@DragonParadox I think what I'm about to post below should be the final version of the Ascendant path in terms of mechanics if you want to link to it on the front page.
 
Part MMDCLXVII: Binding Shadows, Waking Steel
Binding Shadows, Waking Steel

Twenty-Second Day of the Eighth Month 293 AC

The final Heart Stone falls to the stone floor of the Snare with a satisfyingly final thunk, heavy beyond all proportion to the bloodstone bound in tarnished silver. All three of the hags you had summoned had proven uncooperative, first trying to bargain in bad faith, then to flee the trap when you and Dany had confronted them with the fact. The last one had even possessed some sort of alchemical concoction to summon a cloud of cinder and shadow which might have been enough to fool merely human eyes, but with Varys at your side it had been about as effective as throwing 'seawater in a fish's eye' as the saying went in Braavos.


  • 3 Night Hags
  • 3 Heart Stones
  • 9,000 IM in assorted gems (mostly onyx and black jade)

"If one so humble as myself can express one's feelings..." the shadow spirit that calls itself Tor begins.

"It does not count as humility if you are doing it with the express purpose of gloating," Dany cuts him off, though without much heat.

"True, I suppose one may call it force of habit." The smile upon the ethereal features dims at some distant memory of torment as you, Dany, and Lya politely pretend not to notice, while Ser Richard continues to methodically clean hags' blood off Oathkeeper.

"As I was saying, I find some satisfaction in seeing the Merchants of Souls and Nightmares brought low and look forward to a conversation under more settled circumstances." At first you think he is making a jest, albeit a vicious one, then you realize that for him there truly is no difference between an interrogation and any other conversation. Compulsion even unto trespassing into the most hidden parts of the mind is ordinary practice under the domain of the Bloodstone Emperor. Hopefully he will be able to find some manner of peace under your rule.

Lya clears her throat: "I think we can leave off the interrogations for now—the Harbinger's unveiling is today."

***​

The echoing shadow-shrouded amphitheater that had borne witness to the Listener's final stand would now see a new birth, though one of a most uncommon sort—forged in magic and steel, quickened by flame, the Heralds of a new realm would make their first showing before a carefully chosen audience. Master Irren looking on with almost feverish anticipation upon the completion of months of frenzied work alongside a still wide-eyed Tobho Mott who had seemingly not quite grown used to the Deep, much less the higher workings of magic and enchanting. Anu is chatting amiably with Malarys about the new play announced for the morrow while Velwen seems to be somewhat more than wide-eyed... unsure if she is awake or dreaming would be closer to the mark you suspect.

"If you have any questions do not hesitate to ask. I would be glad to answer them, and Lya likewise I am certain," you say to her.

Lya nods, adding ruefully: "The trouble with me isn't getting me to talk about my projects, but to stop talking,"

"The mark of a good craftswoman," Velwen says automatically. Then gaining courage from asking she adds, "To tell the truth, I don't know enough to ask the right questions."

A fair point to make you silently admit. Unlike most of the others present she is not here from any special understanding of the magics of steel and blood or the power of Old Valyria, but only to carry the news back to her people. Thinking about it, mayhaps you should have invited Black Walder and a few Essosi magisters to make that self-same point... then again the Heralds and Harbinger will be making enough of a showing east and west to prove their worth regardless.

Flanked by Dany on one side and your mother on the other, you walk up to the four still slumbering arcane behemoths. "They really are quite large..." your mother whispers. Her nervousness has little to do with the deadly creations you suspect. For the first time since she has set foot in the Deep she is taking part of a quasi-public ceremony as herself. True it is not as though Velwen is going to be gossiping in the marketplace anytime soon, but it is still her first step to becoming 'Rhaella Targaryen' for all the world to see again. That, in a way, would be the first news these Heralds would bear. One by one each of you calls an invocation:

"Skin of Steel
Flesh of Fire
Voice of Dragons"

Then all at once you command into the breathless silence:

"By hammer wrought our strength to borrow."

Six serpentine heads, be they of common steel or that which was bathed in the blood of fiends, begin to move, scraping upon stone. Six faces loom above, twelve eyes bore into yours suspended in the moment of their birth, four cherry-red as forgefire, six of them green as wildfire. The Harbinger and the Heralds all attend as they are meant to.

"By fire kindled, our knowledge to impart."

It is almost as though you are dreaming, though the waking world is clear in your sight. The runes carved upon the broad scales flare. Not all are of warding against blade and spell—some are of lore, forged by Lya's careful skill. These are no mere weapons of war, nothing so crude as metal engines of destruction hammered into a dragon's form to frighten and awe, though they will serve that purpose well enough. They are to be your voice, sharing warnings and even counsel, before fire and death.

"By blood be bound, our purpose yours."

Each of you cut your palms with a blade of dragonsteel and offer up your blood to one of the Harbinger's waiting heads and with that blood the final seal upon steel. Eyes of flame look out with new intelligence, with interest that is more than instinct as you do the same with each of its lesser brethren.

"What is our purpose this day?" the middle head asks in a voice that is neither male or female, young or old, yet somehow instantly recognizable as Targaryen.

Gained The Harbinger
Gained Three Heralds


The Harbinger, CR 17
LN Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Quicken SLA (Firebrand), Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. The Harbinger may have up to 100 temporary hit points at a time, and they last for one hour. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If the Harbinger is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 60 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 22 Concentration check.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
Herald, CR 10
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Fire Eyes
At will - Voice of the Dragon, Elemental Darts (Fire only), Detect Magic
3/day - Fireball, Dispel Magic

Offense
Speed 40ft, fly 200ft. (poor)
Full Attack: Bite +16 (2d6+8), Claws +14/+14 (1d8+4), Wings +14/+14 (1d8+4), Tail slap +14 (1d8+12)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Inferno: 3/day, breath weapon is Empowered and deals Searing damage.

Statistics:
STR 26 DEX 14 CON -- INT 14, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Feats: Power Attack, Cleave, Multiattack, Fly-By-Attack, Hover

Skills: Bluff +13, Diplomacy +30, Intimidate +21, Knowledge (Arcana) +8, (Archtecture) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Law) +19, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Spellcraft +10

Skill ranks: Diplomacy 15, Intimidate 8, Sense Motive 15, Spellcraft 3, Knowledge (Arcana) 1, Knowledge (Archtecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Geography) 1, Knowledge (History) 1, Knowledge (Local) 1, Knowledge (Nature) 1, Knowledge (Nobility) 1, Knowledge (Religion) 1,Knowledge (Planes) 1, Knowledge (Law) 9
Racial: +8 in Knowledge (Law)
Synergy: +2 Diplomacy from Sense Motive
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate. +5 Enhancement on all default Knowledges, +5 Spellcraft.
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald may have up to 50 temporary hit points at a time, and they last for one hour. A Herald gets no saving throw against fire effects. A Herald may heal itself with its own SLAs and Breath Weapon.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Programmed Lore (Ex): A Herald my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 20.

Improved Grab (Ex): To use this ability, a Herald must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If a Herald is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 40 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 16 Concentration check.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: 150 lbs of Adamantine worth 9000 IM, 1500 lbs of steel, enchanting materials worth 6000 IM.

What do you reply?

[] Write in

OOC: I hope this does justice to the Harbinger/Heralds as being more than just common constructs and being in truth the voice of the dynasty.
 
Last edited:
Ascendant

A truth you were offered, and with a truth you answered. Your ancestor's power lies deep in the well of your blood, in the dreams you have experienced since first awakening to the arcane, and in the very strength that has made you mighty and brought you back to her once more. In this, you are many things, but above all one who does not bow to the whims or wishes of any, not even that of your very blood. You strike down the dark things of the world, to protect it from the night, and in your every breath you labour not just for your own victory but that of all. You have fought demons, slain aspects of godlike power, returned a faded divinity to his old strength and now pledged to do so for another.

In all these things, you are more than simply a dragon, a man, a sorcerer, a king. You seek conquest upon your own nature, freedom to craft your own fate. And in time, you will have it.


Tier​

Path Features​

1st​

Wild Arcana, Path ability​

2nd​

Path ability​

3rd​

Nature of a Realm​

4th​

Path ability​

5th​

Path ability​

6th​

Bearing of an Empire​

7th​

Path ability​

8th​

Path ability​

9th​

Freedom Upon Twisted Paths​

10th​

Path ability, Imperium Ascendant​

Nature of a Realm (Su/Ex): A Kingdom and his King are not one and the same. Their fortunes are intertwined, sharing the greatest victorious and the most crushing defeats, but yet there always is a divide. The Realm was before the King had been crowned and it will endure beyond him and no matter how great a King, never will he truly grasp the fullness of the Realm as it is. But for you, there is no divide. You shaped your realm from nothingness and in turn, it shaped you into a true King, a union too tight and seamless to say where one begins and the other ends. And as long as one of them endures, so will the other.

At 3rd Tier, you gain the ability to grant spells to divine spellcasters who choose to follow your creed, as the Divine Source Mythic Ability (you choose two domains as normal), bestowing upon them an echo of the flame that you have forged into a beacon to the world, standing forever against the dark. For so long as even a single echo endures, so too will you, and thus the realm itself. As long as any follower of yours capable of casting spells of a level equal to (Mythic Tier/3) lives, you are treated as if you had the Longevity Mythic Ability.

Bearing of an Empire (Ex): Many have tried to found kingdoms and more as you have. Many have called down to the people, brought them together beneath them, and used the power that grants to make them stronger, greater. But true Kings do not focus only on what is today. For a kingdom to become an empire, it must be able to endure the tests that would shatter even the most united peoples, and yours has done so not just through your own means, but through the creations brought forth at your command. They serve the Imperium, caring for its members and guiding them towards a better day. And now they will serve you, as well.

At 6th Tier, the power you have invested into the Imperium gathers around you like a cloak, granting you speech and skill beyond even your own mortal limits. The knowledge of your citizens, from the grand libraries to Inquisitional archives, is ready at your beck and call. By expending a single use of Mythic Power, you may apply a fraction of your realm's library bonus equal to a third of your Mythic Rank over 3 - a third at Ranks 3-5, two thirds at Ranks 6-8 and full bonuses at rank 9 or higher to all Knowledge checks for one minute per Mythic Rank. You may also make Gather Information checks as a Standard Action, if relevant knowledge exists to draw upon.

Dossiers and tomes on culture and courtly conduct allow you to add your Mythic Rank to all social combat checks, and you may expend a use of Mythic Power to negate the critfail effects of a natural 1 in that arena. Finally, as a testament to the myriad of species living and tongues spoken within your nation, you gain access to Truespeech as a Magical Language, and may read any language affected by Truespeech as if fluent. This ability does not decipher encoded text.

Freedom Upon Twisted Paths (Su): In the short years of your life, you have walked between the planes and forged alliances with empires older than your own world's history. Beings as old as the dreams of dragons, and fully as powerful. You know well the power of being seemingly everywhere, and have cultivated that reputation in full. Times beyond counting have you come upon wings of magic to the aid of your subjects, and thus it will ever be.

Within your empire, Teleport acts as Greater Teleport or Plane Shift (as necessary), with all locations acting as known and bypassing all non-Mythic barriers. You may expend a use of Mythic Power to divine the area around the destination before you materialise as though via clairaudience/clairvoyance. After gaining this information, you can choose to alter your destination by up to 100 feet in any direction.

In addition, you gain the ability to use Lay of the Land at will as a free action while inside your realm, and may use Discern Location as a supernatural ability three times per day. If the target of a Discern Location is within the Imperium but protected by Screen, Mind Blank or even a Wish spell designed to obscure their location, you can attempt a Caster Level check (DC 10 + CL of the obscuring effect) to defeat these sort of impervious defences. If the Mind Blank was cast by a Mythic Caster, you must expend Mythic Power equal to their Mythic Rank to bypass it, and they add their Mythic Rank to the DC of your Caster Level check.

Bypassing a Mind Blank effect consumes two uses of this ability - and three in the case of Mind Blank cast by a Mythic creature. These uses are consumed regardless of success or failure on your part.

In all cases, if your check succeeds, the target may make an immediate DC 20 Will Save to recognise the violent interaction of forces involved in bypassing their defences. This manifests as a feeling of impending doom.

Imperium Ascendant (Ex): With time, your nature has grown. You began this path as a being of power, unbound by any singular facet. You have built more than an empire, from beings so countless in form and being that it makes an archive all its own. You have stood guard over friends, companions and citizenry from the terrors of Winter, Hell and more. And in this moment, you and your creation step beyond mortality, its nascent power coalescing into full, flowering glory. No more shall you be burdened with the rituals of freedom when bringing Outsiders to your side. No more shall you lack the power to secure yourself and your citizenry from the gaze of vengeful gods.

In this place, your Imperium, you are more than flesh and blood and the power within both. You are Imperator.

At Mythic Rank 10, the Divine Source ability of the Ascended becomes capable of not just granting spells to their followers, but acting as a well from which Outsiders may draw power. This allows beings of the Outer Planar to bind themselves to you under the laws of the First Pact. Any such Outsiders should henceforth be considered new or unique breeds of their species, and a DM should work with the player to realise this.

This apotheosis also grants the Ascended certain powers of true divinity within their Imperium. An Ascended gains the following list of Divine Powers whilst within their Imperium: Damage Reduction, Senses, Remote Sensing, Block Sensing and Remote Communication. All effects treat the Ascended as if they were Divine Rank 1.

The granted Damage Reduction persists beyond the borders of the Imperium, and the Ascended may expend 5 Mythic Power to use their Remote Sensing and Remote Communication from there.

Finally, whilst within the borders of the Imperium, you regain Mythic Power at double the usual rate, and need only half the rest you would normally require to refresh your spells and abilities.
 
Ascendant

A truth you were offered, and with a truth you answered. Your ancestor's power lies deep in the well of your blood, in the dreams you have experienced since first awakening to the arcane, and in the very strength that has made you mighty and brought you back to her once more. In this, you are many things, but above all one who does not bow to the whims or wishes of any, not even that of your very blood. You strike down the dark things of the world, to protect it from the night, and in your every breath you labour not just for your own victory but that of all. You have fought demons, slain aspects of godlike power, returned a faded divinity to his old strength and now pledged to do so for another.

In all these things, you are more than simply a dragon, a man, a sorcerer, a king. You seek conquest upon your own nature, freedom to craft your own fate. And in time, you will have it.


Tier​

Path Features​

1st​

Wild Arcana, Path ability​

2nd​

Path ability​

3rd​

Nature of a Realm​

4th​

Path ability​

5th​

Path ability​

6th​

Bearing of an Empire​

7th​

Path ability​

8th​

Path ability​

9th​

Freedom Upon Twisted Paths​

10th​

Path ability, Imperium Ascendant​
Nature of a Realm (Su/Ex): A Kingdom and his King are not one and the same. Their fortunes are intertwined, sharing the greatest victorious and the most crushing defeats, but yet there always is a divide. The Realm was before the King had been crowned and it will endure beyond him and no matter how great a King, never will he truly grasp the fullness of the Realm as it is. But for you, there is no divide. You shaped your realm from nothingness and in turn, it shaped you into a true King, a union too tight and seamless to say where one begins and the other ends. And as long as one of them endures, so will the other.

At 3rd Tier, you gain the ability to grant spells to divine spellcasters who choose to follow your creed, as the Divine Source Mythic Ability (you choose two domains as normal), bestowing upon them an echo of the flame that you have forged into a beacon to the world, standing forever against the dark. For so long as even a single echo endures, so too will you, and thus the realm itself. As long as any follower of yours capable of casting spells of a level equal to (Mythic Tier/3) lives, you are treated as if you had the Longevity Mythic Ability.

Bearing of an Empire (Ex): Many have tried to found kingdoms and more as you have. Many have called down to the people, brought them together beneath them, and used the power that grants to make them stronger, greater. But true Kings do not focus only on what is today. For a kingdom to become an empire, it must be able to endure the tests that would shatter even the most united peoples, and yours has done so not just through your own means, but through the creations brought forth at your command. They serve the Imperium, caring for its members and guiding them towards a better day. And now they will serve you, as well.

At 6th Tier, the power you have invested into the Imperium gathers around you like a cloak, granting you speech and skill beyond even your own mortal limits. The knowledge of your citizens, from the grand libraries to Inquisitional archives, is ready at your beck and call. By expending a single use of Mythic Power, you may apply a fraction of your realm's library bonus equal to a third of your Mythic Rank over 3 - a third at Ranks 3-5, two thirds at Ranks 6-8 and full bonuses at rank 9 or higher to all Knowledge checks for one minute per Mythic Rank. You may also make Gather Information checks as a Standard Action, if relevant knowledge exists to draw upon.

Dossiers and tomes on culture and courtly conduct allow you to add your Mythic Rank to all social combat checks, and you may expend a use of Mythic Power to negate the critfail effects of a natural 1 in that arena. Finally, as a testament to the myriad of species living and tongues spoken within your nation, you gain access to Truespeech as a Magical Language, and may read any language affected by Truespeech as if fluent. This ability does not decipher encoded text.

Freedom Upon Twisted Paths (Su): In the short years of your life, you have walked between the planes and forged alliances with empires older than your own world's history. Beings as old as the dreams of dragons, and fully as powerful. You know well the power of being seemingly everywhere, and have cultivated that reputation in full. Times beyond counting have you come upon wings of magic to the aid of your subjects, and thus it will ever be.

Within your empire, Teleport acts as Greater Teleport or Plane Shift (as necessary), with all locations acting as known and bypassing all non-Mythic barriers. You may expend a use of Mythic Power to divine the area around the destination before you materialise as though via clairaudience/clairvoyance. After gaining this information, you can choose to alter your destination by up to 100 feet in any direction.

In addition, you gain the ability to use Lay of the Land at will as a free action while inside your realm, and may use Discern Location as a supernatural ability three times per day. If the target of a Discern Location is within the Imperium but protected by Screen, Mind Blank or even a Wish spell designed to obscure their location, you can attempt a Caster Level check (DC 10 + CL of the obscuring effect) to defeat these sort of impervious defences. If the Mind Blank was cast by a Mythic Caster, you must expend Mythic Power equal to their Mythic Rank to bypass it, and they add their Mythic Rank to the DC of your Caster Level check.

Bypassing a Mind Blank effect consumes two uses of this ability - and three in the case of Mind Blank cast by a Mythic creature. These uses are consumed regardless of success or failure on your part.

In all cases, if your check succeeds, the target may make an immediate DC 20 Will Save to recognise the violent interaction of forces involved in bypassing their defences. This manifests as a feeling of impending doom.

Imperium Ascendant (Ex): With time, your nature has grown. You began this path as a being of power, unbound by any singular facet. You have built more than an empire, from beings so countless in form and being that it makes an archive all its own. You have stood guard over friends, companions and citizenry from the terrors of Winter, Hell and more. And in this moment, you and your creation step beyond mortality, its nascent power coalescing into full, flowering glory. No more shall you be burdened with the rituals of freedom when bringing Outsiders to your side. No more shall you lack the power to secure yourself and your citizenry from the gaze of vengeful gods.

In this place, your Imperium, you are more than flesh and blood and the power within both. You are Imperator.

At Mythic Rank 10, the Divine Source ability of the Ascended becomes capable of not just granting spells to their followers, but acting as a well from which Outsiders may draw power. This allows beings of the Outer Planar to bind themselves to you under the laws of the First Pact. Any such Outsiders should henceforth be considered new or unique breeds of their species, and a DM should work with the player to realise this.

This apotheosis also grants the Ascended certain powers of true divinity within their Imperium. An Ascended gains the following list of Divine Powers whilst within their Imperium: Damage Reduction, Senses, Remote Sensing, Block Sensing and Remote Communication. All effects treat the Ascended as if they were Divine Rank 1.

The granted Damage Reduction persists beyond the borders of the Imperium, and the Ascended may expend 5 Mythic Power to use their Remote Sensing and Remote Communication from there.

Finally, whilst within the borders of the Imperium, you regain Mythic Power at double the usual rate, and need only half the rest you would normally require to refresh your spells and abilities.
I don't like the nerfbat TNE had you go over some of the FUTP, but that aside, this reads great together, even if inefficient around some edges.

Kudos.

...May we have Lya now, please?
I still have hope for that "imbue reality with planar traits"-stuff, yes.
:V
 
So, to clarify, my mental image of the Harbinger is basically a scaled down version of this:


Is this accurate? (barring the whole Constructed of Valyrian Steel and fire thing)
 
I don't like the nerfbat TNE had you go over some of the FUTP, but that aside, this reads great together, even if inefficient around some edges.

Kudos.

...May we have Lya now, please?
I still have hope for that "imbue reality with planar traits"-stuff, yes.
:V

The nerfbat made sense, though. I was handing out a free pass to do something that Greater Gods have trouble with, and do it three times daily. Giving it some limits is just good sense.

I am glad you like it, though.

The Sage path will be coming in a bit. Placeholder titles for the special abilities are, in order: Surge of Inspiration (custom Arcana), Unbound by Law (3rd), Forge of Creation (6th), A Soul's Reach (9th) and Akasha (Capstone)

This should give people a good idea of where I'm going with this. UbL and FoC are ones I'd consider swapping, depending on how people react. We'll see.

General fluff text too:

Many have walked the Path of the Archmage, delving into the details of magic and the lore surrounding it. Creating great wonders, and laying armies and worlds to ruin with magic beyond the grasp of any but the most skilled wielders of the arcane. Few indeed have ever walked the Path of the Sage. From your very beginnings, you approached magic with boundless fascination, and a total refusal to accept the limits that any would place upon it. Magic is as much a part of your soul as it is a force you call to your hands, and as you step now into legend in power, that force and the genius with which you guide it will walk beside you.
 
Last edited:
bloodstoen bound in tarnished silver
Bloodstone.
torment as You Dany and Lya politely pretends not to notice while
as you, Dany and Lya politely pretend not to notice, while
stand would not see a birth,
Would now see a birth,
The trouble with me isn't getting to to talk about my projects
Isn't getting me to talk about.
Ten serpentine heads
Ten?
neither male nor female young nor old yet somehow instantly recognizable as Targaryen
Neither male or female, young or old, yet somehow instantly recognizable as Targaryen - fuck yes.
They are to be your voice sharing warnings even counsel before fire and death.
They are to be your voice, sharing warnings and even counsel, before fire and death.
 
And so, with the Night Hags captured, we now have two (or rather 4) time-sensitive prisoners to interrogate in great detail before the conclusion of the festival and subsequent radial of Dawn Age Tree.

If not necessarily on-screen.

We have to question the sand-Lich about the place where we found Red Dragon Orb.
Thoroughly.
How it worked, how it was built, every single detail connected to the place and its lore.
We want to use the place again as a part of Tiamat-hurting scheme, after all.

Lya's Soul-drum is our salvation here, methinks.

And these 3 Night Hags.
Have Tor++ rip their minds to pieces and sip at their souls, if that what it takes to guide us well through the plane of Shadow.

@DragonParadox, can these 2 be arranged?
 
[X] Plan "Voices of an Empire"
-[X] "A beacon in the dark where night encroaches. A torch to shed light upon an Empire's enemies. A flame to burn when corruption lies revealed."
-[X] "My voices which will not go unheard."
-[X] Pending next months assignments, they will carry your word with them where they are to go: The Dragon Has Three Heads; "Hear me now, for that which was lain to ruin by grasping fools now lies undone." - To make it clear, the ambiguity of this statement is intentional. Rhaella is alive and no longer hiding it, and House Targaryen has risen to power once again in the fullness of time.
 
Last edited:
Very nice. Looking forward to what you have in mind for the abilities.

Well, to give the basics?

Surge of Inspiration is mashing Arcane Surge and Inspired Spell together because all of the spells all of the time. This exemplifies how Lya from very early on walked between both worlds of magic, the arcane and the divine, and has come to master both in time. This was where her journey towards becoming a Sage began, and something I see as deeply integral to her myth. Holding arcane power in one hand, and divine in the other, she challenged the world to prove to her why they are meant to be different. So far, it has yet to succeed.

Unbound by Law is, at it's base, Beyond Morality stuck to Perfect Preparation through the lens of how she's dedicated herself so deeply to unravelling the structures of power that bind magic and more in the world. It is how she has forged creations of soulstuff, Outsiders in truth, where so many see the forms of those beings of the Outer Planes as inviolate and unbending. Even in the Abyss, the infinite hall of chaos, there is order in its ranks. Lya, through her Incarnates, has built a new one.

Forge of Creation is where we get Mythic Crafting, and a third of her Mythic Rank in Mythic Item Creation feats, which can be changed through the expenditure of Mythic Power once per...I'm currently looking at week, but I might go to once a month. This is Spark of Creation and her endless fascination with creation of magical artefacts. This goes all the way back to our first creation, made with Velen's help perhaps, but made by us nonetheless. She has always been the crafter of rituals and talisman, that should be recognised. Note: This also is planned to give us the ability to select a Craft Artefact Mythic Feat that I'll have to work on. It takes up two of your maximum of three slots, but it's what it says on the tin. With it, Lya will be able to craft such items as to stand against the power of Gods.

A Soul's Reach is where I literally copy-paste the Spellguard class feature that lets you convert Personal spells into Touch spells. It also involves the multiple bodies aspect of a Sage, allowing them to basically use Cooperative Crafting but for spellcasting and (maybe) allowing burning of Mythic Power to alter Planar Traits to suit the Traits of the body she wields.

And Akasha...well, consider the word and its connotations. She forges a link to the Akashic Record, the combined knowledge of all life. How this will manifest in terms of mechanics, I'm not sure. But it's going to be hella more flavourful than "Oh yeah you get SR now".

@Azel I believe you had some sketch-thoughts on this. Anything you might have of those would be greatly appreciated.
 
Last edited:
Yes, of course, they were planed IC regardless. I'll put the level of detail you guys want to see to a vote I think. Whether you want to do it in person get a report or something else altogether.
I'm pretty sure that unless they know something completely game-changing, Night Hags can be left until we actually move to PoS with Tor++ and use his new knowledge there.

Same for sand-Lich, really.
Its not even a given yet that we'd be spending a research action on turning that place into a weapon, although I've not heard a single argument against that in all... 4? times I brought that up.

If we will, lets just automatically have the DC much lower if lore is worth its price
 
Let me nitpick the fluff :V

But that's like saying "beings as powerful as the Immaterium".

I suppose Yss technically counts for age?

Given that the Peerless Empire and the Djinn were talking in total seriousness about reordering the planar traits of the Plane of Molten Skies I think we can give them that sort of recognition.
 
Well, to give the basics?

Surge of Inspiration is mashing Arcane Surge and Inspired Spell together because all of the spells all of the time. This exemplifies how Lya from very early on walked between both worlds of magic, the arcane and the divine, and has come to master both in time. This was where her journey towards becoming a Sage began, and something I see as deeply integral to her myth. Holding arcane power in one hand, and divine in the other, she challenged the world to prove to her why they are meant to be different. So far, it has yet to succeed.

Unbound by Law is, at it's base, Beyond Morality stuck to Perfect Preparation through the lens of how she's dedicated herself so deeply to unravelling the structures of power that bind magic and more in the world. It is how she has forged creations of soulstuff, Outsiders in truth, where so many see the forms of those beings of the Outer Planes as inviolate and unbending. Even in the Abyss, the infinite hall of chaos, there is order in its ranks. Lya, through her Incarnates, has built a new one.

Forge of Creation is where we get Crafting Mastery, and a third of her Mythic Rank in Mythic Item Creation feats, which can be changed through the expenditure of Mythic Power once per...I'm currently looking at week, but I might go to once a month. This is Spark of Creation and her endless fascination with creation of magical artefacts. This goes all the way back to our first creation, made with Velen's help perhaps, but made by us nonetheless. She has always been the crafter of rituals and talisman, that should be recognised.

A Soul's Reach is where I literally copy-paste the Spellguard class feature that lets you convert Personal spells into Touch spells. It also involves the multiple bodies aspect of a Sage, allowing them to basically use Cooperative Crafting but for spellcasting and (maybe) allowing burning of Mythic Power to alter Planar Traits to suit the Traits of the body she wields.

And Akasha...well, consider the word and its connotations. She forges a link to the Akashic Record, the combined knowledge of all life. How this will manifest in terms of mechanics, I'm not sure. But it's going to be hella more flavourful than "Oh yeah you get SR now".

@Azel I believe you had some sketch-thoughts on this. Anything you might have of those would be greatly appreciated.
Aww, no reality-molding stuff?
:(

Oh well, I didn't have much hope anyway.

Lets see what you got cooking up there, I suppose.
 
Back
Top