. Reshape the space around the roads to... contract, so that every stretch of road becomes every other stretch of road. In practice, that would mean that you walk on a dream-highway in dream-SD and take 5 steps. When you turn around, you have reached dream-Tyrosh. The same can be done to the Braziers and Mirrors, making them act as gates to each other in the metaphysical realm. This contracts the Imperium into a single, compact entity. On the physical side, we reinforce and anchor this by adding runes to the Braziers, Mirrors and highways, though in the latter case, setting up plinths with directions in regular intervals or on major intersections is definitely the better approach then engraving the whole length of them.

However, while this gives us a pool, it is a really large and unfocused one. For more controllable and desirable effects, we should add a mold. A seed around which the deity can crystallize.

2. The Imperial Palace
We had a debate about what domains would be neat for the pseudo-deity a while ago and ever since the talk about a Imperial Palace cam up, I've been mulling about layouts, symbolism and the like. The thing is, these concepts overlap greatly. We want something representative of the Imperium for either purpose and after putting some more thought into this right now, I've decided to add Artifice (Industry) to the list, since it rounds up the selection and allows to draw a neat Venn diagram. Physically, the Imperial Palace would have a central palace building, with the throne sitting directly in the center of it all, and 5 wings radiating outwards, each one dedicated to a specific purpose. This is reinforced in the dreamlands to provide mold for the deity and it's domains.

Liberation (Self-Realisation)
The first wing, pointing straight at the university / Scholarium district of the city, is kind of an extension of this area. It symbolizes the Imperiums dedication to knowledge, education and intellectual pursuit. The wing itself would house lecture halls, offices and the main campuses for the fine arts, law and economic courses. It would also get minor shrines for each imperial deity and the faiths are encouraged to educate priests and debate theology in these halls in recognition of religion being a valid way to pursue the betterment of the self. Lastly, it contains the administrative offices responsible for the imperial education system, governing everything from teachers in orphanages to the Scholarium branches.

It synergizes with the Law wing to the left, stressing the importance of skill and knowledge in the administration and law enforcement, and Artifice to the right, as the pursuit of excellence in a chosen craft is also an expression of knowledge and self-betterment.

Artifice (Industry)
To the right, we get the wing housing the Imperial Workshops. This includes everything from engineering to enchantment, both for theoretical and practical work. In addition, it offers space for workshops and offices of the engineering guild of SD, the Myrish Glassmakers Guild and any other such organization that has imperial favor and connections to get such prestigious rooms. Lastly, it contains offices of various other departments that are concerned with sponsoring their own research (such as better equipment for the military or trade ventures) and the practical application of the things done here in the field.

It synergizes with Liberation to the left, representing the physical expression of novel and exiting ideas, rooted in a well educated and capable mind, and with Travel to the right, as the work done here is done not just for scientific curiosity, but is meant to be carried to and change the world around it.

Travel (Trade)
Next comes the wing housing the main offices of the Administration branch of our government. All it does, from measuring the lands, bringing in taxes, to financing infrastructure has far reaching consequences and is either motivated by trade or meant to encourage it. Likewise, it will contain the imperial mint and the vaults where we store our cash reserves. In addition, it will contain the main offices of the embassies of our foreign allies.

It synergizes with Artifice on the left, as the creations of that wing and the Imperium at large are what fuels it's success in everything from infrastructure to commerce, and with War to the right, as protection of the lands and trade-routes is one of the most important aspects of the militaries future work.

War (Tactics)
Home to the high command of the three branches of our military, the Legion, the Imperial Fleet, and the Imperial Air-Fore. Here will be the main war-room of the realm, workplaces for high-ranking officers and of course the myriad of people needed for the supply train of a standing military. It will also house the barracks of the palace guard and training facilities for the education of high officer ranks.

It synergizes with Travel on the left, showing the importance of logistics and of course the traveling itself to any military operation, and with Law to the right, as the most vital difference between a military and a band of armed thugs is the laws that govern it and which are protected by it in turn.

Law (Legislation, Loyalty)
Last but certainly not least comes the wing housing the law enforcement agencies, from the Lawmen's main offices, to the main offices of the Inquisition, and the rooms for the highest courts of the realm. In addition, it will house archives for legal documents and a few holding cells for people facing judgement at one of those high courts. This is where laws are drafted, checked, re-drafted, double-checked and finally brought to the main palace to be passed. Afterwards, it will here be preserved and carried to the world to be enforced.

It synergizes with War on the left, as any law is worthless without enforcement and protection and the military is in any state the ultima ratio for this purpose, and with Liberation to the right, as a law has only value when it has been drafted, written, interpreted and enforcement with wisdom and forethought, requiring the highest dedication of those who wield this power at all times.

3. Starting It Up
Once all of this is in place, we can add the first sip of power to it. How this is done is ultimately of little concern, but a few options present themselves:
- Redirecting a Ley Line into the Imperial Palace. Pretty straightforward.
- Subverting divine champions to dedicate themselves to the Imperium above their (former) gods. Possible candidates for this are Brienne and Melisandre.
- Sacrificing stuff, preferably divine champions. Depending on the exact what and how, we might do rather grievous damage to an existing deity by this. Due to the number 5 being present, bleeding a high-level Avatar of Tiamat dry for this sounds very appropriate, doubly so since 4 out of 5 domains are opposed to her and it wouldn't it be funny as hell to steal her War domain, leaving her nothing but being a raging beast that can only destroy?

One way or another, once the seed is done, we enter a feedback loop. Thanks to sympathetic acts, the mold will fill all on it's own. Everything done in the wings of the palace are done by definition for the Imperium, so every stroke of the pen, every philosophical debate, every beat of the hammer and every account being balanced, all of it will fill the pool. And once we reach the tipping point, it will be no longer only the acts in the palace feeding it. Every criminal caught, every coin the tax-men collect, every Legionnaire on his patrol, they will all fill it further.

The best part about all of this is that the palace itself works as a stabilizer and anchor for the deity. No matter how many wars we have to fight and how many factories are created, the other branches are still there. They are a intrinsic part of the Imperium and nothing short of us declaring that the Liberation wing will be shut down to make room for the department of Evil Torture will change it. So we don't have to worry about a Burny scenario tilting the deity in a unpleasant direction.

So with this, we can effectively harvest energy from the whole realm and as the rightful ruler of the realm and thus the deity, use it as we deem fit. And the next time someone yells "For the Imperium! Charge!", it will mean something. And somewhere on the other end of the world, a lowly cleric will get his first 2nd level spell from that soldiers dedication.
thanks azel. I'm really liking your thought process
 
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Seriously, this is sounding like an awful idea the more I think about it.

For one, our Mythic Path already is essentially becoming the God of the Imperium.

For two, we could trap ourselves with a God that might eventually turn on us, if not fully at least have serious disagreements, as we'd explicitly be making it so Viserys isn't the imperium. Said God is.

I don't want to build a god, I want to manage a Pantheon. It's the logical conclusion of Viserys' relationship with divine beings.
 
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