Don't count on it. Seven hells are canon for the Faith. Danelle isn't a heretic.
She is 1,000,000,000% a heretic.

She has knowledge religion after all

Also a literal god(dess) whispering in her ear.

[X] Snowfire

I mean... The maiden might have screwed up "the facts of Life" but... actually no.

I'm used to good fucking things up enough that looking out the window and seeing the nine layers of baator will just be blocked out by divine censorship or something.

Complete disassociation from reality seems about right?
 
While I agree that the Faith resembles Catholicism on a superficial level, there are major differences on both theological and practical levels. Lack of a Savior figure, effectively polytheistic, Oldtown's a lot different than Rome, etc.

[X] Snowfire
 
One of these days there's going to be this massive ethical argument that I'll end up writing a vote to solve, and just before DP closes the vote I'll change it to something that sets the entire planet on fire :V
 
Here you go, @egoo. Upgrades are in green.

@DragonParadox, I forgot to list the +5 Constitution on Viserys' belt and it's still showing +3 down in his item list (Waymar's is still showing +2 instead of +4, too; same for Maelor, and Malarys' should be +5 instead of +3). Also forgot to update Richard's shield to +2 in his item list. Vee's Ring of Vigor needs the +5 Resistance bonus to Saving Throws notation added. Rina's Headband is missing the +2 Charisma upgrade. Sorry for all the mistakes. I can fix them when I get home after work if you don't want to bother with them. :oops:

Viserys:
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  3. Convert any Spell of 5th level and above to Teleport
  4. Carrying capacity is doubled.
Crown of Aegon the Conquerer: +5 Resistance bonus to Saving Throws
  1. Spell Turning [6 spell levels/day] as a Free Action
  2. Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy) 1/Day
  3. Constant Effects: Endure Elements, Immunity to Poison, Light Fortification, Mind Blank, Freedom of Movement, Glamered
Diplomat's Ring of Untarnished Glory: +6 Charisma, +4 Intelligence, +4 Wisdom (each were +2)
  • +10 Competence bonus to Diplomacy and Sense Motive skill checks
Gloves of the Starry Sky: +3 Dexterity, +2 Strength (was just +1 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Lesser Star of Unchained Wisdom
  1. +2 Insight bonus to AC
  2. May add one level 1 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 1 spells to one's spell list if the bearer is a prepared caster (Current Spell: Amplify)
  3. Convert any spell of 4th level and above to Freedom of Movement.
Radiant Earring of Arcane Acuity (Slotless):
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. Convert any spell of 3rd level and above to Flashburst.
Warding Robes of the Deep: +4 Enhancement bonus to AC.
  1. Wearer benefits from DR 10/Silver
  2. 3/day sacrifice a spell slot to use summon monster spell of same level
Monk's Belt of Healing Vigor: +5 Constitution (was +3)
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
New Pages of Spell Knowledge: Clarion Call, Spontaneous Search, False Life, Full Pouch, Ironskin, Tongues
Dany:
Enduring Amulet of Unchained Protection from Evil: +4 Constitution
Greater Radiant Earring of Arcane Acuity (Slotless):
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Headband of the Whisper Within: +6 Wisdom, +2 Intelligence, +5 Resistance bonus to Saving Throws
  1. +2 Competence bonus to Concentration checks
  2. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  3. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Celestial Glamered Reinforced Segmented Adamantine Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +7, Armor Check Penalty: -3, Arcane Spell Failure: 20%, Speed: 30ft, Weight: 27.5 pounds
  • Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Ring of Enduring Arcana:
  1. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Richard:
Animated Extreme Shield (+1) (was +1)

Greater Enduring Amulet of Protection from Evil: +6 Constitution, +5 Resistance bonus to Saving Throws
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Lya:
Circlet of Clarity: +6 Intelligence, +4 Wisdom, +2 Charisma, +10 Competence bonus to Knowledge(Arcana)
  1. +2 Competence bonus to Concentration checks
  2. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
  3. 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Boneward Belt: +6 Constitution, +10 Competence bonus to Concentration
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Robes of Stormy Conjuration: +4 Enhancement bonus to AC
  1. 3/Day sacrifice a spell slot to use Summon Monster spell of same level
  2. 3/Day as a Swift Action you can cause 4d6 Electricity damage to any creature you have already inflicted Electrical damage upon in the same round. Additionally, you are immune to the Yellow effect of any Prismatic spell.
Waymar:
Greater Radiant Earring of Arcane Acuity (Slotless): +2 Wisdom, +2 Intelligence
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Convert any spell of 3rd level and above to Fireball.
Belt of Battle: +4 Constitution (was +2)
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  2. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Raiment of Bronze:
  1. +4 Reinforced Segmented Bronze Fullplate (+13 AC bonus)
  2. +2 Animated Heavy Shield (+5 AC bonus) with an attached Lesser Crystal of Arrow Deflection (+5 AC vs Ranged Attacks) able to 1/Day cast Shield of Warding at 5th caster level.
Purity: +2 Shocking Burst Evil Outsider Bane Greatsword (2d6+2+1d6[Electricity], 19-20/x2) or (4d6+4+1d6[Electricity], 19-20/x2) vs Evil Outsiders.
  1. On striking a Summoned Fiend for the first time in combat Purity attempts a Dispel check (CL equal to its user's HD) to Banish the creature.
  2. -4 to attack against Outsiders with the Good sub-type.
  3. Dragonskin Grip (+2 to checks against disarm attempts)
Gloves of the Starry Sky: +6 Dexterity (was +5)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Garin:
Crimson Fang: +2 Keen, Spell Stealing Blood-Crystal Dagger (Crit multiplier increased to x4).

Venom's Kiss: +2 Greater Vampiric Ironwood Dagger

Belt of Unchained Battle: +4 Constitution, +5 Resistance bonus to Saving Throws
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  2. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  4. Convert any spell of 4th level and above to Freedom of Movement.
Celestial Glamered Reinforced Mithral Shirt (+4): Armor Class: +8, Max Dexterity Bonus: +12, Armor Check Penalty: 0, Arcane Spell Failure: 0%, Speed: 30ft, Weight: 6.875 pounds
  • Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Whisper's Garments:
  1. +10 to hide and Move Silently (was +5 each)
  2. +1 Caster level when casting spells with the Darkness or Shadow Descriptors
  3. -2 to caster level when using spells with the Light Descriptor.
  4. Gain Trackless Stride as a Druid or Ranger, but only in dark or overcast conditions.
Gloves of the Starry Sky: +6 Dexterity, +1 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Radiant Earring of Arcane Acuity (Slotless): +2 Wisdom
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Convert any spell of 3rd level and above to Fireball.
Vee:
Ring of Healing Vigor Powers (Slotless): +4 Constitution, +5 Resistance bonus to Saving Throws
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Ring of the Beast:
  1. Whenever you use a Summon Nature's Ally spell, you may expend a spell slot of one level lower than the spell being cast.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Tyene:
Ring of Spell-Battle:
  • The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Celestial Glamered Reinforced Segmented Adamantine Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +7, Armor Check Penalty: -3, Arcane Spell Failure: 20%, Speed: 30ft, Weight: 27.5 pounds
  • Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Gloves of the Starry Sky: +3 Dexterity (was +1)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enduring Amulet of Protection from Evil: +4 Constitution (was +2), +5 Resistance bonus to Saving Throws
  1. Constant Protection from Evil effect.
  2. 3/Day when you heal someone of damage, you can benefit from the same amount of healing.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  5. Hold breath for up to 12 hours before having to make a Constitution check.
  6. Convert any spell of 4th level and above to Freedom of Movement.
Headband of the Whisper Within (+6 WIS, +2 CHA) (was +5 Wisdom)
Maelor:
Gloves of the Starry Sky: +2 Dexterity
  • Glow as if affected with a Light spell at will.
  • Convert any spell of 1st level and above to Magic Missile.
Greater Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Convert any spell of 3rd level and above to Flashburst.
Boneward Belt: +4 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Greater Fell Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  1. Constant Protection from Evil effect.
  2. Your Eldritch Blasts and any spell you cast with the Chaotic descriptor inflict +1d6 damage.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ring of Untarnished Glory (+6 CHA) (was +4)
Xor:
Ring of Protection from Evil:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Boneward Belt: +4 Constitution
  1. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  3. Convert any spell of 4th level and above to Freedom of Movement.
Ring of Untarnished Glory: +6 Charisma, +2 Wisdom, +1 Intelligence
  1. Convert any Spell of 5th level and above to Teleport.
  2. Carrying capacity is doubled.
Pendant of Still Dreams: +5 Resistance to Saving Throws
  1. Eliminates Far Realm Warping Aura, but annuls Immunity to Sleep as a side-effect
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. 3 Charges/Day: 1 Charge (Darkvision 60 ft. for 1 hour), 2 Charges (See Invisibility for 10 minutes), 3 Charges (True Seeing for 1 minute)
  5. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
  6. Convert any spell of 3rd level and above to Fireball.
Malarys:
Ring of Spell-Battle:
  • The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Gloves of the Starry Sky: +2 Dexterity, +1 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Boneward Belt: +5 Constitution (was +3)
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Greater Amulet of Tears: +5 Resistance bonus to Saving Throws
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. 3/day when you heal someone of damage, you can benefit from the same amount of healing.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. Convert any spell of 4th level and above to Freedom of Movement.
Rina:
Anklets of Translocation:
  1. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  2. Convert any Spell of 5th level and above to Teleport
  3. Carrying capacity is doubled.
Amulet of Unchained Protection from Evil: +5 Resistance bonus to Saving Throws
Boneward Belt Powers: +3 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Headband of the Whisper Within: +5 Wisdom, +2 Charisma, +5 Resistance bonus to Saving Throws
  1. +2 Competence bonus to Concentration checks
  2. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Radiant Earring of Arcane Acuity [Slotless]:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  • Convert any spell of 3rd level and above to Flashburst.
Gloves of the Starry Sky: +1 Dexterity
  • Glow as if affected with a Light spell at will.
  • Convert any spell of 1st level and above to Magic Missile.
Thanks for this, @Goldfish.
This truly brings into perspective just how much lack of WBL-restrictions improved our immediate party. :V

Everyone gets a Dispell now. Oh boi.
Having said that, what do you have in mind for the next month, if anything I wonder?
Also, repeating myself a bit, is there a way to set up Spellbane at the Snare, improving the security so that even that fuckface of Artificer-Uniila can't ruin it?
 
I hesitate to ask this because it's a lot of work, but does anyone feel they can take up the financial sheets, I do not think I can handle it without messing something up.
I'm equally hesitant to bring up the idea, but maybe we'll just wait until Azel's self-imposed exile comes to an end, and hope* he comes back?
:confused:

I'm not sure if anyone here is up to the task of wrangling our economy and governing actions into proper shape. You included, DP, no offense.

*and in my case - ask : V
 
[X] Snowfire

Is nobody going to mention that Danelle and Brandon appearantly made a warding so powerful it echos through the dreamworld and keeps the Far Side influence at bay even there?
 
Thanks for this, @Goldfish.
This truly brings into perspective just how much lack of WBL-restrictions improved our immediate party. :V

Everyone gets a Dispell now. Oh boi.
Having said that, what do you have in mind for the next month, if anything I wonder?
Also, repeating myself a bit, is there a way to set up Spellbane at the Snare, improving the security so that even that fuckface of Artificer-Uniila can't ruin it?
More upgrades of basic stuff, weapons and armor, stats, etc.

Spellbane is a small effect and 9th level. It's much too expensive, and would take too long, to place anywhere as an enchantment, even if we could do it.

We might be able to get a scroll to render permanent, but that is up to DP.
 
I hesitate to ask this because it's a lot of work, but does anyone feel they can take up the financial sheets, I do not think I can handle it without messing something up.
I can poke at them later. Not really my cup of tea, or area of expertise, but I can probably get an idea of whether I'm even capable of doing it properly.
 
[X] Snowfire

Is nobody going to mention that Danelle and Brandon appearantly made a warding so powerful it echos through the dreamworld and keeps the Far Side influence at bay even there?
I definitely want to experiment with Rina making wardings like that for us.

Her and Lya teaming up with runecrafting and Valyrian warding behind them would be amazing.

@DragonParadox, does Rina have any Other lord on warding that we can exploit? She did come with Craft Magic Item, after all.
 
Granted, I know plenty of atheists who just don't give a damn and go to church with their families and go through all the motions. They wholeheartedly believe what they're hearing is false, so I guess the community aspect of it is important to them? That or they simply can't be bothered to fight their families over it.

Definitely this. I'm not religious at all, but I've been tempted to go to church meetings and stuff purely for the social and community aspects after moving to a bigger city. Bowling Leagues and Meetup don't really fill the same niche as well.
 
@Snowfire I like your write-in, but one major part where it does seem to miss the mark a bit is that when people feel their faith was misplaced they tend to feel betrayed, lost, and without direction. That makes them very vulnerable to temptation. I am not sure your write-in really does address that.

It is kind of ironic because Viserys is insanely good at inspiring people and providing them with purpose, but one thing that we haven't really committed to yet is helping the Seven's Faith get any kind of actual inspiring role models. For obvious reasons, but still...

For providing direction and reconciling faith with fact, there really is now substitute for spiritual leadership of some kind. That's probably a big part of why the Seven are screwed up. Of course, splitting them while still having good examples of leaders is asking a lot.
 
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Um, guys? We need votes.

Or, y'know, if you have problems with what I've outlined, letting me know would be good too.

I don't like voting for plans I don't have the time to read. And the issue is iffy enough that it deserves thought and care.

Personally so long as we're not committing to changing anything it's probably a fine plan, but I also dislike voting for something that's explicitly just trying to make someone feel better in committing to something ultimately that they cannot change because it's completely up the Viserys on whether or not he feels like rearranging his priorities vis a vis policy making. Something we shouldn't do for Dany in the first place, since she's not committed to ruling, she's committed to people.

The two are closely related but not to be conflated.
 
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