Name: Caraxes
Alias: The Bloodwyrm
Age: Young Adult
Alignment: True Neutral
Race: Dragon (Red)
Feats: Endurance, Diehard, Steadfast Determination, Power Attack, Multiattack, Improved Bullrush, Awesome Blow
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)
Archetype: Passion's Flame (Rage 2/day)

HP: 19d12+95 (218)
AC: 24 (–2 size, -2 Dex, +16 natural), touch 6, flat-footed 24
Movement: 40 ft., Fly 150 ft. (poor)
Attack: Bite +29 (2d8+12)
Full Attack: Bite +29 (2d8+12), Tail Slap +27 (2d6+18), 2 Wings +27 (1d8+6)
Special Attacks: Breath: 50-ft. cone of 10d10 fire, DC 24, useable every 1d4 rounds, Crush (2d8 +18, DC 24), Frightful Presence (DC 21)
Immunities: Fire, Paralysis, Sleep
SR: 19
DR: 5/Magic

SAVES:
FORTITUDE: +16
REFLEX: +9
WILL: +16

STATS:
35 (+12) Strength
6 (-2) Dexterity
21 (+5) Constitution
1 (-4) Intelligence
11 (+2) Wisdom
14 (+2) Charisma

SKILLS: (6-4)*22=44 Skillpoints

Extraordinary Abilities:
Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).


Equipped Magic Items:

@DragonParadox
First draft.
The choice of Feats and Archetype is supposed to represent a dragon who rips out his opponents throat after being gutted already.
Not very safe to ride for low-level chars though. Better bring some Featherfall.

Edit: Not sure what skills to give to an animal?
Why are you even taking Awesome blow? It's terrible, and makes you take Improved Bullrush (which sucks).
Honestly if you want the "reckless attacker" vibe I would just take Shock Trooper.

Skillwise, I want to say Spot/Listen but you have Blindsense, and I want to say Survival but you can hunt for food simply by flying around and killing any animal that runs in fear from your Frightful Presence.
 
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Vote closed. City of brass interlude next, than Heaven's shore.
Adhoc vote count started by Goldfish on Jun 1, 2019 at 6:43 AM, finished with 675 posts and 10 votes.

  • [X] Ask what Tyangyl knows of the Sundering itself, if he has any clues as to how the Void shattered the planes.
    -[X] Ask Tyangyl of the divine realms of all the main deities in the Imperium and their approximate locations in the Astral Sea (R'hllor, Weeping Lady, Moonsinger Goddess, Yss, Merling King, the Seven, etc.)
    -[X] Ask Tyangyl of the locations of the various horrors he's encountered in his duties (that we might either avoid them or put an end to them when we have time).
    -[X] If possible, ask Tyangyl to send lost celestials who for whatever reason can't stay in the outer planes our way to attempt to band together. We're trying to create a safe haven for them in Prime Material, starting with Mantarys.
    -[X] As thanks for his help, offer him a Stalwart Pact and Renewal Pact to aid in his duty.
    -[X] Call on one of Yrael's Archons to introduce you to the inhabitants of the City by Heaven's Shore, then leave with your friends to attempt to establish ties. The intent is to make a few contacts and possibly some trade deals, not to make any waves or draw too much attention.
    -[X] When you get there, before you reach the city, show Bloodraven and the Old Gods through the raven swarm what has become of Heaven.
    [X] After this, fetch a barrel of Dawn Mead and go play fetch with Balerion for the rest of the day.
 
Name: Caraxes
Alias: The Bloodwyrm
Age: Young Adult
Alignment: True Neutral
Race: Dragon (Red) (Subtypes: Fire)
Feats: Endurance, Diehard, Steadfast Determination, Power Attack, Multiattack, Raging Vitality, Snatch
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)
Archetype: Passion's Flame (Rage 2/day)

HP: 19d12+95 (218)
AC: 24 (–2 size, -2 Dex, +16 natural), touch 6, flat-footed 24
Movement: 40 ft., Fly 150 ft. (poor)
Attack: Bite +29 (2d8+12)
Full Attack: Bite +29 (2d8+12), Tail Slap +27 (2d6+18), 2 Wings +27 (1d8+6)
Special Attacks: Breath: 50-ft. cone of 10d10 fire, DC 24, useable every 1d4 rounds, Crush (2d8 +18, DC 24), Frightful Presence (DC 21)
Immunities: Fire, Paralysis, Sleep
Vulnerability: Cold
SR: 19
DR: 5/Magic

SAVES:
FORTITUDE: +16
REFLEX: +9
WILL: +16

STATS:
35 (+12) Strength
6 (-2) Dexterity
21 (+5) Constitution
1 (-4) Intelligence
11 (+2) Wisdom
14 (+2) Charisma

SKILLS: (6-4)*22=44 Skillpoints
Intimidate: 22 +2(Cha) = 24
Spot: 22



Extraordinary Abilities:
Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).


Equipped Magic Items:

How about this in feats?
Lots of bonus HP while raging, 74 I think.
 
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Name: Caraxes
Alias: The Bloodwyrm
Age: Young Adult
Alignment: True Neutral
Race: Dragon (Red)
Feats: Endurance, Diehard, Steadfast Determination, Power Attack, Multiattack, Raging Vitality, Snatch
Senses: Low-Light Vision, Darkvision (120 ft), Blindsense (60 ft), Keen Senses (4x as far in low light, twice as far in normal light)
Archetype: Passion's Flame (Rage 2/day)

HP: 19d12+95 (218)
AC: 24 (–2 size, -2 Dex, +16 natural), touch 6, flat-footed 24
Movement: 40 ft., Fly 150 ft. (poor)
Attack: Bite +29 (2d8+12)
Full Attack: Bite +29 (2d8+12), Tail Slap +27 (2d6+18), 2 Wings +27 (1d8+6)
Special Attacks: Breath: 50-ft. cone of 10d10 fire, DC 24, useable every 1d4 rounds, Crush (2d8 +18, DC 24), Frightful Presence (DC 21)
Immunities: Fire, Paralysis, Sleep
SR: 19
DR: 5/Magic

SAVES:
FORTITUDE: +16
REFLEX: +9
WILL: +16

STATS:
35 (+12) Strength
6 (-2) Dexterity
21 (+5) Constitution
1 (-4) Intelligence
11 (+2) Wisdom
14 (+2) Charisma

SKILLS: (6-4)*22=44 Skillpoints
Listen: 11
Spot: 11
Survival: 22


Extraordinary Abilities:
Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).


Equipped Magic Items:

How about this in feats?
Lots of bonus HP while raging, 74 I think.
No Flyby Attack or Flyby Breath? For shame!

Skillpoints are not great. Why so many ranks in Survival? I wouldn't go over 8, enough to autopass basic tests. He won't be tracking anyone, after all. And he won't have needed to forage much in the past.
I would be putting ranks into Spot and Intimidate. If I could max 2 skills I would max those two, and forget Survival.
 
No Flyby Attack or Flyby Breath? For shame!

Skillpoints are not great. Why so many ranks in Survival? I wouldn't go over 8, enough to autopass basic tests. He won't be tracking anyone, after all. And he won't have needed to forage much in the past.
I would be putting ranks into Spot and Intimidate. If I could max 2 skills I would max those two, and forget Survival.
No flyby is intentional.
He gets stuck in for the rip and tear.
If you want someone more efficient for a moving battle or army-murder, use Amrelath or build another dragon that way.

Is Intimidate useful here, for an animal?
 
Is Intimidate useful here, for an animal?
Yes. It's a skill even animals can use, and it's a skill that can make other Animals (like other Dragons) back down.
It's also damn cool, and pretty appropriate for someone with the Bloodwyrm's reputation.

Another option to improve mobility would be to take Tumble and then take the Tumble skill tricks that allow you to turn as you charge. They should work midair too!
 
Whoever ends up building Balerion, he needs Strafing Breath. That was one of the things he was canonically known for thanks to the Field of Fire.
 
Interlude CDLXXXV: Liar's Fortune
Liar's Fortune

Twentieth Day of the Ninth Month 293 AC

The heavy iron bell affixed to the shop door gave its usual rasping ring, but the being who entered Enchanted Outfitters that day was anything but usual for a new shop at the edge of the Bazaar of A Thousand Sins. A Lord of the Efreeti resplendent in a cloak of crimson silk that trailed a delicate lacework of flame, bearing an ornate helm of gold and demon's bone in place of a mere turban, gleaming mithril encasing his full form. More fearsome still a halberd wrought from the bone of some unhallowed beast was slung carelessly upon his shoulder. No petty officer of the dervishes was this, nor minor Efreeti functionary come furtively to patronize a foreign shop, but a Champion of the Brazen Throne, a flame-weaver whose name was more fearsome rumor than fact in the Middle City.

"I would speak to the master of this place, now," the genie barked at the sellsword who was slouched in a chair behind the counter, entirely ignoring the 'slave' beside him whose job it was to handle petty transactions, perhaps all the better given how pale with fear the latter was.

"Right away, friend," the warrior replied in a deceptively lazy tone, hand edging closer to the hilt of his silvered sword. Bronn was not one for taking chances, and from the look of things the fire-shrouded warrior noticed, though his lips only flickered in a short-lived sneer in response.

In the sudden silence the silken curtain that led towards the back of the shop swished, the lead-lined door hidden behind even that opened and closed without a sound.

Not long after a boy stepped forth, garbed in dark cloth, more sturdy than opulent, though the fringe of lace and silver thread around his collar marked him clearly as a freemen of some means: "What can I do for you, noble sir?" Maelor allowed some of his nervousness to leak into his tone alongside awe that was wholly counterfeited. The Efreeti were little better than the Listener's thugs when all was said and done, only richer, and he knew quite a lot about divesting people from ill-gotten riches.

The warrior scowled, perhaps trying to read an aura that was not there, or mayhap even thoughts hidden behind adamant wards. "Very well, then. I would ask why you work so assiduously to guard yourselves from the eyes of others. A merchant you call yourself but walk veiled like a spy."

No one moved, not a breath was taken out of turn, but Maelor knew his next words would decide the fate of the entire venture, and he would have to speak them blind, not knowing if the officer before him had come upon his suspicions on his own or had been sent by some higher power within the city.

"Gracious one, trade is my business, sorcery my craft, but neither are who I am," the boy replied carefully. "My uncle and I came here as exiles, drawn by the promise of a new life, bearing with us little of what was once a great fortune though with foes at our back. While I have no doubt the Sultan's blades would reap the lives of any foolish enough to carry this feud into this Eternal City, it would be cold comfort to us, lying dead among the ruin of our hopes for the future."

Hearing his cue, Bronn feigned bristling: "Then why did you hire us and not save your coin to buy some poison for when your foes are at the door?"

"Peace, master Bronn," Maelor raised a hand as though to ward off the warrior's anger. "None doubt your skills, but that does not mean we wish to see them tested. If it is bloodletting we wish to see then we shall go to the Circus of Pain and watch the Condemned."

The mention of the Circus, seen as a cheep distraction for the masses, drew a full-fledged sneer which also went a long way to dimming the suspicion in his eyes. Unless he was a much better mummer than Maelor gave him credit he had indeed come here alone, following some vague hint of impropriety. "You should be careful, little mouse, that the same veils you seek to hide in do not draw the attention of those far mightier than any foes you and your kin could ever hope to make," he said at last, burning eyes glancing around the displays and obviously finding nothing of note.

"If I may be so bold as to say, gracious one, there you are mistaken," the young sorcerer dared to make a further move, to try and turn misfortune on its head. "We do not seek foes of any sort, but allies in this new land that all might profit from it. We who are not warriors treasure their friendship above pearls."

The efreeti considered the matter a moment then shook his head, pride willing out over greed. "I have no need of your trinkets, peddler," he proclaimed, before leaving the shop by the same way he had come, leaving the shop no better, though thankfully also no worse than when he had come.

Maelor's smile as the door closed had nothing of the nervousness and servility it had showed before. He very much suspected that if he and the haughty genie were to meet again the latter would enjoy it far less.

OOC: That was a nat 1 on a d100 for encounter in the shop, but Maelor puled though on the bluff. He did not quite have enough diplomacy to turn things around, but you to at least have the face of one of the Sultan's elite guards to scry by if you ever want to.
 
The heavy iron bell affixed to the shop door gave its usual rasping ring, but the being who entered Enchanted Outfitters that day was anything but usual for a new shop at the edge of the Bazaar of A Thousand Sins. A Lord of the Efreeti resplendent in a cloak of crimson silk that trailed a delicate lacework of flame, bearing an ornate helm of gold and demon's bone in place of a mere turban, gleaming mithril encasing his full form. More fearsome still a halberd wrought from the bone of some unhallowed beast was slung carelessly upon his shoulder. No petty officer of the dervishes was this, nor minor Efreeti functionary come furtively to patronize a foreign shop, but a Champion of the Brazen Throne, a flame-weaver whose name was more fearsome rumor than fact in the Middle City.
@DragonParadox, what enchantments did Maelor see on him? Was anything there good enough that Maelor felt instinctive greed?
 
That was a nat 1 on a d100 for encounter in the shop
Dice hates us, news on Seven.
Maelor really got through this by skin of his teeth, didn't he?

We'll have to be even more careful with the operations in this place now that we've been noticed, even in such a way...
 
Dice hates us, news on Seven.
Maelor really got through this by skin of his teeth, didn't he?

We'll have to be even more careful with the operations in this place now that we've been noticed, even in such a way...
It's a good thing. We've been noticed, and Maelor still made them think he wasn't noteworthy. Now there's even less chance of actual detection. :D
Nothing unique though some decently strong enchantments in terms of stat boosts and such.
I'm looking forward to it.

By the way @DragonParadox, have Maelor, Bronn, and Malarys had a chance to visit the Bazaar of Beggars and look around for things to kill?

Also, in the City of Brass, have there been any unique items we might be interested in purchasing while we're there? Anything that is only available there? Any unique people it might be worth our time to manumit? Any unique animals Vee could tame we're not going to find elsewhere?
 
Winning Vote

[X] Ask what Tyangyl knows of the Sundering itself, if he has any clues as to how the Void shattered the planes.
-[X] Ask Tyangyl of the divine realms of all the main deities in the Imperium and their approximate locations in the Astral Sea (R'hllor, Weeping Lady, Moonsinger Goddess, Yss, Merling King, the Seven, etc.)
-[X] Ask Tyangyl of the locations of the various horrors he's encountered in his duties (that we might either avoid them or put an end to them when we have time).
-[X] If possible, ask Tyangyl to send lost celestials who for whatever reason can't stay in the outer planes our way to attempt to band together. We're trying to create a safe haven for them in Prime Material, starting with Mantarys.
-[X] As thanks for his help, offer him a Stalwart Pact and Renewal Pact to aid in his duty.
-[X] Call on one of Yrael's Archons to introduce you to the inhabitants of the City by Heaven's Shore, then leave with your friends to attempt to establish ties. The intent is to make a few contacts and possibly some trade deals, not to make any waves or draw too much attention.
-[X] When you get there, before you reach the city, show Bloodraven and the Old Gods through the raven swarm what has become of Heaven.
 
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Part MMDCCCLXIX: Perilous Gaze
Perilous Gaze
Twentieth Day of the Ninth Month 293 AC

For a while longer you speak with the Deva Tyangyl, but in the end he is merely a traveler who picked up some stories in recent times, not a scholar chronicling the world's deeper truths. Of what caused the sundering of Elysium he know nothing and neither does he know anyone who might. The only advice he can give is to look in the plane question for anything left from the first breaks to form, but also cautions that these remnants might have drifted into Limbo or even the Abyss.

Lya for one seems more than curious about such a journey, her joy for knowledge overshadowing the perils implied by far. Then it is your sister's turn, asking about the Astral Plane and the divine realms, but nothing of great note is revealed there and after being bestowed two blessings in thanks for his aid, the Deva leaves again, returning to his grim duties, bearing what lasting blessings you could give as recompense for the time spent here.

Lost 150 Marks

R'hllor:
- found between the Plane of Fire and the Plane of Positive Energy
- can be reached by gates found in the Plane of Fire
- has a strong draw on his followers, so few of his get lost in the transition

Merling King:
- his realm is a major reef in the Plane of Water
- his daughters, the Nereids, occasionally guide travelers there and help collecting souls getting lost in the water

Yss:
- the Deva never had to guide a soul there yet, so he can only guess
- his realm is likely still attached to the Dreamscape, as it is often the case with younger or weaker gods

Weeping Lady:
- divine realm in the Astral Plane

Seven:
- divine realm in the Astral Plane, sitting between Axis and the remnants of Heaven and Nirvana
When you return to the room in the Dragon's Roost you were to meet again in, the number of people returning is lesser than you had hoped. Malarys had to send Leto to excuse his absence, him being needed urgently to attend to matters in Omber and the City of Brass, and while it is nothing critical, it will take his own touch to keep it that way.

Likewise, Waymar has been called upon to resolve a dispute among his fledgling order of knights, some minor slight igniting an old feud between two hedge knights that had festered since the Rebellion and now he and Tyene needed to make peacemaker before lances clashed in the sky in earnest. Even in so solemn a moment it still brings a smile to your lips to see him cursing 'feckless fools' under this breath in a manner than recalls Ser Richard.

Thus you are left with your sister, Ser Richard, Lya, and Vee in addition to Mereth, Yrael and a Lantern Archon with the slightly unfortunate name Moran for the trip back to the ruins of heaven. You arrive just in the same place as before, the broken blade you kicked earlier still sticking out of the sand. It makes a poor marker for the place where Yrael fell before your eyes, but in the end it is just one small patch in the endless waste around you.

Ser Richard is the first to speak: "I never really believed in Heaven, even when I learned there was a Hell. I would have rather not looked it in the face though I will admit." He shakes himself and looks ahead instead of up. "Still, I've no doubt there's worse out there and with our luck we'll be seeing it..."

"And killing the things that live there," Vee finishes in what upon another's lips might have been a bitter jest but for her was simple truth. "We grew trees in Valyria, maybe we can grow them here, too." Her voice wavers slightly on the final syllable, but she swallows her grief just as she had done long ago in the Braavosi marshlands.

"In the fullness of time perhaps, for now we wait and watch and plan," Dany's voice is distant at odds with the tears trailing silently down her pale cheeks. "Make no mistake the day will come when that will be set right and all of us here will see it with our own eyes." Only once before had you heard that cold determination in her words, when she had faced the avatar of Tiamat along the ruins of Essaria.

"I have some ideas," Lya sighs, her own sorrow pushed aside at least for now by the search for answers. "Most of them are probably terrible right now, but with enough time and enough study mayhap the answers may be drawn from them as iron is drawn from stone and forged into steel."

After a few more moments of silence Moran silently drifts over to you, his warm glow a pleasant balm while standing in this realm. "So, where is Heaven's Shore from here? I was thinking to teleport towards one of the hills we can see and from there onward to the city."

Alas, as the Archon turns to you can more sense then see his disapproval of this idea. "Translocation is dangerous in Broken Heaven. Even the most powerful Archons and Fiends prefer to use their wings over risking mishaps." His tone drops in volume, whispering as if some malevolence could hear his warning. "It still draws on the flow of power through these lands, and if you are swept away then it will draw you to the tainted regions. Or worse."

Heaven Planar Trait revealed: Impeded Teleportation
All translocation effects are risky to use in Heaven and can result in the user landing off-target, even if the effect in question usually offers perfect accuracy. The strength of this effect is greater the more distance is traveled and the closer the user is to the tainted areas and the rift.


Slowly you nod, forcing the chilling thought from the back of your mind. You have no interest in being randomly thrown into the more dangerous locales of Heaven and even less to find out what Moran means with 'worse'. "By wing, then, if it is safer." The thought reminds you off something else you wanted to do and with a well practices motion your hand plunges into your cloak, disappearing between the clinking coins for a moment before drawing out a white staff.

But as you weigh the weirwood in you hands, you pause. Something is wrong about it. Where your usually feel the vibrant call of life itself through the still living wood, now your fingers clasp only deadened wood. You worry and extend your senses, which lets you find the power within easily enough, yet it has drawn back deep into the staff as if to shield itself. Carefully you tug at the strands, trying to coax them out of their hiding and though hesitant, they still are drawn to your awareness readily enough.

So you plant the staff before you in the coarse sand and brace yourself. They need to know and so does your uncle. What this sphere has become will impact many choices to come and for them to accept them, they need to understand them. In a well practiced exercise you draw upon your own power, weaving thin cords of it to snake their way towards that which rests within the staff. As the red cords brush against the green strands, there is a brief moment in which you push an image through the connection, of ravens taking flight, and thus the Green Dream understands your purpose and pulls from you what it needs to make it reality. But something is wrong this time.

The pain almost forces you to your knees and only a great push of will forces your buckling knees to obey. The Old Gods draw upon your power, trying to make it their own to work a tiny miracle, but it does not come. Their power does not manifest, instead spilling from the staff and back into you all while they draw more and more from you in confused incomprehension. And then you hear the voices. A thousand throats shout at you, whisper denials. "No... No.. No. No!" You don't know if it's your words or their echoing through you mind. "It's them! We are with them," another voice blares in. "Get their blood. Take their blood." A tendril of hatred and anger spears through your mind and you no longer know if it is your own or theirs. "We need more. Take more." And in the farthest reaches, amidst the chaos and cacophony, a single voice sounds which is familiar, though the tone of shock is not. "What have you done?"

What do you do?

[] Try to cut the connection.

[] Use all your power to try and finish what the Old Gods cannot

[] Try to say something to the Old Gods
-[] Write-In

[] Try to say something to Bloodraven
-[] Write-In


AN: This place has a few course-hazards.
 
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Also, in the City of Brass, have there been any unique items we might be interested in purchasing while we're there? Anything that is only available there? Any unique people it might be worth our time to manumit? Any unique animals Vee could tame we're not going to find elsewhere?

I have not really rolled for the former since they were focusing on keeping a low profile, as for things to buys I rolled that in Sarel's interlude and she found the nightmare for Wyla.
 
Liar's Fortune

Twentieth Day of the Ninth Month 293 AC

The heavy iron bell affixed to the shop door gave its usual rasping ring, but the being who entered Enchanted Outfitters that day was anything but usual for a new shop at the edge of the Bazaar of A Thousand Sins. A Lord of the Efreeti resplendent in a cloak of crimson silk that trailed a delicate lacework of flame, bearing an ornate helm of gold and demon's bone in place of a mere turban, gleaming mithril encasing his full form. More fearsome still a halberd wrought from the bone of some unhallowed beast was slung carelessly upon his shoulder. No petty officer of the dervishes was this, nor minor Efreeti functionary come furtively to patronize a foreign shop, but a Champion of the Brazen Throne, a flame-weaver whose name was more fearsome rumor than fact in the Middle City.

"I would speak to the master of this place, now," the genie barked at the sellsword who was slouched in a chair behind the counter, entirely ignoring the 'slave' beside him whose job it was to handle petty transactions, perhaps all the better given how pale with fear the latter was.

"Right away, friend," the warrior replied in a deceptively lazy tone, hand edging closer to the hilt of his silvered sword. Bronn was not one for taking chances, and from the look of things the fire-shrouded warrior noticed, though his lips only flickered in a short-lived sneer in response.

In the sudden silence the silken curtain that led towards the back of the shop swished, the lead-lined door hidden behind even that opened and closed without a sound.

Not long after a boy stepped forth, garbed in dark cloth, more sturdy than opulent, though the fringe of lace and silver thread around his collar marked him clearly as a freemen of some means: "What can I do for you, noble sir?" Maelor allowed some of his nervousness to leak into his tone alongside awe that was wholly counterfeited. The Efreeti were little better than the Listener's thugs when all was said and done, only richer, and he knew quite a lot about divesting people from ill-gotten riches.

The warrior scowled, perhaps trying to read an aura that was not there, or mayhap even thoughts hidden behind adamant wards. "Very well, then. I would ask why you work so assiduously to guard yourselves from the eyes of others. A merchant you call yourself but walk veiled like a spy."

No one moved, not a breath was taken out of turn, but Maelor knew his next words would decide the fate of the entire venture, and he would have to speak them blind, not knowing if the officer before him had come upon his suspicions on his own or had been sent by some higher power within the city.

"Gracious one, trade is my business, sorcery my craft, but neither are who I am," the boy replied carefully. "My uncle and I came here as exiles, drawn by the promise of a new life, bearing with us little of what was once a great fortune though with foes at our back. While I have no doubt the Sultan's blades would reap the lives of any foolish enough to carry this feud into this Eternal City, it would be cold comfort to us, lying dead among the ruin of our hopes for the future."

Hearing his cue, Bronn feigned bristling: "Then why did you hire us and not save your coin to buy some poison for when your foes are at the door?"

"Peace, master Bronn," Maelor raised a hand as though to ward off the warrior's anger. "None doubt your skills, but that does not mean we wish to see them tested. If it is bloodletting we wish to see then we shall go to the Circus of Pain and watch the Condemned."

The mention of the Circus, seen as a cheep distraction for the masses, drew a full-fledged sneer which also went a long way to dimming the suspicion in his eyes. Unless he was a much better mummer than Maelor gave him credit he had indeed come here alone, following some vague hint of impropriety. "You should be careful, little mouse, that the same veils you seek to hide in do not draw the attention of those far mightier than any foes you and your kin could ever hope to make," he said at last, burning eyes glancing around the displays and obviously finding nothing of note.

"If I may be so bold as to say, gracious one, there you are mistaken," the young sorcerer dared to make a further move, to try and turn misfortune on its head. "We do not seek foes of any sort, but allies in this new land that all might profit from it. We who are not warriors treasure their friendship above pearls."

The efreeti considered the matter a moment then shook his head, pride willing out over greed. "I have no need of your trinkets, peddler," he proclaimed, before leaving the shop by the same way he had come, leaving the shop no better, though thankfully also no worse than when he had come.

Maelor's smile as the door closed had nothing of the nervousness and servility it had showed before. He very much suspected that if he and the haughty genie were to meet again the latter would enjoy it far less.

OOC: That was a nat 1 on a d100 for encounter in the shop, but Maelor puled though on the bluff. He did not quite have enough diplomacy to turn things around, but you to at least have the face of one of the Sultan's elite guards to scry by if you ever want to.
Whew, close one... :o

Good job, Maelor!

@DragonParadox I know the shop has been open less than three weeks, but have Maelor and co. managed to make any contacts yet, attract repeat customers, or find anything interesting? The store should be acting as a pawn shop, too, so it's bound to end up purchasing unusual stuff.
 
And in the farthest reaches, amidst the chaos and cacophony, a single voice sounds which is familiar, though the tone of shock is not. "What have you done?"
...we fucked up here.
Big time.
I suppose we should have asked uncle first.
Oh well.
 
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To keep down the panic the Old Gods are well... gods. They are not in any danger of lasting harm from incidental contact with the taint, though the position Viserys is in is rather uncomfortable.
*sigh*

So, Old Gods are panicking, raging, and going crazy at the moment, with seemingly even the sleepiest of them awake now...

And likely fucking up every plan of Bloodraven's in process.

If we cut the connection just like that, we leave uncle to deal with shit, and I all but guarantee us losing (or having already lost) Varys-puppet.

If we "finish what they started"... I have no idea what went wrong in this part, to be honest, nor what they were trying to do.
@Azel?

I'm not good enough with words to try and diplomance angry Gods in whose eyes we splashed some acid just now either.
 
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