I could dig it up for you, but from what I recall @Azel and @DragonParadox, switch from that to Pathfinder prices, so I honestly don't know what to look for.

We probably need an infopost on this.


Right, @Goldfish, found it.


60 IM per pound of Adamantine

10 IM per pound of Cold Iron

80 IM per pound of Mithral
I recommend creating a gold plated giant toilet to throw our enemies in. Specifically tywin lannister.

In the stepstones gold shits you.
 
Horde Thief Chapter XLI
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Horde Thief
Chapter 41​

The Hidden Halls of Edinburgh have, according to Harry, been the headquarters of the White Council for over five hundred years. Built on a nexus of this world's leylines as it was, it's probably one of the most powerfully magical places on the entire planet. And the Council has had five centuries to fortify it. Accepting the invitation to speak there had been difficult for you because of that, but it's the most direct path to make what you've worked for come to pass. And addressing the entire Council at once gives you an opportunity you've not had in months. Lya sometimes likes to jest that your words, stripped of any magic, are the most powerful weapons you'll ever wield. She isn't exactly wrong.

Harry knows what you're capable of on the battlefield, he's seen you fight there. But though he certainly has an inkling of what you can do with words, he's never seen you on that field of combat. Many of your greatest victories have been won there, without true bloodshed, and you wonder what he'd think if you actually told him some of those stories. Maybe after this, you would. Or, a little later, actually. There was a prior appointment to deal with before that.

The truly fascinating thing for you was passing through the realm that Harry called the NeverNever. It was…odd, another thing that Harry had tried his best to explain, and that you dearly wished you'd had the time to properly examine. It was like the other realms that existed around your own home, but…all of them, at once. There was only one veil between the real and this place, and it felt curiously similar to the Dreamlands. You'd already tried to treat it as such, but sadly to no avail. The wintry forest around you had not even flickered when you'd attempted to twist a part of it into a light to walk by. Not that you need it, but making your presence openly known is something Harry suggested. The White Council is on edge enough for your coming here, there's no need to make that any worse.

Five Wardens greet you at the gate back into the real world, all of them easily identifiable as members of what Harry called the Old Guard, those who survived the beginning of the Council's recent war with the Red Court. Set in their ways, yes, but no less powerful for all that. They watch you both as you approach, with the wary eyes of those recognising fellow predators. Harry leads the way, stopping only as one of the Wardens steps up to meet him.

"We seek entry to the Hidden Halls, O Warden. May we pass?" The guard upon the gate shifts ever so slightly as Harry speaks the words in the language of the Council, Latin, it's called.

The old Warden leading the guard force looks between you, one weathered hand tightening on the staff in his left hand, before speaking his own half of the ritual. "Be welcome to the seat of the White Council. Enter in peace and depart in peace." The guard steps aside, flanking you without putting their own in the line of fire, you note with grudging approval.

You follow Harry through the door back into the real, into a tunnel of worn stone. Soft light comes from crystals set into the walls, illuminating reliefs of White Council history and other carvings that you were almost certain anchored warding magics. Powerful ones. A locked metal gate awaits you, with two Wardens and a pair of stone dogs in front of it, guardians of a different sort, no doubt. Interestingly, the first example of true constructs that you've seen since entering the realm.

"They're really pulling out all the stops," Harry murmurs, taking in the security contingents present. "Come on, let's get through this, we're on a schedule."

It takes less time than you'd expected to pass through the security measures, but they're just as thorough as the ones you'd gone through to talk to the Senior Council's representatives in Chicago. The stone dogs reveal themselves to be more than just guardians, but also hounds, trained to seek out the presence of dark magic. They find none in either of you, but as an example of what true craftsmen in this realm can do, it's telling. You emerge out into a larger chamber, passing between a larger group of Wardens, to find the place full of activity. Wizards of all stripes arriving through other gates in their formal black robes, trailing apprentices in brown copies of the same garb, who split off to other duties as their masters flocked down the passage to where the audience was to take place.

A woman is waiting for you in the spot of calm around the Wardens, dressed in similar robes, the crimson stole of a long term member of the Council, and a grey Warden's cloak. The second item, taken together with her looks, is enough to confirm her identity. Anastasia Luccio, Captain of the Wardens, and your ticket to the proceedings to come. She takes a pair of quick steps forward to greet you, and you note the sword buckled at her waist, opposite a holstered pistol.

"Harry," she says warmly, taking his hands in hers and squeezing them a moment, her cheeks dimpling in a smile. Her voice is oddly accented to your ears, but that's to be expected. With so many different birth tongues, it's a wonder that a single common language for trade even exists. Or maybe it isn't, the same needs do apply. "It is good to see you after so long."

"And you," Harry says, with every appearance of one greeting an old friend. He drops her hands after a moment, and starts to pronounce her rank, only for her to give him a steady look. "Anastasia, this is Viserys Targaryen, who I am sure you've been hearing a great deal about."

"Indeed I have," she murmurs, taking another step forward and offering her hand. You take it, the shake quick but without rancor. "We have been waiting for someone like you for a long time." She releases your hand, and offers a small, formal bow of acknowledgement. "You are welcome in these halls, Viserys Targaryen, and as Captain of the Wardens I offer my own, personal guarantee of safety during your time here."

"Thank you, Captain Luccio," that offer means more than just words, even though you do trust the White Council to hold to its pledge. "According to my guide, I would not be here in the first place without your own efforts, which faced no small amount of resistance."

"It is necessary work," Luccio shrugs, though the motion does little to hide the subtle pressure on her shoulders. Worried that this might not work, no doubt. Given that you were a stranger, it was unfair to see it as a judgement against you. "My hope is that, with your help, some of what my office is required to do might become more productive. And less bloody."

Within that statement was a simple question; can you do that? You dipped your head in recognition. "I will do all I can, Captain, and though I am sure we will face resistance today, I believe we can triumph." This isn't new to you, not at its core. You broke the establishments and powers of one world to a new order. That you are even standing here is proof that you can command the attention necessary to do the same in this one.

Luccio watches you for another moment, as if weighing her options, then seems to make up her mind. "This way, then." She leads the two of you down a different tunnel to the one that the wizards are all flocking too, talking quietly all the while. Most of what she passes on you already knew, or had guessed, but confirmation on the nature and disposition of your opposition was never something to cast aside.

From what she told you, the conservative bloc within the Council was rallying behind the membership of their Senior Council members. The Merlin, Ancient Mai and Gregori Cristos were all arrayed against you, and their direct supporters were heavily tied to those opinions, being unwilling to risk change in a time of such strife.

"They were happy enough to change the recruiting policy of the Wardens during the last war," Harry growls when their reasoning comes up, but he keeps his peace beyond that. Not that Luccio appears to disagree with him. Though she's been able to convince a significant portion of the Council to side with her arguments in preliminary debate, once the Merlin was able to recover his footing, he moved swiftly to recover them. The younger sections of the Council, much of whom to which Dresden is a role-model and hero, remains firmly beyond his grasp, but the middle groups of age and leaning have been hit hard. The steady drumbeats of what has always been and the dangers of change are powerful tools, you know. But they're also flawed tools, when change is needed.

If your time 'learning the dangers of Black Magic' has taught you one thing, it's that that change is not simply needed, but necessary. Luccio holds a significant portion of the Council still, her status as Captain of the Wardens not without its power in debate involving them. But she's been steadily losing ground to the Merlin, such that the vote to bring you here tilted on a knife's edge. Only the presence of the Gatekeeper, a historically neutral party in the Council, in favour of your speaking truly turned the vote. And today, for whatever reason, the Gatekeeper is absent.

In a time of war, that would have decided the vote there. But this is a vote for the full Council, not just its Senior members. A Council abruptly riven by dissension on the question of how to enforce the Laws of Magic, with the vast majority of the Wardens who enforce them on one side, and the head of the Council on the other. There are few better places for you to enter the stage. Quicker than you'd expected, though, you come to a pair of ornate doors set into the rock of the tunnel. Luccio turns to you.

She wastes no time explaining what she now understands you already know, asking simply, "are you ready?"

"I am." Your reply is confident, and you make a few small motions as she acknowledges it, drawing a few, final workings around you in preparation for what you know awaits you on the other side of the door.

"Then all that remains is to wish you luck, Mr Targaryen." She listens at the door for a moment, and then raps her hand against in three booming knocks. They swing open soundlessly a moment later, as the reverberations of the final beat begin to fade, and she and Harry step through ahead of you. You follow a moment later, the procedure familiar, though the timing is different. Luccio sets a quick pace through the standing crowd, but the room is large enough for you to take it in as you go.

All things considered, you've seen far more meaningless expressions of wealth and power. Smooth, white stone lines the floor, swirls of gold running through it, and columns of the same rise at places through the chamber towards the vaulting ceiling. A small waterfall splashes on one wall, feeding a delicately beautiful small garden. No doubt in quieter times, there would even be birds singing in it. A balcony runs around the upper level of the cavern, with doors leading back into other room, and a stage has been set up in the centre. But for that and the small space around you and your escorts, the entire room is packed to bursting with wizards. The Senior Council awaits you at the stage, their purple stoles, and the gait of three of them, making their status very clear.

Luccio stops before the stage, and her voice rings in the silence.

"Members of the White Council, as was agreed here a week past, an invitation was sent to Viserys Targaryen to speak before us. He chose to accept our invitation, and has come with his word to abide as a guest in our hospitality."

"My thanks to you, Captain Luccio," the Merlin nods gravely, and by all appearances entirely genuinely, offering a small nod to you. You return it, there is little need to be impolite now. "Viserys Targaryen, you have been granted the right to an audience before the White Council, with the understanding that you have seen now the dangers of what you ask of us." It is not quite a question, but the pause is clear enough as an invitation.

"I have, Honoured Merlin." It cost you nothing to be polite. Not now that you were here, and he could not refuse you the time promised.

"Then please," the wizard motions for you to ascend the stage. "The Council will hear what you have to say." Hear, you note. Not listen to. Yet the smile that you give Dresden as you step up to the bottom of the stage has nothing to with politeness. If the Merlin could truly command the majority of the Council to close their minds like that, you'd never have gotten here. A muttered word, and your feet leave the ground, depositing you a handful of moments later atop the platform.

A sea of faces look up at you, some with shock on their faces, a few with smiles, many more with concern. Yet the piece of theatre has served its purpose. You are here by the Council's invitation, but you are not part of it, or subordinate to it. Speak truly now, and you could change the world, but where another might gaze at such a chance with wide eyes and fear, you accept the weight of it without pause. You have borne such things before. And for what is right, you will gladly do so again.
 
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I really wanted to put in a "What do you say to the gathered White Council of Wizards?" at the end of this, but I'm aware that it would probably be a bit unreasonable – and I'm hoping to get some premium Azel speechifying for this, anyway. I hope I did the setup for this justice, I had to go back and reread several sections from Turn Coat and Changes to get a good image of Edinburgh, and even then…well I'm not sure how well it came across. Haven't touched on Viserys PoV for a while, so if it's lacking somehow, that'll be why. I'm also less than great at these sort of slow-burn buildups, and there was so much to cover here… Perhaps it would have been better for me to miss out some parts, but we'll see what people think.

There's a Practice War vote about to open after I post this, so I'll have the next chapter up as quick as I can – and as fast as Azel can speechify at me!
 
Okay, here's my plan to get us started infiltrating the City of Brass. It will need to be added to and refined, but this is the basic framework.

As part of the plan, I've added some stuff from the armory and our stockpile to serve as startup merchandise. I also want to reactivate some of our craftbots (those who will also be crafting in the front business) in order to get some of the necessary enchanting done and to produce more merchandise.

Thoughts?

The Plan
:
As early as possible next month, Malarys, accompanied by Maelor, Bronn, and three Erinyes will journey to the City of Brass and establish contact with whichever aspect of the Efreeti government is responsible for the sale or lease of property within the confines of the City, as well as those responsible for issuing business licenses or permits. His stated goal will be to purchase or attain a long-term lease on a sizeable building in a suitable location within the city to establish a moderately-sized crafting house capable of producing and selling low level enchanted gear and Alchemical items at a reasonable price. He will make no attempt to hide the fact that all of his crafters are in fact slaves, inexperienced mages with enough power to be useful but not enough to be dangerous or enable them to escape. If asked, he will claim that it has suddenly become quite illegal in Malarys' homeland to maintain slaves, so he has decided to establish a new business where the efforts of his property will be appreciated. The business will also act as a buyer and re-seller of other enchanted goods.

He will seek a building large enough to accommodate 25 "slaves" in relative comfort along with the day to day staff who will supervise the crafters and deal with customers. It needs enough space to establish a large Alchemy lab in which up to 20 Alchemists can work, an area which can be refitted as an Arcane forge sufficient to allow up to 10 Mage-Smiths to work simultaneously, an enchanter's workshop with space for up to a half dozen crafters, a secure area in which merchandise can be stored when not on display, and a well appointed storefront to display the fruits of the crafters' efforts.

To facilitate this transaction, our entire stockpile of 18,000 Great Brass Seals will be made available to Malarys for the purpose of paying expenses, including any bribes needed to allow the business to be established as quickly as possible. Adamantine and Mithral bullion will be used to cover any remaining expenses.

Background Work:
Once the property is acquired, Lya will ward the living quarters and work spaces with a Permanent Mage's Private Sanctum spell, while Viserys uses Transfiguring Touch to sandwich a thin layer of lead into the walls.

The four enchanters (two 5th level Wizards and two 4th level Archivists) will immediately begin work on necessary enchanted equipment for the business, including creating more stock for the storefront as well as items for those who will be living and working there (i.e. Rings of Protection from Evil, Rings of Sustenance, and "Slave" Collars for the workers who do not already possess them).

Maelor, Bronn, and the three Erinyes will each wear one of the Mind Blank rings loaned to use by the Shaitan.

Further details to come.

The Goal: We will establish a legitimate business which pays its taxes, bribes the appropriate Efreeti officials, and makes no waves to attract unwanted attention. While doing this, we will work to make useful contacts, tap into the City's rumor mill, and simply become part of the background scenery over the coming months.

The business will eventually serve as an intelligence gathering hub. Not exactly an Inquisition base, but a place from which our agents will be able to slip into the City of Brass then retreat to as needed.

The end goal will be for the business to act as a fortified invasion point for Shaitan and Djinni forces into the heart of the City of Brass, bypassing most of its defenses and defenders, both to strike a blow against the Efreeti in their stronghold and to serve as an extremely effective distraction while we and our allies assault the Living Brass forge.

Enchanted Outfitters (tentative name), aka City of Brass Front Business

Master:
  • Malarys Vanor
Overseer & Guards:
  • Erinyes (x3)
  • Maelor
  • Bronn
  • Iron Golem
"Indentured/Enslaved" Crafters:
  • Mage-Smith Experts: 3rd level (x10)
  • Hedge Mage Alchemists: 3rd level (x8)
  • Archivists: 4th level (x2; Craft Wondrous Item, Scribe Scroll)
    • Both Archivists will be equipped with a Quill of Scribing.
    • Both Archivists learn the Unseen Crafter and Barbed Chains spells prior to embarking on this mission.
  • Wizards: 5th level (x2; Craft Wondrous Item, Scribe Scroll), 4th level (x1; Scribe Scroll)
    • The 4th level Wizard will be equipped with a Quill of Scribing.
    • Both 5th level Wizards will be equipped with their full set Scholarium graduate gear, including Quills of Scribing.
    • Each 5th level Wizard will learn the Lightning Bolt spell and all three Wizards will learn the Elemental Darts and Unseen Crafter spells prior to embarking on this mission.
Equipment:
  • Interplanar Whispering Brazier
  • Statue of Magecraft (+5 Competence bonus to Crafting skills for 24 hours)
  • Statue of Crafter's Fortune (+5 Luck bonus to Crafting skills for 24 hours)
  • Statue of Comfort (Endure Elements effect on command by touch)
  • Masterwork Alchemical Laboratory: Capable of accommodating at least 20 Alchemists simultaneously
  • Masterwork Forge capable of accommodating 10 Mage-Smith Experts simultaneously
  • 25 "Slave Collars":
    • Each collar is designed to be worn around the neck and to appear to be locked, though a hidden release mechanism allows the wearer to divest themselves of the device at will. Each will be marked with a carefully hidden Dragoneye Rune and will be enchanted via a Magic Aura spell to radiate a moderate aura of Necromancy and Divination magic.
    • These collars will only be worn when the crafter must interact with customers or inspectors, but will always be kept on the crafter's person so they can don it at a moment's notice.
Initial Stock: Items in RED are part of a proposed mini-crafting plan located HERE. This would be carried out during the current 8th month by the various crafters who will be participating in the infiltration starting in the 9th month.
Weapons:
6 Greatswords [Large] (+1) (Efreeti Wrought)
6 Hell-forged Flaming Composite Longbows (+5 Str bonus; +1)
5 Mithral Longspears (+1) [Large]
3 Returning Mithral Greataxes (+1) [Large]
1 Keen Warscythe (+1)
1 Unholy Mace (+1)
1 Lawful Staff
Armor:
6 Suits of Plate Armor (+1) [Large] (Efreeti Wrought)
6 Hell-forged Malevolent Reinforced Segmented Fullplate (+1)
1 Spellsink Breastplate
Gear:
1 Amulet of Natural Armor (+2)
2 Amulets of Protection from Evil
6 Amulets of Resistance (+1 to all saves)
5 Amulet of Tears
5 Anklets of Translocation
3 Boneward Belt (+2 Constitution)
2 Boots of Speed (+30ft ground speed)

1 Bracers of Arcane Freedom
3 Bracers of Arcane Freedom
4 Bracers of Quickstrike
3 Circlet of Clarity (+2 Intelligence)

1 Corpse-Ferrying Bag
1 Crown of Swords
3 Gloves of Zephyr's Grace (+2 Dexterity)
3 Gloves of Hero's Strength (+2 Strength)
3 Greatreach Bracers
3 Headband of the Whispers Within (+2 Wisdom)

10 Healing Belts
10 Healing Belt
2 Quiver of Abundant Ammunition

2 Ribbons of Disguise
3 Ribbon of Disguise
5 Rings of Protection (+1 deflection AC)
5 Rings of Protection from Evil
5 Ring of Sustenance
3 Ring of Untarnished Glory (+2 Charisma)
Scrolls:
1st Level: (x70 scrolls + 70 scrolls)
Abundant Ammunition x3
Alarm x3

Ant Haul x3
Ant Haul x2
Bless x5
Bless x3
Blessed Aim x5

Comprehend Languages x10
Comprehend Languages x5
Crafter's Fortune x2
Cultural Adaptation x3
Cultural Adaptation x5
Cure Light Wounds x20
Cure Light Wounds x10
Detect Charm x4

Detect Demons x3
Detect Demons x1
Detect Undead x4

Endure Elements x5
Endure Elements x5
Entropic Shield x3
Expeditious Retreat x3
Feather Fall x2
Heightened Awareness x2
Keep Watch x3

Mage Armor x3
Mage Armor x2
Protection from Chaos x5
Protection from Evil x5
Protection from Good x3
Shield x3
Shield x2
Unseen Servant x3
2nd Level: (x50 scrolls + 40 scrolls)
Arcane Lock x2
Bear's Endurance x2
Bear's Endurance x1
Blur x3

Bull's Strength x2
Bull's Strength x1
Cat's Grace x2
Cat's Grace x1
Clarion Call x3

Cure Moderate Wounds x5
Cure Moderate Wounds x8
Defending Bone x3

Divine Insight x2
Eagle's Splendor x3
False Life x2
Fox's Cunning x3
Ironskin x2
Lesser Restoration x3
Make Whole x3
Mirror Image x3
Owl's Wisdom x3
Protection from Arrows x3
Resist Energy x10
Resist Energy x5
Rope Trick x2
See Invisibility x3
Shackle x5
Status x3
Web x2
3rd Level: (x30 scrolls + 40 scrolls)
Arcane Sight x1
Arcane Sight x2
Blink x3
Burrow x2

Cure Serious Wounds x5
Daylight x2
Dispel Magic x3
Dispel Magic x2
Displacement x3

Fly x2
Fly x3
Haste x2
Haste x3
Heroism x2

Magic Circle Against Chaos x2
Magic Circle Against Evil x2
Magic Circle Against Good x2
Mass Aid x2
Mass Conviction x2
Mass Resist Energy x2
Mass Resist Energy x3
Phantom Steed x3
Resinous Skin x3
Shrink Item x3
Slow x3
Tiny Hut x3

Tongues x5
Tongues x8
4th Level: (x15 scrolls)
Dimensional Anchor x2
Life Bubble x2
Panacea x5
Recitation x3
Sending x3
5th Level: (x9 scrolls)
Anticold Sphere x1
Plane Shift x2
Teleport x2
True Seeing x2
Alchemical Items:
1,000 Doses of Alchemist's Kindness
100 Alchemist's Fire
100 Sunrod
60 Doses of Healing Salve [Cures 1d8 points of damage to a living creature as a full-round action.]
50 Liquid Ice
40 Smokestick
40 Thunderstone
40 Tanglefoot Bag
30 Fungal Stun Vial
20 Antitoxin
20 Incendiary Catalyst
 
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<< Previous
Horde Thief
Chapter 41​

The Hidden Halls of Edinburgh have, according to Harry, been the headquarters of the White Council for over five hundred years. Built on a nexus this world's leylines as it was, it's probably one of the most powerfully magical places on the entire planet. And the Council has had five centuries to fortify it. Accepting the invitation to speak there had been difficult for you because of that, but it's the most direct path to make what you've worked for come to pass. And addressing the entire Council at once gives you an opportunity you've not had in months. Lya sometimes likes to jest that your words, stripped of any magic, are the most powerful weapons you'll ever wield. She isn't exactly wrong.

Harry knows what you're capable of on the battlefield, he's seen you fight there. But though he certainly has an inkling of what you can do with words, he's never seen you on that field of combat. Many of your greatest victories have been won there, without true bloodshed, and you wonder what he'd think if you actually told him some of those stories. Maybe after this, you would. Or, a little later, actually. There was a prior appointment to deal with before that.

The truly fascinating thing for you was passing through the realm that Harry called the NeverNever. It was…odd, another thing that Harry had tried his best to explain, and that you dearly wished you'd had the time to properly examine. It was like the other realms that existed around your own home, but…all of them, at once. There was only one veil between the real and this place, and it felt curiously similar to the Dreamlands. You'd already tried to treat it as such, but sadly to no avail. The wintry forest around you had not even flickered when you'd attempted to twist a part of it into a light to walk by. Not that you need it, but making your presence openly known is something Harry suggested. The White Council is on edge enough for your coming here, there's no need to make that any worse.

Five Wardens greet you at the gate back into the real world, all of them easily identifiable as members of what Harry called the Old Guard, those who survived the Council's recent war with the Red Court. Set in their ways, yes, but no less powerful for all that. They watch you both as you approach, with the wary eyes of those recognising fellow predators. Harry leads the way, stopping only as one of the Wardens steps up to meet him.

"We seek entry to the Hidden Halls, O Warden. May we pass?" The guard upon the gate shifts ever so slightly as Harry speaks the words in the language of the Council, Latin, it's called.

The old Warden leading the guard force looks between you, one weathered hand tightening on the staff in his left hand, before speaking his own half of the ritual. "Be welcome to the seat of the White Council. Enter in peace and depart in peace." The guard steps aside, flanking you without putting their own in the line of fire, you note with grudging approval.

You follow Harry through the door back into the real, into a tunnel of worn stone. Soft light comes from crystals set into the walls, illuminating reliefs of White Council history and other carvings that you were almost certain anchored warding magics. Powerful ones. A locked metal gate awaits you, with two Wardens and a pair of stone dogs in front of it, guardians of a different sort, no doubt. Interestingly, the first example of true constructs that you've seen since entering the realm.

"They're really pulling out all the stops," Harry murmurs, taking in the security contingents present. "Come on, let's get through this, we're on a schedule."

It takes less time than you'd expected to pass through the security measures, but they're just as thorough as the ones you'd gone through to talk to the Senior Council's representatives in Chicago. The stone dogs reveal themselves to be more than just guardians, but also hounds, trained to seek out the presence of dark magic. They find none in either of year, but as an example of what true craftsmen in this realm can do, it's telling. You emerge out into a larger chamber, passing between a larger group of Wardens, to find the place full of activity. Wizards of all stripes arriving through other gates in their formal black robes, trailing apprentices in brown copies of the same garb, who split off to other duties as their masters flocked down the passage to where the audience was to take place.

A woman is waiting for you in the spot of calm around the Wardens, dressed in similar robes, the crimson stole of a long term member of the Council, and a grey Warden's cloak. The second item, taken together with her looks, is enough to confirm her identity. Anastasia Luccio, Captain of the Wardens, and your ticket to the proceedings to come. She takes a pair of quick steps forward to greet you, and you note the sword buckled at her waist, opposite a holstered pistol.

"Harry," she says warmly, taking his hands in hers and squeezing them a moment, her cheeks dimpling in a smile. Her voice is oddly accented to your ears, but that's to be expected. With so many different birth tongues, it's a wonder that a single common language for trade even exists. Or maybe it isn't, the same needs do apply. "It is good to see you after so long."

"And you," Harry says, with every appearance of one greeting an old friend. He drops her hands after a moment, and starts to pronounce her rank, only for her to give him a steady look. "Anastasia, this is Viserys Targaryen, who I am sure you've been hearing a great deal about."

"Indeed I have," she murmurs, taking another step forward and offering her hand. You take it, the shake quick but without rancor. "We have been waiting for someone like you for a long time." She releases your hand, and offers a small, formal bow of acknowledgement. "You are welcome in these halls, Viserys Targaryen, and as Captain of the Wardens I offer my own, personal guarantee of safety during your time here."

"Thank you, Captain Luccio," that offer means more than just words, even though you do trust the White Council to hold to its pledge. "According to my guide, I would not be here in the first place without your own efforts, which faced no small amount of resistance."

"It is necessary work," Luccio shrugs, though the motion does little to hide the subtle pressure on her shoulders. Worried that this might not work, no doubt. Given that you were a stranger, it was unfair to see it as a judgement against you. "My hope is that, with your help, some of what my office is required to do might become more productive. And less bloody."

Within that statement was a simple question; can you do that? You dipped your head in recognition. "I will do all I can, Captain, and though I am sure we will face resistance today, I believe we can triumph." This isn't new to you, not at its core. You broke the establishments and powers of one world to a new order. That you are even standing here is proof that you can command the attention necessary to do the same in this one.

Luccio watches you for another moment, as if weighing her options, then seems to make up her mind. "This way, then." She leads the two of you down a different tunnel to the one that the wizards are all flocking too, talking quietly all the while. Most of what she passes on you already knew, or had guessed, but confirmation on the nature and disposition of your opposition was never something to cast aside.

From what she told you, the conservative bloc within the Council was rallying behind the membership of their Senior Council members. The Merlin, Ancient Mai and Gregori Cristos were all arrayed against you, and their direct supporters were heavily tied to those opinions, being unwilling to risk change in a time of such strife.

"They were happy enough to change the recruiting policy of the Wardens during the last war," Harry growls when their reasoning comes up, but he keeps his peace beyond that. Not that Luccio appears to disagree with him. Though she's been able to convince a significant portion of the Council to side with her arguments in preliminary debate, once the Merlin was able to recover his footing, he moved swiftly to recover them. The younger sections of the Council, much of whom to which Dresden is a role-model and hero, remains firmly beyond his grasp, but the middle groups of age and leaning have been hit hard. The steady drumbeats of what has always been and the dangers of change are powerful tools, you know. But they're also flawed tools, when change is needed.

If your time 'learning the dangers of Black Magic' has taught you one thing, it's that that change is not simply needed, but necessary. Luccio holds a significant portion of the Council still, her status as Captain of the Wardens not without its power in debate involving them. But she's been steadily losing ground to the Merlin, such that the vote to bring you here tilted on a knife's edge. Only the presence of the Gatekeeper, a historically neutral party in the Council, in favour of your speaking truly turned the vote. And today, for whatever reason, the Gatekeeper is absent.

In a time of war, that would have decided the vote there. But this is a vote for the full Council, not just its Senior members. A Council abruptly riven by dissension on the question of how to enforce the Laws of Magic, with the vast majority of the Wardens who enforce them on one side, and the head of the Council on the other. There are few better places for you to enter the stage. Quicker than you'd expected, though, you come to a pair of ornate doors set into the rock of the tunnel. Luccio turns to you.

She wastes no time explaining what she now understands you already know, asking simply, "are you ready?"

"I am." Your reply is confident, and you make a few small motions as she acknowledges it, drawing a few, final workings around you in preparation for what you knew waited on the other side of the door.

"Then all that remains is to wish you luck, Mr Targaryen." She listens at the door for a moment, and then raps her hand against in three booming knocks. They swing open soundlessly a moment later, as the reverberations of the final beat begin to fade, and she and Harry step through ahead of you. You follow a moment later, the procedure familiar, though the timing is different. Luccio sets a quick pace through the standing crowd, but the room is large enough for you to take it in as you go.

All things considered, you've seen far more meaningless expressions of wealth and power. Smooth, white stone lines the floor, swirls of gold running through it, and columns of the same rise at places through the chamber towards the vaulting ceiling. A small waterfall splashes on one wall, feeding a delicately beautiful small garden. No doubt in quieter times, there would even be birds singing in it. A balcony runs around the upper level of the cavern, with doors leading back into other room, and a stage has been set up in the centre. But for that and the small space around you and your escorts, the entire room is packed to bursting with wizards. The Senior Council awaits you at the stage, their purple stoles, and the gait of three of them, making their status very clear.

Luccio stops before the stage, and her voice rings in the silence.

"Members of the White Council, as was agreed here a week past, an invitation was sent to Viserys Targaryen to speak before us. He chose to accept our invitation, and has come with his word to abide as a guest in our hospitality."

"My thanks to you, Captain Luccio," the Merlin nods gravely, and by all appearances entirely genuinely, offering a small nod to you. You return it, there is little need to be impolite now. "Viserys Targaryen, you have been granted the right to an audience before the White Council, with the understanding that you have seen now the dangers of what you ask of us." It is not quite a question, but the pause is clear enough as an invitation.

"I have, Honoured Merlin." It cost you nothing to be polite. Not now that you were here, and he could not refuse you the time promised.

"Then please," the wizard motions for you to ascend the stage. "The Council will hear what you have to say." Hear, you note. Not listen to. Yet the smile that you give Dresden as you step up to the bottom of the stage has nothing to with politeness. If the Merlin could truly command the majority of the Council to close their minds like that, you'd never have gotten here. A muttered word, and your feet leave the ground, depositing you a handful of moments later atop the platform.

A sea of faces look in on you, some with shock on their faces, some with smiles, many more with concern. Yet the piece of theatre has served its purpose. You are here by the Council's invitation, but you are not part of it, or subordinate to it. Speak truly now, and you could change the world, but where another might gaze at such a chance with wide eyes and fear, you accept the weight of it without pause. You have borne such things before. And for what is right, you will gladly do so again.
It begins!

I've been looking forward to this for a while. Very nice start, dude. I hope Viserys is using his social spells?
 
It begins!

I've been looking forward to this for a while. Very nice start, dude. I hope Viserys is using his social spells?

He cast the short duration ones just before Anastasia knocked, so yes. Which included a Bloodwished (yes, he restored his Cha with an Orb of Renewal) Improvisation and Surge of Fortune.

I'm pretty sure that if I actually mathed this, his final roll would be well past 100 after applying all modifiers.
 
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He cast the short duration ones just before Anastasia knocked, so yes. Which included a Bloodwished (yes, he restored his Cha with an Orb of Renewal) Improvisation and Surge of Fortune.

I'm pretty sure that if I actually mathed this, his final roll would be well past 100 after applying all modifiers.
48 base Diplomacy bonus, plus 10 (AoN), plus 10 (VotD), plus 15 (Divine Insight), plus 20 (SoF), plus 10 (Improvisation), plus 1d6 (Mythic) equals 113+1d6, and that's just current Viserys.
 
48 base Diplomacy bonus, plus 10 (AoN), plus 10 (VotD), plus 15 (Divine Insight), plus 20 (SoF), plus 10 (Improvisation), plus 1d6 (Mythic) equals 113+1d6, and that's just current Viserys.

HT Viserys only has 1 level on current Viserys. Two more Mythic ranks, though, which increases his Surge to +1d8. Not that that dice step increase really matters when you're throwing a skill check result of...probably about 115 (+1 Diplomacy, +1 Cha mod via Mythic) at something.
 
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Built on a nexus this world's leylines as it was
Of this world's leylines
those who survived the Council's recent war with the Red Court.
Uh, almost every current Warden counts as that. You mean the ones who were veterans before the war, took the brunt of it and survived it.
They find none in either of year
Of you.
but as an example of what true craftsmen in this realm can do, it's telling.
Yeah, I feel showing more enchantments would be cool for Dresdenverse. That silver bear buckle never reappears, and was awesome even for a prototype.
the crimson stole of a long term member of the Council, and a grey Warden's cloak.
I thought they were all blue for members, with borders and frippery for other stuff?
I'm pretty sure that if I actually mathed this, his final roll would be well past 100 after applying all modifiers.
SoF definitely pushes it past 100.
Two more Mythic ranks, though,
Means he can grant spells, y'know.
 
We have any plans for Sam? He can use magic and is smart. Just doesn't have much confidence in himself. Viserys or Dany can easily cheer him up.
 
Only problem is they view themselves as above our laws. "Why should they follow the laws of mortals whose lifespans are basically a short nap?" was how DP put their view, IIRC.

They're bluffing hard, not even the Fey would have been stupid enough to hold that attitude towards the Valyrian Freehold, while the Freehold likely wasn't very accepting of them as we could bet, it was not an Immortal v Mayfly situation.

Not to mention it's an incredibly stupid argument in the first place even at face value, "your centuries are a nap" doesn't say much for you when things actually get done during said "nap", they're positioning themselves as the living embodiment of the second half of Click*.


*And who ever thought that movie would make of itself a useful analogue?
 
"your centuries are a nap" doesn't say much for you when things actually get done during said "nap"

Mention that to Viserys, who will get to level 20 in a 5% of a short fey nap.

They are actually afraid of us, because they are tales and as such they need someone else to make them relevant, when mortals actually get their shit together and make themselves relevant.
 
Mention that to Viserys, who will get to level 20 in a 5% of a short fey nap.

They are actually afraid of us, because they are tales and as such they need someone else to make them relevant, when mortals actually get their shit together and make themselves relevant.
less than 5% actually more like 2% max more like .80% if we are talking a couple centuries or even less.
 
A lack of ambition from @Artemis1992? I feel betrayed somehow. You were always different but I never saw you as someone to settle :(
Constant adventuring would see our level rise, likely quicker than our current MO.

I'm not settling, just willing to take the time until we are ready to challenge the biggest foes.
If you don't feel like you personally have to stop every apocalypse by yourself you suddenly have a lot more time.
 
Constant adventuring would see our level rise, likely quicker than our current MO.

I'm not settling, just willing to take the time until we are ready to challenge the biggest foes.
If you don't feel like you personally have to stop every apocalypse by yourself you suddenly have a lot more time.
This strategy would require trusting other people to guard against disaster though, and we have seen ample proof they are incapable.
 
This strategy would require trusting other people to guard against disaster though, and we have seen ample proof they are incapable.
All depends on how much you care about those disasters.
Very few of them could actually hit a small adventurer group with access to Teleport and Planeshift.

And as bad as things can get, there are always forces interested in seeing the world continue to exist, even if Deep Ones or Devils are currently the closest to a problem.
A devil-ruled North for example would propably put up a good fight against the Others.
 
All depends on how much you care about those disasters.
Very few of them could actually hit a small adventurer group with access to Teleport and Planeshift.

And as bad as things can get, there are always forces interested in seeing the world continue to exist, even if Deep Ones or Devils are currently the closest to a problem.
A devil-ruled North for example would propably put up a good fight against the Others.
Yes, I suppose not caring about anyone but yourself would be helpful if pursuing such a strategy.
 
You can still save a lot of people by stopping what you get in CR appropriate threats.

Not like we'd stop helping, just taking one or two steps back from total responsibility for everything that happens west of the Bone Mountains.
But Viserys is IC smart enough to figure out the best way to save as many people as possible. So by not doing that he would be choosing to sacrifice the lives of his rightful subjects in favor of personal power.
 
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