Name: Drizzil Bluecloak
Age: ??? Feywild, don't ask
Alignment: Chaotic Neutral
Race: Fearie Dragon (Tiny)
Level: 9
Class: Faerie Dragon Racial HD 3/ Oracle 6
Feats: Versatile Spellcaster, Practiced Spellcaster (Oracle), Trickery Devotion, Precocious Apprentice (Alter Self)
Class Features: Dragon Mystery (Electricity), Curse (Covetous), Revelation Draconic Resistances, Revelation Breath Weapon (Reflex half DC 18) Revelation Presence of Dragons (DC 18)
Languages Spoken: Draconic, Silvan, Westerosi Common


HP: 3d6 + 6d8 +9
AC:
10 +4 Dex, +4 Mage Armor +3 natural, +2 size = 23
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Initiative: +4 (DEX)
Attack: 7 (BaB) +4 Dex = +11/+6 Magic Stone (1d6+1)
Spell Save: 10 +5 (CHA) + spell level
Special Attacks: Breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds), Breath Weapon (60ft-line Elecricity, 3d6 2/day)
Immunities: Possession/Mental Control, Sleep, Paralysis
Resistances: 5 Electricity
Senses: Low Light Vision, Darkvision 60ft,
SR: 19


STATS:
9 (-1) Strength
17 +2 (+4) Dexterity
13 (+1) Constitution
16 (+3) Intelligence
14 (+2) Wisdom
18 +2 (+5) Charisma

SAVES (+2 vs Lawful):
FORTITUDE: 6
REFLEX: 9
WILL: 10

SKILLS:
Appraise
: 12 +3 (INT) +4 (Curse)= 19
Bluff: 12 + 5(CHA) = 17
Concentration
: 12 +1 (CON) = 13
Diplomacy: 12 + 5(CHA) +4 (SYN) = 19
Knowledge (Arcana): 8 +3 (INT) = 15
Knowledge (Nature): 12 +3 (INT) = 11
Sense Motive: 6 +2 (WIS) = 8
Spellcraft: 12 +2 (INT) +2 (SYN) +2 (PA) = 18 (+4 to identify magical items)
Use Magic Device: 12 + 5(CHA) +4 (Curse)= 21



Spells Known Sorcerer (CL 3):
2nd (1/day) Alter Self (requires DC 8 caster check to use)
1st (6/day) grease (DC 14), silent image (DC 14), Mage Armor
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
Spells Known Oracle (CL 9):
Level 0: Create Water, Detect Magic, Detect Poison, Read Magic, Purify Food and Drink, Spark, Cure Minor Wounds
Level 1: Cause FearB​, Cure Light Wounds, Ice Slick, Magic Stone, Cultural Adaption (8/day)
Level 2: Resist EnergyB​, Spiritual Weapon, Visualisation of the Mind (Usually set on Charisma) (6/day)
Level 3: FlyB​, Blindness/Deafness (4/day)

Spell-Like Abilities (CL 9):
3/day greater invisibility (self only)

Supernatural Abilities:
Presence of Dragons (Su): Those who would oppose you must overcome their fear of dragons or be struck with terror at your draconic majesty. As a swift action, you can manifest an aura of draconic might around yourself. Enemies within 30 feet who can see you when you activate this ability must attempt a Will save. Success means that the creature is immune to this ability for the following 24 hours. On a failed save, the opponent is shaken for 2d6 rounds. This is a mind-affecting fear effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

Equipped Magic Items: Ring of Protection from Law, Cloak of Resplendant Grace (+2 CHA and DEX), Belt of Hidden Pouches, Wand of Scorching Ray (CL 3), Hat of Disguise
That would be her, though of course DP has every right to change her.
 
Name: Drizzil Bluecloak
Age: ??? Feywild, don't ask
Alignment: Chaotic Neutral
Race: Fearie Dragon (Tiny)
Level: 9
Class: Faerie Dragon Racial HD 3/ Oracle 6
Feats: Versatile Spellcaster, Practiced Spellcaster (Oracle), Trickery Devotion, Precocious Apprentice (Alter Self)
Class Features: Dragon Mystery (Electricity), Curse (Covetous), Revelation Draconic Resistances, Revelation Breath Weapon (Reflex half DC 18) Revelation Presence of Dragons (DC 18)
Languages Spoken: Draconic, Silvan, Westerosi Common


HP: 3d6 + 6d8 +9
AC: 10 +4 Dex, +4 Mage Armor +3 natural, +2 size = 23
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Initiative: +4 (DEX)
Attack: 7 (BaB) +4 Dex = +11/+6 Magic Stone (1d6+1)
Spell Save: 10 +5 (CHA) + spell level
Special Attacks: Breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds), Breath Weapon (60ft-line Elecricity, 3d6 2/day)
Immunities: Possession/Mental Control, Sleep, Paralysis
Resistances: 5 Electricity
Senses: Low Light Vision, Darkvision 60ft,
SR: 19


STATS:
9 (-1) Strength
17 +2 (+4) Dexterity
13 (+1) Constitution
16 (+3) Intelligence
14 (+2) Wisdom
18 +2 (+5) Charisma

SAVES (+2 vs Lawful):
FORTITUDE: 6
REFLEX: 9
WILL: 10

SKILLS:
Appraise
: 12 +3 (INT) +4 (Curse)= 19
Bluff: 12 + 5(CHA) = 17
Concentration: 12 +1 (CON) = 13
Diplomacy: 12 + 5(CHA) +4 (SYN) = 19
Knowledge (Arcana): 8 +3 (INT) = 15
Knowledge (Nature): 12 +3 (INT) = 11
Sense Motive: 6 +2 (WIS) = 8
Spellcraft: 12 +2 (INT) +2 (SYN) +2 (PA) = 18 (+4 to identify magical items)
Use Magic Device: 12 + 5(CHA) +4 (Curse)= 21



Spells Known Sorcerer (CL 3):
2nd (1/day) Alter Self (requires DC 8 caster check to use)
1st (6/day) grease (DC 14), silent image (DC 14), Mage Armor
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
Spells Known Oracle (CL 9):
Level 0: Create Water, Detect Magic, Detect Poison, Read Magic, Purify Food and Drink, Spark, Cure Minor Wounds
Level 1: Cause FearB​, Cure Light Wounds, Ice Slick, Magic Stone, Cultural Adaption (8/day)
Level 2: Resist EnergyB​, Spiritual Weapon, Visualisation of the Mind (Usually set on Charisma) (6/day)
Level 3: FlyB​, Blindness/Deafness (4/day)

Spell-Like Abilities (CL 9):
3/day greater invisibility (self only)

Supernatural Abilities:
Presence of Dragons (Su): Those who would oppose you must overcome their fear of dragons or be struck with terror at your draconic majesty. As a swift action, you can manifest an aura of draconic might around yourself. Enemies within 30 feet who can see you when you activate this ability must attempt a Will save. Success means that the creature is immune to this ability for the following 24 hours. On a failed save, the opponent is shaken for 2d6 rounds. This is a mind-affecting fear effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

Equipped Magic Items: Ring of Protection from Law, Cloak of Resplendant Grace (+2 CHA and DEX), Belt of Hidden Pouches, Wand of Scorching Ray (CL 3), Hat of Disguise
That would be her, though of course DP has every right to change her.
She has a mini Bag of Holding? Bravo. That is proper greed right there.
 
Bear Island as a whole doesn't make sense and shouldn't be poor. It's huge, approximately 200 miles wide east-west and 150 miles north-south. If we take the smaller measurement as reflective of its actual size and estimate it as a circle, it comes out to at least ~70,000 square miles. For reference, that's almost twice the size of Newfoundland or Cuba. The island is described as being warm enough to have oak trees on it. That means that the temperature can't be that cold (perhaps slightly warmer than Scotland, year round?) because oaks do not grow well in the cold. Additionally, oaks require significant and fertile soil in order to set their roots down. This tells me that Bear Island should have more than adequate soil to grow its own food as it's deep and nutrient rich. It's at the same longitude as Last Hearth and the later is described as having difficulty feeding itself only in the harshest winters.

If anything, this tells us the Bear Island should be more populated than a comparable slice of Last Hearth. Bear Island is renowned for its sailors and the frequency with which they go to sea. People can farm during the summers and then when winter snows stop it, they can fish; the people of Last Heart starve or resort to cannibalism. The people of Bear Island fish often enough that they ended up leaving their wives vulnerable to Ironborn raids and thus engendering their ideals of warrior womanhood.

Additionally, only setting up colonies in the Frostfangs is really manpower intensive. Cutting ice from the Frozen Shore would be no more difficult than fishing in those waters and it doesn't require extensive equipment. Ice was preserved in the past by stuffing it in ship holds filled with sawdust. That's all that's really needed and we know that Bear Island has sailors, ships, and sawdust; and every ship should naturally carry axes and saws, so it could cut ice. Trading with the Wildlings wouldn't be manpower intensive either. All that you would need to do is reassign a few of their fishing fleet to trade instead. Longships and other, comparable vessels like sloops can carry cargo to trade or fish. Given how reluctant the Wildlings are going to be to trade, it's likely you'd only need a few ships anyway; a single ship can carry tons upon tons of cargo.

Lastly, when it comes to manpower, Bear Island has a significant advantage: their women are trained to fight too. This means that they have double the regular reserve of manpower and their colonies would be extremely hard to attack for that reason. They'd still need to source miners and prospectors from somewhere, but given its size, Bear Island should have some mining, even if it's not famous or renowned. Iron is heavy and hard to move so sourcing it locally drastically reduces the cost and iron is wonderful because it's extremely common. Realistically, of all of these options, only the colonies are difficult to set up.

If Jorah Mormont had been smart, it would've been fairly easy for him to set himself up for success, even if Bear Island is as poor as it's purported to be, despite common sense. After Balon Greyjoy's rebellion, Jorah was a war hero and he had Robert's ear. If he asked for royal funds to set up a fleet in Bear Island to counter the Ironborn, he would've gotten it. Robert was always a spendthrift and it makes sense for the North to have some type of navy on the west coast. It's necessary to counter the Ironborn and the Wildlings who raid the island and past the Night's Watch. Using the money to set up major harbours, timber extraction, iron mining, charcoal burning, etc.; and then using that to supply the fleet would have allowed him to build up extensive local industry, manpower, and military force. Setting aside the likely hundreds of thousands of Gold Dragons Jorah could've gotten from Robert (we see Robert drop at least 100,000 Gold Dragons on a frivolous tournament), it's likely that Jorah could've gotten additional funds from Ned Stark as well. That's still setting aside any money he could personally raise and the loans his Hightower father-in-law would likely give him at a good rate.

Money was not an issue if Jorah was intelligent (he had tons of money, he just spent it foolishly) and it doesn't make sense for manpower to be an issue either.

Well I don't really know what to tell you, except that GRRM has no sense of scale. AD INFINITUM.

@DragonParadox, if you wanna take a shot at reconciling that with something like, I dunno, the North just being famously bad at managing their resources, including people, feel free. I can believe it. Westerosi dumb dumbs. News at 11.
 
Well I don't really know what to tell you, except that GRRM has no sense of scale. AD INFINITUM.

@DragonParadox, if you wanna take a shot at reconciling that with something like, I dunno, the North just being famously bad at managing their resources, including people, feel free. I can believe it. Westerosi dumb dumbs. News at 11.

It's not as simple as that, it's the long winters, the further north you go the harder it is to plant even the most hardy crops though the winter. So sure Bear Island could balloon in population in summer...and then all those children would starve. They have to ration themselves to what they can sustain by fishing and hunting alone in winter... and then there are the ironborn. Sure random fishermen make poor targets, but they are right there easy pickings for any novice raider.
 
Could I get a source for this? I recall ASIOF to be very upper-middle ages throughout its existence. Braavos and the free cities seemed more like mid-renaissance Italy with it banks and stuff. I don't recall anything suggesting that the Reach had trade and artisan classes.
Absolutely not. Planetos has very clearly has a stone age, a bronze age and an iron age. We have also had maesters saying that the modern feudal order is relatively recent, and that when people say things like "and then King X did Y" odds are that if it's old, at the time everyone's titles and weaponry were very different (so they probably didn't call their warrior class "knights" or "armsmen", but today people retroactively apply such terms). And technology has advanced.

I don't have the pdfs on hand to find sources easily, but here are some links on the subject:
This post with quotes from the text
This master post containing a bunch of things on the subject
And this reminder that ASOIAF is actually advancing super fast, technologically. Especially compared to, say, Ghana and it's pre-colonial empires.
 
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Absolutely not. Planetos has very clearly has a stone age, a bronze age and an iron age. We have also had maesters saying that the modern feudal order is relatively recent, and that when people say things like "and then King X did Y" odds are that if it's old, at the time everyone's titles and weaponry were very different (so they probably didn't call their warrior class "knights" or "armsmen", but today people retroactively apply such terms).

I don't have the pdfs on hand to find sources easily, but here are some links on the subject:
This post with quotes from the text
This master post containing a bunch of things on the subject
And this reminder that ASOIAF is actually advancing super fast, technologically. Especially compared to, say, Ghana and it's pre-colonial empires.

You misunderstand. I don't mean the setting. I meant that the period in which cannon happens was firmly middle-ages with Essos being in the early-renaissance. Like the Reach having artisan and trade classes, those developments were more from the renaissance no? Also the Reach has trade and Artisan classes? I dont recall this being in the books. Unless they are from one of the informative history books?
 
It's not as simple as that, it's the long winters, the further north you go the harder it is to plant even the most hardy crops though the winter. So sure Bear Island could balloon in population in summer...and then all those children would starve. They have to ration themselves to what they can sustain by fishing and hunting alone in winter... and then there are the ironborn. Sure random fishermen make poor targets, but they are right there easy pickings for any novice raider.

So they can't plant through the winter. Most people south save and stockpile grain for long winters, not rely on even a poor harvest through snowing years.

Does Bear Island just need the volcanic soil via magic treatment to get enough fertile land to start having a respectable grain stockpile through winter years? In which case we can assume that combined with ongoing whaling (and maybe more extensive fishing protected by a handful of military ships) would be enough to allow them to start growing their population, and thus start exploiting their resources like Redium suggested?
 
So they can't plant through the winter. Most people south save and stockpile grain for long winters, not rely on even a poor harvest through snowing years.

Does Bear Island just need the volcanic soil via magic treatment to get enough fertile land to start having a respectable grain stockpile through winter years? In which case we can assume that combined with ongoing whaling (and maybe more extensive fishing protected by a handful of military ships) would be enough to allow them to start growing their population, and thus start exploiting their resources like Redium suggested?

Most everyone supplements their stored grain with some kind of winter planting particularly towards the end of the winters. Grain starts rotting in the silos eventually. Better soil would help, the possibility of fishing in peace would help even more.
 
Most everyone supplements their stored grain with some kind of winter planting particularly towards the end of the winters. Grain starts rotting in the silos eventually. Better soil would help, the possibility of fishing in peace would help even more.
That reminds me, we're enchanting every freaking silo with Purification and Vermin-Repellant.
 
Most everyone supplements their stored grain with some kind of winter planting particularly towards the end of the winters. Grain starts rotting in the silos eventually. Better soil would help, the possibility of fishing in peace would help even more.

Purification Granaries would eliminate that issue.
 
Well I don't really know what to tell you, except that GRRM has no sense of scale. AD INFINITUM.

@DragonParadox, if you wanna take a shot at reconciling that with something like, I dunno, the North just being famously bad at managing their resources, including people, feel free. I can believe it. Westerosi dumb dumbs. News at 11.

The only thing I can really think of is the North being strangled by its own conservatism. Bear Island was controlled by the Ironborn and initially raided for women and timber. It would make sense, then, for there to be restrictions put into place to restrict the amount of timber used in shipbuilding to ensure there is a sustainable supply. After all, it often takes 100 years for a forest to grow large enough to build proper ships. Over time, these once sensible restrictions become more and more onerous. Forests that would once be used for shipbuilding were allowed to grow too much and then becomes useless, thus reducing how much shipbuilding capacity is available. House Mormont becomes increasingly extremest in their interpretation of old conservation directives to the point where it starts to smother their industry. If the smallfolk objected to this, well they are smallfolk and can safely be ignored. We see in canon that the Northern Lords drive Rob Stark into a corner by proclaiming him King In The North, even though it made their political situation untenable and ensured their eventual defeat. If the nobles have been breathing their own mythos for long enough, it can culminate in disastrous decisions. Given how Westeros looks down on the Freys for being jumped up merchants 600 years ago, they are far more conservative than real life.

It was a major problem, historically, for feudal restrictions to choke industry and commerce to a degree that damaged their long-term viability. The feudal system was all about stability, even if it harmed growth. While enclosure was an awful process that should have been done better, it greatly increased the wealth and productivity of the land (even though it focused it into fewer and fewer hands). Guilds produced extremely fine craftworks in art, pottery, and metalwork, but the guildmasters were never flexible enough to adopt the assembly line or take on enough apprentices to fully meet demand since it would hurt their personal income. Peasants farmed in tiny communal plots that barely met their needs instead of being able to specialize and grow larger crops; many peasant farms fell behind during the agricultural revolution since they refused to use the new way of doing things. Merchants were often restrained by having to travel along specified routes and carry specified goods, making stops at specified times; there was no market flexibility.

Westeros is a caricature of Medieval history. Just take how hidebound the past was and turn it up to 11.

It's not as simple as that, it's the long winters, the further north you go the harder it is to plant even the most hardy crops though the winter. So sure Bear Island could balloon in population in summer...and then all those children would starve. They have to ration themselves to what they can sustain by fishing and hunting alone in winter... and then there are the ironborn. Sure random fishermen make poor targets, but they are right there easy pickings for any novice raider.

The thing is: the rest of the North doesn't have fishing to supplement their food income. We know that there are no navies on the western coast so Bear Island gets to dominate the fishing grounds of the Sunset Sea. If Bear Island suffers starvation at all, the rest of the North should suffer more. There's really no way of avoiding the fact that fishing is simply a good way to generate food throughout the winter and can easily be stored by salting, freezing, or smoking fish.

Presumably, what happens with Bear Island is that they grow as much food as they possibly can while only doing a limited amount of fishing during the summers. The men who would normally serve as sailors aboard their fishing boats can help with the planting and harvest of crops, but only actually going out to fish while the produce is actually growing and needs a minimum of attention. When the winter comes in full, they can fish full time and not have to worry about farming. This naturally regulates the population since by limiting fishing during the summers and focusing on agriculture, it prevents an unsustainable population boom that would cause a crash during the winter. We know that the North practices population control (and cannibalism) during harsh winters since the old and sick will 'Go for a hunt,' and simply not come back. If they're willing to go that far, they can surely practice some degree of forethought and birth control. The Old Gods have no commands about 'be fruitful and multiply' so contraception, abortion, and birth control should be relatively accessible. Historically, societies were much more accepting of birth control, especially when times were harsh. Even in Europe a hundred years ago, infanticide was relatively common, if something that wasn't spoken of.

The issue with raiders trying to pick off fishermen is that the fishermen know they are targets, are armed, and they are supremely unlikely to be taken by surprise; ship-to-ship combat is also difficult. Additionally, fishing ships can fish in fleets and still fill their holds with fish. Before industrialized fishing, there was simply enough fish that everyone could take however much they wanted. If the Ironborn raid in a fleet, that means that they have to split their take in smaller and smaller portions. Taking a second longboat with you means each raider only gets half as much loot and, aside from the ship and the fish, there's likely not to be much of value on a fishing boat. There's probably a sweet spot where the Ironborn get together a large enough fleet to hit a juicy target that they couldn't alone, but it's still big enough to satisfy all of the raiders. Trade ships, isolated septs, farms (for women instead of material), etc. are likely to be targets for lone or rookie Ironborn instead of fishermen. Even the text sort of acknowledges this by saying the Bear Island's women were at risk of Ironborn raids while their husbands were at sea and had to take up arms to defend themselves.

Does Bear Island just need the volcanic soil via magic treatment to get enough fertile land to start having a respectable grain stockpile through winter years? In which case we can assume that combined with ongoing whaling (and maybe more extensive fishing protected by a handful of military ships) would be enough to allow them to start growing their population, and thus start exploiting their resources like Redium suggested?

I thought of a couple other industries that Bear Island could get into with little manpower: pearl cultivation and charcoal burning. With more of an investment, they could also get into sea salt extraction.
 
I would really prefer she not use any additional magic lended to her by Viserys. She's already really well geared and benefiting from being the familiar of a 17th level True Dragon. That's more than enough cheese, IMO.

Fighting Amrelath she both can and should do so, in my opinion. It's a matter of draconic pride.
 
Piercing Veils

Twenty-Ninth Day of the Eighth Month 293 AC

"Y-yes." She still felt a little jumpy at the presence. A familiar for those mages who chose to use them were as close as their shadow, knowing their mind and possessing a full measure of their skills. Of course she could not imagine the King being quite so covetous. His generosity was practically a legend in and of itself in Sorcerer's Deep.
I can't believe you managed to write that with a straight face XD
 
Part MMDCCXXXIV: Odd Kindred
Odd Kindred

Twenty-Ninth Day of the Eighth Month 293 AC

Silore had been easy enough to establish as your vassal, her concerns laid to rest before she could have even spoken them aloud, but this will require a defter touch. You glance between the sleeping Faerie Dragon, Dany, and lastly the children. Though you intend to speak no great secrets, even the hints of your plans you are prepared to give as morsels to the fey would be dangerous for ordinary children to know.

For a moment your sister looks torn, then struck by inspiration she draws Feeder and sets him aloft. One odd dragon-like being is as good as another for a distraction. The children stampede cheerfully off in the wake of the talkative Dagger-Wyrm.

"Who was that?" Dirriz asks, one eye of molten gold opening curiously. "I have never seen one of our kin who appears so."

"Feeder, once my familiar, now my friend and companion as well as weapon of last resort," Dany replies. "He was given to me by one whom I will not name so as not to darken the light of day. He stayed in my company once I broke the chains that bound me to Her."

The little fey shivers in understanding. "Thou were bold and he also."

"Boldness is in the nature of dragons," you interject. "Perhaps that is why there are so few of us in this world or any other. By chance our meeting may have been, each moved by our own purpose, but it would be a sad thing to have us part as easily."

"You propose an alliance, B... er, Greatest Red?" she asks, stuttering a bit over what title to give you.

"You may use my name if you wish, it is no treasure to be hidden away nor a perilous weapon to be used against me," you point out.

"I know, er... King Viserys, but courtesies long used are a difficult thing to cast aside," she replies, growing surprisingly thoughtful all at once. "Moreover, it seems strange to me that you would wish to share a title with every mortal who could over the ages afford a ring of beaten gold around their brow, and sometimes not even that. Why there must be a hundred kings and more in this wide world? The nearest one is a fool and drunkard from what I have heard in alehouses. Is that not so?"

Somewhat taken aback by such a comprehensive analyses from one who you had thought more flighty than wise, you nonetheless reply smoothly: "It is because 'king' is a word mortals recognize. Were I to choose another they might argue with me and with each other, argue with swords and axes even."

"For beings who live for such a brief time under the sun mortals seem oddly eager to embrace their fate even earlier than that," Dirriz shakes her head in bafflement. "So then, if we were allies?"

"Vassal and liege lord," you correct, hoping the little dragon would not take it amiss, but you truly do not have the time to handle such a charade of an 'alliance'.

"Eh... worth a try," she hisses, tongue flicking between her teeth in amusement. "If I were to swear myself to you, where would you send me and what treasures would I gain for my hoard?"

"You could have your pick of tasks, from helping deal with the Court of Stars, to exploring the Green Hell of Sothoryos, or even accompanying the Grand Expedition Fleet on its trip to Yi Ti," you reply. "As for your treasure, a payment in gold is reasonable, though if you prefer gems or art that could be arranged. Rare treasures you may find in your missions will have to be discussed on a case by case basis, and of course you will have access to the finest enchanters in a thousand leagues and more... working at cost."

She seems fascinated by the offer but not yet ready commit. "You said you wish to deal with the Court of Stars. I am no diplomat."

"Not to worry, there is plenty of room for more irregular talents," Dany offers with a smile. "You might even see more work than the diplomats, at least to begin with."

The thought of pranking fey far mightier than herself and being paid for it is obviously too much for Dirriz to resist. "A bargain then, for gold and jewels glinting bright, and for sorcery that is brighter still you will have my services."

"Speaking of magic, how came you by powers of healing and hexcraft?" you ask, knowing that honest curiosity will not be taken amiss by one so steeped in it herself.

"I know not for certain," she replies at length. "It was as though my hoard, a piddling thing it was then I am almost ashamed to remember, spoke to me, pled with me, and in that voiceless call I heard the promise of power far greater than I would ever have picking at the crumbs from the Elders' feasts. I dreamed of mortals and how many of them are blind, clumsy, and rather thick of wit, but with much gold and treasure either to be taken from them if they are foolish or paid in exchange for my aid if they would deal fairly."

"Any particular mortals?" you ask, hoping for a place to start. At least should you find the hands and the time to look into this odd happening.

"The ones closest to the passage that lead me into the land the mortals call the Reach. I passed though there by a way through the mist of the Borderlands I did not know before but the dream showed it."

"Did you have any other such fated dreams?" Dany presses.

"No... nor do I think I ever shall. It felt like the end of one chapter and the beginning of the next, and one cannot read a book backwards." The Faerie Dragon pauses, deep in thought. "Well I suppose you could, but all you would get is riddles and gobbledygook."

The last word startles a laugh out of you at the abrupt juxtaposition of thoughtfulness and whimsy. Dirriz seems quite proud of that fact as she departs for the keep 'to find herself a good roost'.

What do you do next?

[] Speak with the Thenn envoys, the time has come for the Magnar to hear what they have learned
-[] Write in

[] Approach Lynesse Mormont to get the measure of both her and her brother Baelor
-[] Write in

[] Speak to the Mormont party about delivering Jorah (Will occur after their meeting with Amrelath in the Circle)
-[] Write in

[] Watch/present another interview
-[] Write in

[] Write in


OOC: For the sake of not dragging things out I did not have another vote haggling over terms, assume the cost will be something reasonable for the skills Dirriz brings to the table.
 
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