Minor Action then, can we get to dealing with the remaining four? I'm sure the lemurs would appreciate their gods rescued...

Speaking of which, we should find a way to move the Little Vayrian's afterlife to SD if we do. They're tied to the crystals of the sleepers, I think.
They're not gods anymore. Malarys broke the news to the Little Valyrians months ago after a few of the more curious ones asked him. He never tried to hide it, he just let them figure it out on their own.

As for Little Valyrian afterlife, I imagine they just shop for gods in Sorcerer's Deep.
 
Would the Triton fill the cockpit with seawater? :???:

Edit: Maybe a life support suit... Lya would find the concept intriguing.
 
Not so far, but ultimately this was just a test flight, expect losses to show up as the Efreeti get used to countering Wyverns.
So, from what you are saying, we should:
A) Push this advantage as far as we can and try our best to drown them in Wyverns
B) Make better Wyverns, and make Efreeti countermeasures obsolete.
Got it.
:confused:
 
There's only so many solutions to a problem. If they find a countermeasure, you need to respond to it, and accepting a level of causalities and material loss as "inevitable in the calculus as war" is a response in of itself.

It will depend on what their response is. Is it "more forces"? Then we send more. Is it some kind of weapon specifically good at targeting Wyverns? Design a defense system since you only have to prepare against that one vector of attack. Is it a powerful mage good at sidestepping any of their advantages to just kill the pilot or disable the craft? Scout out your targets beforehand to ensure you have mages to counter them in the attack.

Westeros' war doctrine is "get two shitheads in shiny armor with bright banners to charge at each other with everyone else following them and screaming incoherently, when one of them kills the other or one takes an arrow in the eye, that side runs away bravely, oh so bravely". Ours is, as expected, likely to evolve.
 
OK, here are the calculations @Goldfish

Of the 25 days of deployment the Wyverns had a 30% each day of seeing action

*rolls dice*

Well that's... interesting.

13 engagements of which 5 were nat 10s. They got their experience that's for sure

8 normal engagements -> 10 beetle bombs used in addition to 16 40 lbs liquid ice bombs
5 Crit engagements -> 16 beetle bombs used in addition to 16 40 lbs liquid ice bombs
The also used a total of 52 Type one launcher munitions
Cool.

I'll update the armory when I finish waking up.
Not so far, but ultimately this was just a test flight, expect losses to show up as the Efreeti get used to countering Wyverns.
/puts on thinking cap
 
Fighters is a misnomer. Should be bombers.
Fighter-Bombers.
Wyvrens need more munitions. Can we we prepare a object with the magicmissles never misses property.
They already have quite a selection.

Standard Launcher ammo is steel bolts, with specialized explosive, incendiary, and cryogenic Launcher rounds available. They can also fire @Deliste's Sultan's Tribute bombs.

Their Beetle Bombs are Teleporting Suicide Constructs which can currently carry an explosive, incendiary, or cryogenic payload. These have a range equal to the pilot's line of sight, which is significant, and further modified by magical visual enhancements in their cockpit.

They also have four different sizes of unguided incendiary or cryogenic bombs, and two sizes of explosive bombs they can drop.

More munitions wouldn't be bad, but they need to be stuff we can produce relatively cheaply, and which for into the role the Wyverns are expected to fill. Magic Missiles have bad range at aerial engagement ranges and the spell needs to be used at a relatively high level to be worth anything against the kinds of enemies we have, which would make them prohibitively expensive.
What about a automatic magic missles as a side weapon. Like autocannons.
See above explanation for why Magic Missiles wouldn't be a good solution.

I have had some ideas about supplementary weapons and support for our newborn air force. Haven't had time to stay them out, though.
 
Part MMCMX: Of Trials Passed and New Horizons
Of Trials Passed and New Horizons

Thirtieth Day of the Ninth Month 293 AC

For all the tumult of the past month, the tangled plots of the Conclave, the dreadful realization of the Broken Heavens, you find yourself still looking to the horizon with determination and hope. Your realm is grown two cities larger and soon to add a third with the annexation of Volantis, uniting the lands east of the Narrow Sea for the first time since the Doom. You are richer by far in adamantine than you had been at the month's beginning, but best of all in people, not only lords and ladies of Westeros that promise to make your invasion far less bloody and harmful to land and people than it might have been, but also sorcerers, flesh-smiths, and necromancers. The flight of Furies grows and Bloom swore her oath to you, and together you faced the slave soldiers of the Brazen Throne.

Yet it was not there alone that those under your banner struck a blow against the Efreeti. Those same three Wyverns, new-made ships, of a design never before attempted and with pilots only now learning their craft, reaped bloody ruin through the ranks of the corsairs that preyed upon the Wind Ways of the Djinn. Though they were too few for battle to turn upon their skill and valor alone, they excelled, proving not only the worth of arcane mechanisms but their own merits beyond a shadow of a doubt.

The wind pulls at your cloak, scales clinking against each other in a faint almost playful melody, but otherwise the square is silent, the legion drummers had already marked both your own entrance and that of the three Wyverns whose pilots are being commended this day. One by one they climb from their cabins, first Light Finger the Essarian, moving with the skill of a lifetime spent slipping through the threes, then Bran the Northerner, who according to his file came to the Deep in the hopes of learning magic only to discover that he did not have the affinity. Unlike many others who had settled for more mundane aspirations, he tried out for the fledgling Wyvern project where his extraordinary reflexes and quick wits gained him one of the vaunted 'first seats'. Last, but certainly not least, is Horas of Orkmont. The tactician of the trio, one who had once come to these lands in the company of Damphair, though one surely would not know this from the cheers that rise from every corner of the square.

Behind them walk the engineers who ensured that the complex artifice of the flying ships did not fail among the twisting winds and sudden gales of the Endless Sky, for though the crowd applauds them less you know that they are no less vital to the mission as today will make clear.

Once all them are arrayed before you, you draw the letter received from the Admiral of the Azure Star, the Djinn lord in command of military forces to whom they had been assigned:

"Let it be known that the First Air Wing, seconded to convoy protection, has performed to an exemplary degree, not only being instrumental in setting adrift or sinking twenty three corsair ships, but also preserving a great wealth of cargo from their depredations as well the lives of countless merchant and fleet sailors. I have personally sent a message to the admiralty and the diplomatic corps asking for them to be assigned to my area of operations again, though doubtlessly crews of their skill will be in much demand wherever they fly."

"Behold the praise of one who has seen you time and again in battle, where I have only seen you once." You pause. "Yet once was enough to account for valor without recklessness and tactical skill without hesitation. For that I salute you."

The medals you hand out are not of gold but adamantine, a wyvern holding a star in its claws. They are handed out to each member of the crew as well as the pilots. Well deserved rewards, of course, but also a means of ensuring that more likely candidates will try out for the air wings.

Lost 2 lbs of Adamantine

***​

First Day of the Tenth Month 293 AC

Returning to your books you find that the Astral Currents Stock Exchange Company has grown precisely in projected estimates, with the remainder of your companies also integrated comfortably into the workings of the realm with many of their administrators positively giddy at the potential that Braavosi integration opens up. At the same time Verdant Vistas requires a restructuring given your new relationship with the Orphne Court. Perhaps issuing new stock is called for so that the fey may buy into the company, as Lord Fairwind suggests, if you can find the time to deal with the matter.

Astral Currents grows by 13% (Regular Growth)

What shall the month ahead hold for you, your Companions, and the fledgling empire you rule (List of Actions and Characters)?

[] Increase Manpower
By starting a recruitment drive, you can increase the available manpower in a province. When this action completes, throw 1d4 and an additional 1d4 for every multiple of 500 of Population the province has. The sum of these dice gives the number of Population that is converted into Manpower. If the Manpower would exceed the cap, no Population above the cap will be converted.
Requirements: None
Action: Military
Progress Needed: 10
Cost: 20,000 IM

[] Construct Guard Posts
A network of posts that can be used by the military and law-enforcement to better control the province. Grants a +1 bonus to Law. If the province also has a Messenger Service, this bonus is doubled.
Requirements: None
Action: Military
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Construct Training Center
Allows the training of soldiers. Each Training Center can accommodate 1 manpower (1,000 people).
Requirements: Must be a coastal province or have a major river.
Action: Military
Progress Needed: 20
Cost: 10,000 IM, 50,000 IM (Construction)
Upkeep: 500 IM

[] Enforce Martial Law
By using military force, the Administration and Law of a province can be forcefully raised. While under martial law, the province makes progress against both Expand Administration and Expand Law-Enforcement simultaneously as if every action assigned to Enforce Martial Law were used for both of those projects at the same time. However, for every turn under martial law, the Life-Quality of a province is lowered by 1. Once martial law ends, this penalty is reduced by 1 per turn. This action can't raise the Administration or Law scores higher then half of the maximum value.
Requirements: Need to have at least 10 soldiers per Population of the province present. This can be halved by spending an additional Military action and quartered by spending three additional Military actions.
Action: Military
Cost: None

[] Expand the Capital of Verdant Vistas
With the Orphne now your subjects, Verdant Vistas can come into its own as a trading company, with fey employees and perhaps even investors
Requirements: None
Action: Economy
Progress 10
Cost: None (May produce wealth from trading stock)

[] Improve Infrastructure
Effort is put into constructing new roads, harbors, bridges, and channels in the province to ease traffic and aid trade. When completed, the Infrastructure rating of the province improves by 1.
Requirements: None
Action: Economy
Progress Needed: the current Infrastructure rating * 5
Cost: the current Infrastructure rating * 50,000 IM (Construction)

[] Create / Expand Manufacturing Business
This represents a local business that produces either raw materials or refines them into goods. It has the following statistics:
- Size - This gives the number of people in thousands who are employed in the business. When creating this business, the size is always 1 and additional actions be used to expand it.
- Profitability - How much income is produced each turn. At the end of each turn, a Manufacturing Business generates Size x Profitability x 1,000 IM of income for the owner. The profitability of a given business is decided on a case by case basis by the GM.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: 100,000 IM, 50,000 IM (Construction)

[] Encourage Immigration
Try to attract Population from another Province. At the end of the turn, a number of Population equal to 2d6 + local Life-Quality - target province Life-Quality moves from the target to the local province. Note: A large influx of people into a currently sparsely populated province can have impact on its statistics.
Requirements: None
Action: Economy
Cost: 5,000 IM per moved Population, 50,000 IM (Construction) per moved Population

[] Construct Shipyard
Allows the construction and maintenance of ships. Each shipyard can support up to 20 ships and create one ship per turn.
Requirements: Coastal Province
Action: Economy
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 1,000 IM

[] Expand Administration
By recruiting additional personal and constructing new offices, the reach of the local administration is expanded. When completed, the Administration rating of the province improves by 1.
Requirements: None
Action: Government
Progress Needed: the current Administration rating * 5
Cost: the current Administration rating * 5,000 IM, the current Administration rating * 10,000 IM (Construction)

[] Form a Diplomatic Corps
Ambassadors have long since been used from the Summer Islands to Ibben and from the Iron Islands to Yi-Ti. However in most cases they boast either connections of blood to the lord or his personal seal. As you begin to deal with lords far lesser in power, though not in pride like those of Omber however it might serve you well to create an institution for the task
Requirements: None
Action: Government
Progress Needed: 40
Cost: 50.000 IM
Upkeep 5000 IM

[] Establish Orphanages
Providing care for orphans ensures that they do not have to beg and slightly lowers crime-rates in the area. An orphanage system gives a +1 bonus to Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 10 IM, Population * 50 IM (Construction)
Cost: Population * 5 IM

[] Hail to Glory Most Ancient
Dany tells you she can try to teach others who bear the Dragon-blood to call on the glory and might of those Most Ancient... save one. It would be perilous for mind and spirit both, but great too would be the reward.
Requirements: Must be taken by Dany
Action: Government
Progress: 15
Cost: 5500 IM

[] Establish Public Schools
Providing general education to the population allows a higher standard of living and makes it easier to recruit learned workers. Public Schools give a +1 bonus to Life-Quality and can give 2d6 of additional progress to one action performed in or by the province per turn.
Requirements: At least 50 Population and at least 10 Administration and Law
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Establish Higher Learning Institution
Every institution of this type has a focus, such as magic, natural science, law or economics and provides 1 Research action per turn that can be only used for matching topics. Alternatively, it can provide an additional 2d6 of progress to any action that matches it's specialization. A province can have an arbitrary number of these institutions, but each must have a different focus.
Requirements: At least 25 Population and at least 5 Administration and Law
Action: Government
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 2,000 IM

[] Establish Healthcare Services
Providing free healing for the population increases the quality of life significantly and lower the effect of diseases and plagues. It provides +2 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Construct Sanitation Systems
Providing good sanitation increases the quality of life and lowers the effect of diseases and plagues. It provides +1 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 2 IM

[] Establish Messenger Service
An organized group of messengers or similar system that allows fast communication in the province. Grants a +1 bonus to Administration. If the province also has Guard Posts, this bonus is doubled.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Singers upon the flaming sea
Train phoenixes to safely harvest Fire Whale Gems for the betterment of both the pods and your own treasury, as well as setting up a safe trade route for all the gems
Action: Government
Progress: 15
Cost: 10,000 IM
Upkeep: None (Will turn a profit)

[] Expand Law Enforcement
By recruiting additional personal and constructing new offices, the reach of the local law enforcement forces is expanded. When completed, the Law rating of the province improves by 1.
Requirements: None
Action: Law Enforcement
Progress Needed: the current Law rating * 5
Cost: the current Law rating * 5,000 IM, the current Law rating * 10,000 IM (Construction)

[] Establish Espionage Outpost
By establishing a base of operations for a espionage group, it can more easily work in the area. An Espionage Outpost allows the owner to perform 1 Intrigue action in the province in which it is built, which can also be used to support other Intrigue actions that target this specific province.
Requirements: None
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 3 IM

[] Establish Espionage Base
By improving upon a Espionage Outpost, the organization gains more power and reach in the area, and the resources necessary to act outside of it. In addition to the free Intrigue action that can only be used in the province itself, the Espionage Base provides another Intrigue action that can be used anywhere. Furthermore, if the owner of the province and the Espionage Base are the same, it gives a +1 Bonus to Administration and Law.
Requirements: Espionage Outpost
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 6 IM

[] Sow Dissent
By leveraging the existing tensions and fractures of another realm the hero manipulates the realm into either rebellion unwise policy or some other circumstance favorable to their realm.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Sway Ruler
The hero gathers support among the ruling elite of another realm to gain alliance, vassalage or some other favorable diplomatic position.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] A Forge of Flesh
It is time, perhaps past time, that you visit Qohor of the daughters of Valyria, the one who best kept her secret arts, for there is much to be learned there for those who would dare the shadow of the Black Goat... more than even the sorcerer-priests know.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Songs and Glories
The Lannisters tarnish your name and superstitious fools claim you consort with demons and monsters. Even the foul Deep Ones spoke of making you abhorred. Time and past time you picked up the gauntlet at your feet. Walk among the people of the Seven Kingdoms, learn of them, their woes and worries, then gather to you minstrels to sign true songs of your deeds.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: 20
Cost: 2000
Upkeep: None

[] Gold and Shadow
The Fleet sailing to Yi Ti is your main counter to the Golden Company, but it is slow in coming, perhaps it would be best to send a set of eyes ahead, a set of hands too to tangle their plans
Companions Needed: At least one Elusive Shadow
Cost: Varies
Progress: Event Dependent

[] Sober Truth
Deal with the darker elements of the the Cult of Zargreus once and for all, whether it be merely perilous excess or something worse
Companions Any
Cost: 8,000 IM
Progress: 20

[] Goblins in order
Bring the Goblin market into accordance with the law of the realm before any of your citizens can be harmed though malice or ignorance
Companions Any
Cost: 5,500 IM
Progress: 18

[] Establish Trade Colony
The focus of this colony is to extract wealth from the lands and send it as tribute to the parent realm. While remaining a colony, it is uses Administration, Law-Enforcement, and Life-Quality equal to half that of the parent province for all purposes. Due to the increased focus on economic exploitation, the initial expected Wealth of a trade colony is doubled.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Yeoman Colony
Used as an outlet for those wishing to leave behind their current lives and homes or just to see the world, this colony attracts settlers all on its own. While remaining a colony, it is uses Administration, Law-Enforcement, and Life-Quality equal to half that of the parent province for all purposes. A Yeoman colony attracts 1d4 population per turn, usually taken from provinces with low Life-Quality. This can include neighboring provinces, colonies or even the provinces of other realms.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Military Colony
Created not to claim wealth or lands, these colonies are much tighter controlled by their parent province. While remaining a colony, it uses Administration and Law-Enforcement equal to that of the parent province and Life-Quality equal to half that of the parent province for all purposes.
Action: Colonization
Cost: Population of the colony * 50 IM

[] To stride beyond the Wall:
Bloodraven has gifted you a map of what's Beyond the Wall and the treasures you can find from it. Many are the rewards for those brave enough to dare the dangers. Or perhaps you could sway the Giants to your side as you did with the Children? Ware that any move you make against the Winterborn, they would act in turn.
-[] Visit the Thenns and aid in their evacuation to you realm south of the Wall, and take the time to study the lore of their Landwards that you may replicate the magic.
-[] Seek the Barrows of the Lost Clans. In times past it was not the Thenns alone amid the Free folk who dwelt in halls of stone and paid homage to their Magnars in the oldest traditions of the First Men. Yet where the Thenns were fortunate others were not, though hunger and sickness and perhaps the cold breath of the North. It is said among the Free Folk what doomed them were was choosing to dwell always in one place like southerners, and the bad air thick with their own greed and grasping choked them to death, but jotted in the corner of your map in Bloodraven's spidery script is the following note: The fools did not burn the dead.
-[] Enter Deadwood Vale: Some ancient blight lingers over this rocky vale between barren peaks, that no weirwood tree will grow within ten leagues of it. Even the beasts here are uncannily hateful to men and will attack not out of hunger but malice... or perhaps the need to keep some deeper evil from being awoken.
-[] The mystery of Hardhome. The only true city of the Free Folk, it supposedly fell to Essosi raiders, though what manner of raiders would bother to make flames that could be seen as far as the Wall? The birds that are Bloodraven's eyes fly uneasily over the ruins of Hardhome, and one was even so overcome by fright it slipped the ancient Greenseer's control, to be found hours later. Still, whatever dwells still in the ruins of the town seems content to stay there, and so Bloodraven has not meddled while other more urgent tasks demand his attention. He advised caution if curiosity would drive you there.
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Southern Journeys
Sothoryos holds many dangers and just as many opportunities for those who would dare to reap them. There as in no other place you have visited, monsters stride across the face of the earth and even the common beasts of the Jungle could put entire armies of men to flight.
Requirements: Must be performed by a Hero
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Upon a Sea of Flame
The Shaitan asked for your aid in their wars. Claim your prize and then strike on at the hated foe, by stealth, diplomacy, and force of arms.
Requirements: Must be performed by a Hero
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] The Farthest East
With the unwitting aid of Mammon you now have a connection to Yi Ti. Perhaps it is time to look east and see how the tides of war move in that ancient empire.
Action: Expedition
Progress: Event-Based
Cost: Player decision
Upkeep: None

[] Sleepers under the Hill
Having established yourself much more solidly it might serve you well to awaken some of the remainder of the sleepers you left slumbering under the hill in Essaria.
Action: Expedition
Progress: Event-Based
Cost: None
Upkeep: None

[] A Broken Legacy
You have walked deep within the under the lingering power of the Doom and lived to tell the tale, but there are yet more treasures and secrets to be fond in those accursed lands, secrets of Valyria's undoing and how it may at last be laid to rest.
Action: Expedition
Progress: Event-Based
Cost: None
Upkeep: None

[] Study Qarthi Lore
Deep and old runs the lore of Qarth, Gateway between East and West. Long have the Warlocks toiled in the workings of fel magics. Where others faltered, they endured. What secrets might be gleamed from their artifacts and writings? Lya is more than happy to try and seek the answers.
Action: Research
Progress: 18
Cost: None
Upkeep: None

[] Study Spells:Add to the repertoire of a caster who learns spells.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Skill Based (Spellcraft)
Cost: Special (See spell and feat descriptions)
Upkeep: None

[] Enchanting
Create an enchanted object.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Special (See enchanting rules)
Cost: Special (See enchanting rules)
Upkeep: None

[] Study of the Arcane
Between you and your friends you possess an enormous breadth and depths of sorcerous lore, one that the fledgling mages of the Scholarum could well benefit from.
Action: Research
Progress: Skill Based (See Scholarum rules)
Cost: None
Upkeep: None

[] Tools of the Trade
Through the ritual you gained in the Opaline Vault has revealed the secrets of many of the arcane treasures in your possession, yet some remain beyond the ritual's reach. Will you study them further?
-[] Minotaur Chains (Arcana)
-[] Star Seeker's Anchor (Arcana)
-[] Dream Serpent Skins (Nature)
-[] Livestone Sample (Dungeoneering)
-[] Alchemical beetles (Arcana)
-[] Drow Staff (Arcana CL 14)

Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Item Caster Level*0.5
Cost: None
Upkeep: None

[] The Crown of Flowers
Without a doubt this is one of the most potent magical artifacts you ever witnessed. From it much can be learned, even if it is never put on by anyone.
Requirements: Must be performed by Lya or someone else with the requisite skill
Action: Research
Progress: 18
Cost: Unknown
Upkeep: None

[] Slumbering Blade
The dagger wielded by Sharra Rogare, the yet sleeping artifact of unknown power is a dangerous unknown constant. And with how perilous her life was to this day, it would be unwise to leave one such unattended.
Action: Research
Progress: 6
Cost: Unknown
Upkeep: None

[] That Which Devours
The sword of Rakshasa Maharaja, holds many powerful secrets, not least of which is its power to break souls apart, however tainted the sword itself might be.
Action: Research
Progress: 14
Cost: 9000
Upkeep: None

[] Simple Magics

Magic is more than dragon's blood or the work of gods and spirits. None know it better than Lya. The same base principles that allowed her to pick apart the threads of sorcery and kindle light long ago in Braavos can now be used to craft rituals that even those without the skill and temperament to arise full mages might face the otherworldly perils that stalk the world.
-[] Write in spell
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Spell Level*2
Cost: Caster Level*200 IM
Upkeep: None

[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
-[] Attempt to create an "inverted" version of Icy Soul spell, negating Cold subtype instead. (Progress: 10)
Action: Research
Progress: See above
Cost: Spell Level*1500 IM
Upkeep: None

[] Sand Wiper's Reach

Have Tyene retrain her Occular Spell into a version of a Reach Spell that has only +1 level adjustment
Action: Research
Progress: 8
Cost: None
Upkeep: None

[] A magic by Ink bound
Research a way to make Tattoo Guardians become inert on command for a short time, so that their presence does not interfere with translocation magic.
Action: Research
Progress: 15
Cost: 6000 IM
Upkeep: None

[] Works of Flesh
With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm
-[] Project Praetorian (Progress 40 Cost 35,000 IM)
- [] Further research of Maelephant's breath weapon (Progress 22 Cost 8,000 IM)
-[] Sonic breathweapon (Kongamato corpse) (Progress: 14 Cost 7000 IM)
--[] Acid breathweapon (Irony's Steel-blooded calves) (Progress: 12 Cost 4000 IM)
--[] Electricity breathweapon (Lightning Lizards) (Progress: 12 Cost 6000 IM)
--[] Hero-Killer creature (Tatzlwyrm Hero-Killers) (Progress: 16 Cost 13,000 IM)
--[] Create cosmetic variations of Leshys (Progress: 4 Cost None)
--[] Create the adamantine-like bone, using the samples from Rhango's knife (Progress: 8 Cost 5000 IM)
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Project dependent
Cost: Special
Upkeep: None

[] To Curb a Dreadful Hunger
The Far-Spawn being that had once been disguised as a chest hungers for the flesh of thinking beings, but it is more than its instincts however strange. Perhaps the forge could help it live on healthier fare
Action: Research
Progress: 10
Cost: 4000 IM
Upkeep: None

[] The Broken Pact
With many an Outsider now being a part of your Empire, developing ways of breaking them off the influence of their home planes may be a good idea.
-[] Break off Falxugons from Hells (Progress: 15)
-[] Break off Imps from Hells (Progress: 8)
-[] Break off Barghests from Hells (Progress: 5
Action: Research
Progress: Project dependent
Cost: 5000 IM
Upkeep: None

[] An Eye of Wavering Weave
The eye of the colossal beast captured on Astral Plane preying upon souls lost to Doom holds a terrifying and exciting power. While mass-producing something like that would be too costly and too lenghty... Perhaps one of your oldest friends can have much use of something like it?
--[] Make an artifact/lenses for Xor out of Astral Behemot's Eye with an "Antimagic Cone (Su)" as an effect
Action: Research
Progress: 16
Cost: 13000 IM
Upkeep: None

[] The Segregation of Astral
The claws of the colossal beast captured on Astral Plane preying upon souls lost to Doom holds curious property that few other things or beings in existence can claim to have. If these can in some way be made in a weapon...
-[] Turn the claws of Astral Dreadnought into a weapon capable of severing silver cords.
Progress: 25
Cost: 22000 IM
Upkeep: None

[] A Broken Treasure
Plinth you found in treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else. Find the purpose of the broken artifact, possibly repair given new information.
Progress: 22
Cost: 15000 IM
Upkeep: None

[] Empower Oathkeeper
The blade has served Ser Richard well these years but with the horrors you are now facing he will have need of greater powers still
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 12 (Halved is That which Devours is done)
Cost: Reagents used
Upkeep: None

[] Empower Dark Sister
The Sword of Queen Visenya, ever loyal in the hand, has been little used of late, though you wonder if it could be empowered to strike not only at flesh but at the soul.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 12 (Halved if that which devours is done)
Cost: Reagents used
Upkeep: None

[] Forge Armor or a Talisman from Tiamat's scales
With Runelore at your fingertips you can now safely craft an item from the Bitch Queen's scales for Dany to wear.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 16
Cost: Reagents used
Upkeep: None

[] Secrets by devils' blood-bound
Valyrian Steel holds many a secret, from what was the first seed that bore this metal-eating material... To what it can yet do.
-[] We know that Valyrian Steel interacts oddly with ambient magic, absorbing it and then re-emitting it slightly altered. We need to find out the mechanisms and effects of this process. Potentially, VS could be used to store magical energies or to transform them to cause specific effects. This is basic research and will not result in anything practical just yet, but it is likely that understanding this property could lead to magitek applications for VS. (Progress: 12)
-[] We need to study the mechanics of the way that VS "devours" other metals. Especially how it is doing so with Gold, which doesn't corrode naturally, and magical metals like Mythral and Adamantine. It's likely that this is linked to the first matter. (Progress: 12)
-[] The process of creating VS can be compared to the way Anu used to "quieten" Living Brass. As the making of both materials has similarities, using life-force and souls respectively to empower mundane metal, this study might give insights into the creation of VS or similar materials from scratch, without needing a pre-existing seed. (Progress: 16)
Action: Research
Progress: See above
Cost: 2d6 lbs of Valyrian Steel
Upkeep: None

[] Hellfire Belchers
Captured in a battle with Devil's battleship, carry secrets of holding and utilizing some of one the most powerful weapons in Hells' arsenal.
Action: Research
Progress: 12
Cost: 12,000
Upkeep: None

[] Ether Casters
Able to strike though even the most secure of arcane protections with impressive accuracy it was only the sheer overwhelming force brought to bear against the Efreerti fleet that prevented greater losses to these weapons. Perhaps they are worth looking into, if nothing else to free the spirits bound within.
Action: Research
Progress: 16
Cost: 12,000
Upkeep: None

[] Dark Sun Dagger
Clearly was once a weapon of incredible potency. But who made it? And for what purpose?
-[] Find the purpose of the blade, possibly recreate it based on the new information.
Action: Research
Progress: 8
Cost: None
Upkeep: None

[] Elder Arts
An in-depth study Runelore
-[] Attempt to create advanced wards to protect your places of power (Scholarum, administration, Inquisition, etc…) not unlike those of most ancient castles of Westeros.
--[] Part one, equivalent to a nondetection spell (Progress: 12)
-[] Research the Landwards in Thenn's holdings (Progress: 15)
Action: Research
Progress: See above
Cost: 6000 IM
Upkeep: None

[] The Bulwark of North
Take a deeper look into the magics of the Wall, for all the power of enchantment upon it, and long years of its legend, it is not infallible, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Command (Progress: 15, Cost None)
Action: Research
Progress: Project dependent
Cost: Special
Upkeep: None

[] The Tree Connection
While the Old Gods gave you what they remember about their beginning, the knowledge retained within the first dreams is still vague and hard to grasp for mortal minds. However, by examining the magic imbued in a Heart Tree both in the physical and other planes, you might be able to deepen your understanding of their true nature. It will be slow work though, as you can hardly take a tree apart for dissection. (Progress: 30, Cost: 50,000 IM)

[] Dreamscaping
The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work. (Progress: 20, requires Dany, progress added by other characters is halved)

[] Fey Lore
Even though they detest the divine, the Fey are closer to the gods in nature then any mortal ever could and in their endless years, they must have acquired much lore on the matter beside. Seek out the Orphne, the Goblin Market and other Fey gathering grounds in your realm and friendly lands to see what can be bargained for. (Progress: 10, Cost: Event Dependent)

[] Weaving Deepest Veils

-[] Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves. (Progress: 18)
Action: Research
Progress: See above
Cost: 11,000 IM
Upkeep: None

[] Ancestor's Return
Develop a ritual to return Laenor Targaryen back to life, using the lore you already have of the boundaries of life and death
Action: Research
Progress: 8
Cost: 9,500
Upkeep: None

[] The Secret of Life and Death
Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage. (Progress 25, Cost 30,000 IM)

[] Stabilization of Sentient Undead (requires The Secret of Life and Death)

While the process to craft lesser undead has been greatly refined, those who still posses sentience are a different matter. Their state makes the process meant to stabilize a soulless husk impossible to apply, but further research might be able to find an alternative. (Progress 30, Cost 100,000 IM, needs at least one sentient undead as a test subject)

[] Undead Template Research (requires The Secret of Life and Death)
-[] Advanced Template: Qyburn had been trying to use alchemical substances to treat the bodies of his creations before animation to make them stronger and sturdier. With some aid by skilled alchemists, he might be able to finish this process. (Progress 10, Cost 20,000 IM)
-[] Metal-Clad Template (Mundane Metals): Qyburn was trying to incorporate the lead shielding into his creations by applying it directly to the bones, but was met with some troubles in actually raising them afterwards. Additional research with other metals would be costly, but might yield are useful process. (Progress 10, Cost 30,000 IM)
-[] Metal-Clad Template (Mythral and Adamantine): Unlike the Dreadfort, the Imperium has vast stocks of arcane metals. Some of those might yield exceptionally strong coatings for undead bones. (Requires Metal-Clad Template (Mundane Metals), Progress 20, Cost 100,000 IM)
-[] Metal-Clad Template (Valyrian Steel): With the bonding of arcane metals to undead bones having been researched, the possibility arises to look into applying Valyrias most enduring legacy to these arts. (Requires Metal-Clad Template (Mythral and Adamantine), Progress 30, Cost 50,000 IM and 500 lb. of Valyrian Steel)

[] Dagger-Wyrms

Find a way to create more Dragon-daggers like Feeder (Pre-requisite for other living weapons and armor)
Action: Research
Progress: 6
Cost: 3000
Upkeep: None

[] Blood Maiden Plaques
Much as they were creatures undeserving of existence, they weren't always like that… or at least their ancestors weren't. It would do you good to understand where they came from to those shores. (Likely information on Drow history and society)
Action: Research
Progress: 6
Cost: None
Upkeep: None

[] That Which Stands Forbidden
search through Scrolls of Forbidden Lore recovered in Lyceos (Spellscale, Draconian, and Kobold templates)
Action: Research
Progress: 8
Cost: None
Upkeep: None

[] Perilous Harmony
The butterflies of Naath, or more precisely the deadly fever they cause, has long been the greatest defense of the island against Ghiscari slavers. Now though, their presence makes it difficult for new settlers to come to the island, as they lack the immunity that Brindled Men and the people of Naath have. Learning more about these creatures and the sickness named after them could greatly help to make the island more prosperous. Of course, there is always the chance that understanding the immunity might open up paths for less peaceful applications of that knowledge.
Action: Research
Progress: 18
Cost: 8500
Upkeep: None

[] Bronze Book of the Warg Kings
(Content: Lore regarding warging)
Action: Research
Progress: 6
Cost: None
Upkeep: None

[] Hedge Mage's Spell Book
(Qartheen/Mixed, partially decoded)
Content: The travels of Hyndar the Lame, gleanings of ancient lore about the lands that became the Red Waste, desert magic spells.
Action: Research
Progress: 4
Cost: None
Upkeep: None

[] Iron-bound Tome
(Demon-caller's Spellbook)
A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.
Progress: 8
Cost: None
Upkeep: None

[] Death's Secrets
Research whether it is possible to substitute Negative energy by Positive or elemental energies when creating constructs, ideally finding a way to make things identical to undead constructs in all but lack of energies corrupting the world around them.
--[] Create undead powered by some other force (Progress: 18 Cost 7500 IM)
-[] Having the trove of lore (In memory of Death, The Bitter Cup, Undying Fire) and having met peaceful undead of Sarnor, the possibility now seems to exist to find a way of wielding the power of undeath for students of Scholarum, and as such to any citizens of your Empire naturally inclined to the powers of unlife, without corruption seeping into either their minds or the world around them.
--[] Try to find a way of safely wielding of Negative Energy, Necromancy, and otherwise corrupting crafts.
---[] Part I: Halting environmental decay (Progress: 15 Cost 5000 IM)
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Project dependent
Cost: Special
Upkeep: None

[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
-[] Attempt to create an "inverted" version of Icy Soul spell, negating Cold subtype instead. (Progress: 10)
Action: Research
Progress: Project dependent
Cost: Spell level*1000 IM
Upkeep: None

[] Take a deeper look into the magics of the Wall
For all the power of enchantment upon it and long years of its legend it is not infallible, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Command
Progress: 15
Cost: None
Upkeep: None

[] Tinker further with Warforged and their creation
-[] Attempt creating warforged from various materials, including but no limiting to: Mithril, Adamantine, Steel, Bronze, Cold Iron or other metals
-[] Have divination involved, so that no flawed or pain-inducing vessel is created inadvertently.
--[] Steel/Bronze/Cold Iron (Progress: 6)
--[] Mithril (Progress: 10)
--[] Adamantine (Progress: 16)
Action: Research
Progress: Project dependent
Cost: 50 lbs of the chosen material, 1d4 lbs of Thinaun ritual costs
Upkeep: None

[] Improvement over Lys' Fungus Forge's capabilities
Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create (Progress - 20)
-[] Increase the sturdiness of the forge itself, so even something as powerful as Mammon's aspect no longer promises immediate destruction though overwhelming amount of power. (Progress: 15)
--[] Both require first having an in-depth look at a construction and workings of another Flesh Forge, be it one in Qohor or those in Valyria.
Action: Research
Progress: See above
Cost: Unknown (Action locked)
Upkeep: None

[] Forge of Creation
With Anu having finally restored the ritual necessary for creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[] Organize a magi-industrial complex capable of producing Warforged en-mass.
(Progress: 30)
Action: Research
Progress: See above
Cost: 150,000 IM
Upkeep: 5000 IM/Turn

[] Have Tyene retrain her Ocular Spell into a version of a Reach Spell that has only +1 level adjustment
Action: Research
Progress: 8
Cost: None
Upkeep: Dependent on output

[] The fortress-ruin that held the Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god.
Action: Research
Progress: 16
Cost: Unknown
Upkeep: None

[] The plinth you found in treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else.
-[] Find the purpose of the broken artifact, possibly repair given new information.
Action: Research
Progress: 22
Cost: Unknown
Upkeep: None

[] Deepening shadows
-[] The Scholarum of Sorcerer's Deep could use more room to house its students and teachers, perhaps with skill and patience one might expand what was wrought from instinct and ambition.
Action: Research
Progress: 16
Cost: 13,000 IM
Upkeep: None

[] Research the Living Spells you've captured at Lys

-[] Find a method to keep them docile at all times (Progress: 18)
-[] Find a method to increase their population
--[] Tiered research (requires getting first tiers before next ones):
---[] Level 1-3 spells - (Progress: 30)
Action: Research
Progress: see above
Cost: spell level*5000 IM
Upkeep: None

[] Research a way to make Tattoo Guardians become inert on command for a short time, so that their presence does not interfere with translocation magic. (Progress: 15)
Action: Research
Progress: 15
Cost: 6000
Upkeep: None

[] The strange artifact counting down to an unknown event that was given to you by the Faceless Man is a misery... One you are now obliged to solve.
Action: Research
Progress: 25
Cost: None
Upkeep: None

[] A Call into the Ether
You may call otherworldly beings as servants, allies, or sources of information. With a better understanding of the tower's wards, the process will not be near as time-consuming. With the Scholarum likely to expand enormously you will likely need new teachers to keep up with the flow of students even with Velen pledging himself and some of his fellows to the task.
Requirements: Must be performed by a Hero
Action: Free
Progress: Event-Based
Cost: Special (See spell descriptions)
Upkeep: None
-[] Raise the Nagas

[] Planar Trade
-[] Write in city and items to trade

With your growing power and many mighty subjects it is no longer a harrowing journey to buys and sell in the markets of Sky and Stone
Requirements: Must be performed by a Hero
Action: Free
Progress: Automatic
Cost: Special (See market prices)
Upkeep: None

[] Amulet: The amulet that Varys wore is a potent defense, but with what you know the the Golden Company and Tiamat's investment in the false Blackfyre, it might be turned to use as a snare.
-[] Seek a way to modify the device in this way, and set the blessings of your divine allies upon it as hooks to catch the power of any god trapped by its presence.
--[] Gods currently diplomanced into taking part: Yss, Jazirian, Godess of the Silver Moon
Action: Free
Progress: Automatic
Cost: Special (depends on deal)
Upkeep: None

OOC: Here we are, special thanks to @egoo without whom I would have surely forgotten some research action. If there is anything I forgot,or just anything you would like to add do not hesitate to ask.
 
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Of Trials Passed and New Horizons

Thirtieth Day of the Ninth Month 293 AC

For all the tumult of the past month, the tangled plots of the Conclave, the dreadful realization of the Broken Heavens, you find yourself still looking to the horizon with determination and with hope. Your realm is grown two cities larger and soon to add a third with the annexation of Volantis, uniting the lands east of the Narrow Sea for the first time since the Doom. You are richer by far in adamant than you had been at the month's beginning, but best of all in people, not only lords and ladies of Westeros that promise to make your invasion far less bloody and harmful to land and people than it might have been, but also sorcerers, flesh-smiths and necromancers. The flight of Furies grows and Bloom swore her oaths to you. Together you faced the slave soldiers of the Brazen Throne.

Yet it was not there alone that those under your banner struck a blow against the Efreeti. Those same three Wyverns, new-made ships, of a design never before attempted and with pilots only now learning their craft, reaped bloody ruin though the ranks of the Corsairs that preyed upon the Wind Ways of the Djinn. Though they were too few for battle to turn upon their skill and valor, they excelled, proving not only the worth of arcane mechanisms but their own merits beyond a shadow of a doubt.

The wind pulls at your cloak, scales clinking against each other in a faint almost playful melody, but otherwise the square is silent, the legion drummers had already marked both your own entrance and that of the three Wyverns whose pilots are being commended this day. One by one they climb from their cabins, first Light Finger the Essarian, moving with the skill of a lifetime spent slipping through the threes, then Bran the Northerner, who according to his file came to the Deep in the hopes of learning magic only to discover that he did not have the affinity. Unlike many others who had settled for more mundane aspirations, he tried out for the fledgling Wyvern project where his extraordinary reflexes and quick wits gained him one of the vaunted 'first seats'. Last, but certainly not least, is Horas of Orkmont. The tactician of the trio, one who had once come to these lands in the company of Damphair, though one surely would not know this from the cheers that rise from every corner of the square.

Behind them walk the engineers who ensured that the complex artifice of the flying ships did not fail among the twisting winds and sudden gales of the Endless Sky, for though the crowd applauds them less you know that they are no less vital to the mission as today will make clear.

Once all them are arrayed before you, you draw the letter received from the Admiral of the Azure Star, the Djinn lord in command of military forces to whom they had been assigned:

"Let it be known that the First Air Wing, seconded to convoy protection has performed to an exemplary degree, not only being instrumental in setting adrift or sinking twenty three corsair ships, but also preserving a great wealth of cargo from their depredations as well the lives of countless merchant and fleet sailors. I have personalty sent a message to the Admiralty and the diplomatic corps asking for them to be assigned to my area of operations again, though doubtless crews of their skill will be in much demand wherever they fly."

"Behold the praise of one who has seen you time and again in battle, where I have only seen you once." You pause. "Yet once was enough to account for valor without recklessness and tactical skill without hesitation. For that I salute you."

The medals you hand out are not of gold but Adamantine, a wyvern holding a star in its claws. They are handed out to each member of the crew as well as the crew as well as the pilots. Well deserved rewards, of course, but also a means of ensuring that more likely candidates will try out for the air wings.

Lost 2 lbs of Adamantine

***​

First Day of the Tenth Month 293 AC

Returning to your books you find that the Astral Currents Stock Exchange Company has grown precisely in projected estimates with the remainder of your companies also integrated comfortably into the workings of the realm with many of their administrators positively giddy at the potential that Braavosi integration opens up. At the same time Verdant Vistas requires a restructuring given your new relationship with the Orphne Court. Perhaps issuing new stock is called for so that the fey may buy into the company, as Lord Fairwind suggests, if you can find the time to deal with the matter.

Astral Currents grows by 13% (Regular Growth)

What shall the month ahead hold for you, your Companions, and the fledgling empire you rule (List of Actions and Characters)?

[] Increase Manpower
By starting a recruitment drive, you can increase the available manpower in a province. When this action completes, throw 1d4 and an additional 1d4 for every multiple of 500 of Population the province has. The sum of these dice gives the number of Population that is converted into Manpower. If the Manpower would exceed the cap, no Population above the cap will be converted.
Requirements: None
Action: Military
Progress Needed: 10
Cost: 20,000 IM

[] Construct Guard Posts
A network of posts that can be used by the military and law-enforcement to better control the province. Grants a +1 bonus to Law. If the province also has a Messenger Service, this bonus is doubled.
Requirements: None
Action: Military
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Construct Training Center
Allows the training of soldiers. Each Training Center can accommodate 1 manpower (1,000 people).
Requirements: Must be a coastal province or have a major river.
Action: Military
Progress Needed: 20
Cost: 10,000 IM, 50,000 IM (Construction)
Upkeep: 500 IM

[] Enforce Martial Law
By using military force, the Administration and Law of a province can be forcefully raised. While under martial law, the province makes progress against both Expand Administration and Expand Law-Enforcement simultaneously as if every action assigned to Enforce Martial Law were used for both of those projects at the same time. However, for every turn under martial law, the Life-Quality of a province is lowered by 1. Once martial law ends, this penalty is reduced by 1 per turn. This action can't raise the Administration or Law scores higher then half of the maximum value.
Requirements: Need to have at least 10 soldiers per Population of the province present. This can be halved by spending an additional Military action and quartered by spending three additional Military actions.
Action: Military
Cost: None

[] Expand the Capital of Verdant Vistas
With the Orphne now your subjects, Verdant Vistas can come into its own as a trading company, with fey employees and perhaps even investors
Requirements: None
Action: Economy
Progress 10
Cost: None (May produce wealth from trading stock)

[] Improve Infrastructure
Effort is put into constructing new roads, harbors, bridges, and channels in the province to ease traffic and aid trade. When completed, the Infrastructure rating of the province improves by 1.
Requirements: None
Action: Economy
Progress Needed: the current Infrastructure rating * 5
Cost: the current Infrastructure rating * 50,000 IM (Construction)

[] Create / Expand Manufacturing Business
This represents a local business that produces either raw materials or refines them into goods. It has the following statistics:
- Size - This gives the number of people in thousands who are employed in the business. When creating this business, the size is always 1 and additional actions be used to expand it.
- Profitability - How much income is produced each turn. At the end of each turn, a Manufacturing Business generates Size x Profitability x 1,000 IM of income for the owner. The profitability of a given business is decided on a case by case basis by the GM.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: 100,000 IM, 50,000 IM (Construction)

[] Encourage Immigration
Try to attract Population from another Province. At the end of the turn, a number of Population equal to 2d6 + local Life-Quality - target province Life-Quality moves from the target to the local province. Note: A large influx of people into a currently sparsely populated province can have impact on its statistics.
Requirements: None
Action: Economy
Cost: 5,000 IM per moved Population, 50,000 IM (Construction) per moved Population

[] Construct Shipyard
Allows the construction and maintenance of ships. Each shipyard can support up to 20 ships and create one ship per turn.
Requirements: Coastal Province
Action: Economy
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 1,000 IM

[] Expand Administration
By recruiting additional personal and constructing new offices, the reach of the local administration is expanded. When completed, the Administration rating of the province improves by 1.
Requirements: None
Action: Government
Progress Needed: the current Administration rating * 5
Cost: the current Administration rating * 5,000 IM, the current Administration rating * 10,000 IM (Construction)

[] Establish Orphanages
Providing care for orphans ensures that they do not have to beg and slightly lowers crime-rates in the area. An orphanage system gives a +1 bonus to Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 10 IM, Population * 50 IM (Construction)
Cost: Population * 5 IM

[] Hail to Glory Most Ancient: Dany tells you she can try to teach others who bear the Dragon-blood to call on the glory and might of those Most Ancient... save one. It would be perilous for mind and spirit both, but great too would be the reward.
Requirements: Must be taken by Dany
Action: Government
Progress: 15
Cost: 5500 IM

[] Establish Public Schools
Providing general education to the population allows a higher standard of living and makes it easier to recruit learned workers. Public Schools give a +1 bonus to Life-Quality and can give 2d6 of additional progress to one action performed in or by the province per turn.
Requirements: At least 50 Population and at least 10 Administration and Law
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Establish Higher Learning Institution
Every institution of this type has a focus, such as magic, natural science, law or economics and provides 1 Research action per turn that can be only used for matching topics. Alternatively, it can provide an additional 2d6 of progress to any action that matches it's specialization. A province can have an arbitrary number of these institutions, but each must have a different focus.
Requirements: At least 25 Population and at least 5 Administration and Law
Action: Government
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 2,000 IM

[] Establish Healthcare Services
Providing free healing for the population increases the quality of life significantly and lower the effect of diseases and plagues. It provides +2 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

[] Construct Sanitation Systems
Providing good sanitation increases the quality of life and lowers the effect of diseases and plagues. It provides +1 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 2 IM

[] Establish Messenger Service
An organized group of messengers or similar system that allows fast communication in the province. Grants a +1 bonus to Administration. If the province also has Guard Posts, this bonus is doubled.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

[] Expand Law Enforcement
By recruiting additional personal and constructing new offices, the reach of the local law enforcement forces is expanded. When completed, the Law rating of the province improves by 1.
Requirements: None
Action: Law Enforcement
Progress Needed: the current Law rating * 5
Cost: the current Law rating * 5,000 IM, the current Law rating * 10,000 IM (Construction)

[] Establish Espionage Outpost
By establishing a base of operations for a espionage group, it can more easily work in the area. An Espionage Outpost allows the owner to perform 1 Intrigue action in the province in which it is built, which can also be used to support other Intrigue actions that target this specific province.
Requirements: None
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 3 IM

[] Establish Espionage Base
By improving upon a Espionage Outpost, the organization gains more power and reach in the area, and the resources necessary to act outside of it. In addition to the free Intrigue action that can only be used in the province itself, the Espionage Base provides another Intrigue action that can be used anywhere. Furthermore, if the owner of the province and the Espionage Base are the same, it gives a +1 Bonus to Administration and Law.
Requirements: Espionage Outpost
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 6 IM

[] Sow Dissent
By leveraging the existing tensions and fractures of another realm the hero manipulates the realm into either rebellion unwise policy or some other circumstance favorable to their realm.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Sway Ruler
The hero gathers support among the ruling elite of another realm to gain alliance, vassalage or some other favorable diplomatic position.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] A Forge of Flesh:
It is time, perhaps past time, that you visit Qohor of the daughters of Valyria, the one who best kept her secret arts, for there is much to be learned there for those who would dare the shadow of the Black Goat... more than even the sorcerer-priests know.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Songs and Glories:
The Lannisters tarnish your name and superstitious fools claim you consort with demons and monsters. Even the foul Deep Ones spoke of making you abhorred. Time and past time you picked up the gauntlet at your feet. Walk among the people of the Seven Kingdoms, learn of them, their woes and worries, then gather to you minstrels to sign true songs of your deeds.
Requirements: Must be performed by a Hero
Action: Intrigue
Progress: 20
Cost: 2000
Upkeep: None

[] Establish Trade Colony
The focus of this colony is to extract wealth from the lands and send it as tribute to the parent realm. While remaining a colony, it is uses Administration, Law-Enforcement, and Life-Quality equal to half that of the parent province for all purposes. Due to the increased focus on economic exploitation, the initial expected Wealth of a trade colony is doubled.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Yeoman Colony
Used as an outlet for those wishing to leave behind their current lives and homes or just to see the world, this colony attracts settlers all on its own. While remaining a colony, it is uses Administration, Law-Enforcement, and Life-Quality equal to half that of the parent province for all purposes. A Yeoman colony attracts 1d4 population per turn, usually taken from provinces with low Life-Quality. This can include neighboring provinces, colonies or even the provinces of other realms.
Action: Colonization
Cost: Population of the colony * 100 IM

[] Establish Military Colony
Created not to claim wealth or lands, these colonies are much tighter controlled by their parent province. While remaining a colony, it uses Administration and Law-Enforcement equal to that of the parent province and Life-Quality equal to half that of the parent province for all purposes.
Action: Colonization
Cost: Population of the colony * 50 IM

[] To stride beyond the Wall:
Bloodraven has gifted you a map of what's Beyond the Wall and the treasures you can find from it. Many are the rewards for those brave enough to dare the dangers. Or perhaps you could sway the Giants to your side as you did with the Children? Ware that any move you make against the Winterborn, they would act in turn.
-[] Visit the Thenns and aid in their evacuation to you realm south of the Wall, and take the time to study the lore of their Landwards that you may replicate the magic.
-[] Seek the Barrows of the Lost Clans. In times past it was not the Thenns alone amid the Free folk who dwelt in halls of stone and paid homage to their Magnars in the oldest traditions of the First Men. Yet where the Thenns were fortunate others were not, though hunger and sickness and perhaps the cold breath of the North. It is said among the Free Folk what doomed them were was choosing to dwell always in one place like southerners, and the bad air thick with their own greed and grasping choked them to death, but jotted in the corner of your map in Bloodraven's spidery script is the following note: The fools did not burn the dead.
-[] Enter Deadwood Vale: Some ancient blight lingers over this rocky vale between barren peaks, that no weirwood tree will grow within ten leagues of it. Even the beasts here are uncannily hateful to men and will attack not out of hunger but malice... or perhaps the need to keep some deeper evil from being awoken.
-[] The mystery of Hardhome. The only true city of the Free Folk, it supposedly fell to Essosi raiders, though what manner of raiders would bother to make flames that could be seen as far as the Wall? The birds that are Bloodraven's eyes fly uneasily over the ruins of Hardhome, and one was even so overcome by fright it slipped the ancient Greenseer's control, to be found hours later. Still, whatever dwells still in the ruins of the town seems content to stay there, and so Bloodraven has not meddled while other more urgent tasks demand his attention. He advised caution if curiosity would drive you there.
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Southern Journeys:
Sothoryos holds many dangers and just as many opportunities for those who would dare to reap them. There as in no other place you have visited, monsters stride across the face of the earth and even the common beasts of the Jungle could put entire armies of men to flight.
Requirements: Must be performed by a Hero
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] Upon a Sea of Flame:
The Shaitan asked for your aid in their wars. Claim your prize and then strike on at the hated foe, by stealth, diplomacy, and force of arms.
Requirements: Must be performed by a Hero
Action: Expedition
Progress: Event-Based
Cost: Event-Based
Upkeep: None

[] The Farthest East
With the unwitting aid of Mammon you now have a connection to Yi Ti. Perhaps it is time to look east and see how the tides of war move in that ancient empire.
Action: Expedition
Progress: Event-Based
Cost: Player decision
Upkeep: None

[] Sleepers under the Hill
Having established yourself much more solidly it might serve you well to awaken some of the remainder of the sleepers you left slumbering under the hill in Essaria.
Action: Expedition
Progress: Event-Based
Cost: None
Upkeep: None

[] A Broken Legacy
You have walked deep within the under the lingering power of the Doom and lived to tell the tale, but there are yet more treasures and secrets to be fond in those accursed lands, secrets of Valyria's undoing and how it may at last be laid to rest.
Action: Expedition
Progress: Event-Based
Cost: None
Upkeep: None

[] Study Qarthi Lore:
Deep and old runs the lore of Qarth, Gateway between East and West. Long have the Warlocks toiled in the workings of fel magics. Where others faltered, they endured. What secrets might be gleamed from their artifacts and writings? Lya is more than happy to try and seek the answers.
Action: Research
Progress: 18
Cost: None
Upkeep: None

[] Study Spells:
Add to the repertoire of a caster who learns spells.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Skill Based (Spellcraft)
Cost: Special (See spell and feat descriptions)
Upkeep: None

[] Enchanting
Create an enchanted object.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Special (See enchanting rules)
Cost: Special (See enchanting rules)
Upkeep: None

[] Study of the Arcane
Between you and your friends you possess an enormous breadth and depths of sorcerous lore, one that the fledgling mages of the Scholarum could well benefit from.
Action: Research
Progress: Skill Based (See Scholarum rules)
Cost: None
Upkeep: None

[] Tools of the Trade:
Through the ritual you gained in the Opaline Vault has revealed the secrets of many of the arcane treasures in your possession, yet some remain beyond the ritual's reach. Will you study them further?
-[] Minotaur Chains (Arcana)
-[] Star Seeker's Anchor (Arcana)
-[] Dream Serpent Skins (Nature)
-[] Livestone Sample (Dungeoneering)
-[] Alchemical beetles (Arcana)
-[] Drow Staff (Arcana CL 14)

Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Item Caster Level*0.5
Cost: None
Upkeep: None

[] The Crown of Flowers: Without a doubt this is one of the most potent magical artifacts you ever witnessed. From it much can be learned, even if it is never put on by anyone.
Requirements: Must be performed by Lya or someone else with the requisite skill
Action: Research
Progress: 18
Cost: Unknown
Upkeep: None

[] Slumbering Blade: The dagger wielded by Sharra Rogare, the yet sleeping artifact of unknown power is a dangerous unknown constant. And with how perilous her life was to this day, it would be unwise to leave one such unattended.
Action: Research
Progress: 6
Cost: Unknown
Upkeep: None

[] That Which Devours: The sword of Rakshasa Maharaja, holds many powerful secrets, not least of which is its power to break souls apart, however tainted the sword itself might be.
Action: Research
Progress: 14
Cost: 9000
Upkeep: None

[] Simple Magics

Magic is more than dragon's blood or the work of gods and spirits. None know it better than Lya. The same base principles that allowed her to pick apart the threads of sorcery and kindle light long ago in Braavos can now be used to craft rituals that even those without the skill and temperament to arise full mages might face the otherworldly perils that stalk the world.
-[] Write in spell
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Spell Level*2
Cost: Caster Level*200 IM
Upkeep: None

[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
-[] Attempt to create an "inverted" version of Icy Soul spell, negating Cold subtype instead. (Progress: 10)
Action: Research
Progress: See above
Cost: Spell Level*1500 IM
Upkeep: None

[] Sand Wiper's Reach:
Have Tyene retrain her Occular Spell into a version of a Reach Spell that has only +1 level adjustment
Action: Research
Progress: 8
Cost: None
Upkeep: None

[] A magic by Ink bound: Research a way to make Tattoo Guardians become inert on command for a short time, so that their presence does not interfere with translocation magic.
Action: Research
Progress: 15
Cost: 6000 IM
Upkeep: None

[] Works of Flesh
With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm
-[] Project Praetorian (Progress 40 Cost 35,000 IM)
- [] Further research of Maelephant's breath weapon (Progress 22 Cost 8,000 IM)
-[] Sonic breathweapon (Kongamato corpse) (Progress: 14 Cost 7000 IM)
--[] Acid breathweapon (Irony's Steel-blooded calves) (Progress: 12 Cost 4000 IM)
--[] Electricity breathweapon (Lightning Lizards) (Progress: 12 Cost 6000 IM)
--[] Hero-Killer creature (Tatzlwyrm Hero-Killers) (Progress: 16 Cost 13,000 IM)
--[] Create cosmetic variations of Leshys (Progress: 4 Cost None)
--[] Create the adamantine-like bone, using the samples from Rhango's knife (Progress: 8 Cost 5000 IM)
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Project dependent
Cost: Special
Upkeep: None

[] The Broken Pact: With many an Outsider now being a part of your Empire, developing ways of breaking them off the influence of their home planes may be a good idea.
-[] Break off Falxugons from Hells (Progress: 15)
-[] Break off Imps from Hells (Progress: 8)
-[] Break off Barghests from Hells (Progress: 5
Action: Research
Progress: Project dependent
Cost: 5000 IM
Upkeep: None

[] An Eye of Wavering Weave: The eye of the collosal beast captured on Astral Plane preying upon souls lost to Doom holds a terrifying and exciting power. While mass-producing something like that would be too costly and too lenghty... Perhaps one of your oldest friends can have much use of something like it?
--[] Make an artifact/lense for Xor out of Astral Behemot's Eye with an "Antimagic Cone (Su)" as an effect
Action: Research
Progress: 16
Cost: 13000 IM
Upkeep: None

[] The Segregation of Astral: The claws of the collosal beast captured on Astral Plane preying upon souls lost to Doom holds curious property that few other things or beings in existence can claim to have. If these can in some way be made in a weapon...
-[] Turn the claws of Astral Dreadnought into a weapon capable of severing silver cords.
Progress: 25
Cost: 22000 IM
Upkeep: None

[] A Broken Treasure: Plinth you found in treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else. Find the purpose of the broken artifact, possibly repair given new information.
Progress: 22
Cost: 15000 IM
Upkeep: None

[] Empower Oathkeeper
The blade has served Ser Richard well these years but with the horrors you are now facing he will have need of greater powers still
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 12 (Halved is That which Devours is done)
Cost: Reagents used
Upkeep: None

[] Empower Dark Sister
The Sword of Queen Visenya, ever loyal in the hand, has been little used of late, though you wonder if it could be empowered to strike not only at flesh but at the soul.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 12 (Halved if that which devours is done)
Cost: Reagents used
Upkeep: None

[] Forge Armor or a Talisman from Tiamat's scales
With Runelore at your fingertips you can now safely craft an item from the Bitch Queen's scales for Dany to wear.
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: 16
Cost: Reagents used
Upkeep: None

[] Begin a new Scholarum Course
The Scholarum could do with expanding its horizons to other arcane traditions
-[] Agent of the Silver Eye 18/20
Action: Research
Progress: 20
Cost: Reagents used
Upkeep: None

[] Awaken the Blue Dragon Wyrmling
A third and far younger dragon should be easier to handle than the ones you are already dealing with
Requirements: Must be performed by a mage with Access to Curse-Breaking
Action: Research
Progress: 10
Cost: None
Upkeep: None

[] Secrets by devils' blood-bound: Valyrian Steel holds many a secret, from what was the first seed that bore this metal-eating material... To what it can yet do.
-[] We know that Valyrian Steel interacts oddly with ambient magic, absorbing it and then re-emitting it slightly altered. We need to find out the mechanisms and effects of this process. Potentially, VS could be used to store magical energies or to transform them to cause specific effects. This is basic research and will not result in anything practical just yet, but it is likely that understanding this property could lead to magitek applications for VS. (Progress: 12)
-[] We need to study the mechanics of the way that VS "devours" other metals. Especially how it is doing so with Gold, which doesn't corrode naturally, and magical metals like Mythral and Adamantine. It's likely that this is linked to the first matter. (Progress: 12)
-[] The process of creating VS can be compared to the way Anu used to "quieten" Living Brass. As the making of both materials has similarities, using life-force and souls respectively to empower mundane metal, this study might give insights into the creation of VS or similar materials from scratch, without needing a pre-existing seed. (Progress: 16)
Action: Research
Progress: See above
Cost: 2d6 lbs of Valyrian Steel
Upkeep: None

[] Hellfire Belchers: Captured in a battle with Devil's battleship, carry secrets of holding and utilizing some of one the most powerful weapons in Hells' arsenal.
Action: Research
Progress: 12
Cost: 12,000
Upkeep: None

[] Dark Sun Dagger: clearly was once a weapon of incredible potency. But who made it? And for what purpose?
-[] Find the purpose of the blade, possibly recreate it based on the new information.
Action: Research
Progress: 8
Cost: None
Upkeep: None

[] Elder Arts: An in-depth study Runelore
-[] Attempt to create advanced wards to protect your places of power (Scholarum, administration, Inquisition, etc…) not unlike those of most ancient castles of Westeros.
--[] Part one, equivalent to a nondetection spell (Progress: 12)
-[] Research the Landwards in Thenn's holdings (Progress: 15)
Action: Research
Progress: See above
Cost: 6000 IM
Upkeep: None

[] The Bulwark of North: Take a deeper look into the magics of the Wall, for all the power of enchantment upon it, and long years of its legend, it is not unfalliable, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Comand (Progress: 15, Cost None)
Action: Research
Progress: Project dependent
Cost: Special
Upkeep: None

[] The Tree Connection: While the Old Gods gave you what they remember about their beginning, the knowledge retained within the first dreams is still vague and hard to grasp for mortal minds. However, by examining the magic imbued in a Heart Tree both in the physical and other planes, you might be able to deepen your understanding of their true nature. It will be slow work though, as you can hardly take a tree apart for dissection. (Progress: 30, Cost: 50,000 IM)

[] Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work. (Progress: 20, requires Dany, progress added by other characters is halved)

[] Fey Lore: Even though they detest the divine, the Fey are closer to the gods in nature then any mortal ever could and in their endless years, they must have acquired much lore on the matter beside. Seek out the Orphne, the Goblin Market and other Fey gathering grounds in your realm and friendly lands to see what can be bargained for. (Progress: 10, Cost: Event Dependent)


[] Weaving Deepest Veils

-[] Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves. (Progress: 18)
Action: Research
Progress: See above
Cost: 11,000 IM
Upkeep: None

[] Ancestor's Return: Develop a ritual to return Laenor Targaryen back to life, using the lore you already have of the boundaries of life and death
Action: Research
Progress: 8
Cost: 9,500
Upkeep: None

[] The Secret of Life and Death: Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage. (Progress 25, Cost 30,000 IM)

[] Stabilization of Sentient Undead (requires The Secret of Life and Death):
While the process to craft lesser undead has been greatly refined, those who still posses sentience are a different matter. Their state makes the process meant to stabilize a soulless husk impossible to apply, but further research might be able to find an alternative. (Progress 30, Cost 100,000 IM, needs at least one sentient undead as a test subject)

[] Undead Template Research (requires The Secret of Life and Death)
-[] Advanced Template: Qyburn had been trying to use alchemical substances to treat the bodies of his creations before animation to make them stronger and sturdier. With some aid by skilled alchemists, he might be able to finish this process. (Progress 10, Cost 20,000 IM)
-[] Metal-Clad Template (Mundane Metals): Qyburn was trying to incorporate the lead shielding into his creations by applying it directly to the bones, but was met with some troubles in actually raising them afterwards. Additional research with other metals would be costly, but might yield are useful process. (Progress 10, Cost 30,000 IM)
-[] Metal-Clad Template (Mythral and Adamantine): Unlike the Dreadfort, the Imperium has vast stocks of arcane metals. Some of those might yield exceptionally strong coatings for undead bones. (Requires Metal-Clad Template (Mundane Metals), Progress 20, Cost 100,000 IM)
-[] Metal-Clad Template (Valyrian Steel): With the bonding of arcane metals to undead bones having been researched, the possibility arises to look into applying Valyrias most enduring legacy to these arts. (Requires Metal-Clad Template (Mythral and Adamantine), Progress 30, Cost 50,000 IM and 500 lb. of Valyrian Steel)

[] Dagger-Wyrms
: Find a way to create more Dragon-daggers like Feeder (Pre-requisite for other living weapons and armor)
Action: Research
Progress: 6
Cost: 3000
Upkeep: None

[] Blood Maiden Plaques: Much as they were creatures undeserving of existence, they weren't always like that… or at least their ancestors weren't. It would do you good to understand where they came from to those shores. (Likely information on Drow history and society)
Action: Research
Progress: 6
Cost: None
Upkeep: None

[] That Which Stands Forbidden: search through Scrolls of Forbidden Lore recovered in Lyceos (Spellscale, Draconian, and Kobold templates)
Action: Research
Progress: 8
Cost: None
Upkeep: None

[] Perilous Harmony: The butterflies of Naath, or more precisely the deadly fever they cause, has long been the greatest defense of the island against Ghiscari slavers. Now though, their presence makes it difficult for new settlers to come to the island, as they lack the immunity that Brindled Men and the people of Naath have. Learning more about these creatures and the sickness named after them could greatly help to make the island more prosperous. Of course, there is always the chance that understanding the immunity might open up paths for less peaceful applications of that knowledge.
Action: Research
Progress: 18
Cost: 8500
Upkeep: None

[] Bronze Book of the Warg Kings (Content: Lore regarding warging).
Action: Research
Progress: 6
Cost: None
Upkeep: None

[] Hedge Mage's Spell Book (Qartheen/Mixed, partially decoded). Content: The travels of Hyndar the Lame, gleanings of ancient lore about the lands that became the Red Waste, desert magic spells.
Action: Research
Progress: 4
Cost: None
Upkeep: None

[] Iron-bound Tome (Demon-caller's Spellbook) A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.
Progress: 8
Cost: None
Upkeep: None

[] Death's Secrets: Research whether it is possible to substitute Negative energy by Positive or elemental energies when creating constructs, ideally finding a way to make things identical to undead constructs in all but lack of energies corrupting the world around them.
--[] Create undead powered by some other force (Progress: 18 Cost 7500 IM)
-[] Having the trove of lore (In memory of Death, The Bitter Cup, Undying Fire) and having met peaceful undead of Sarnor, the possibility now seems to exist to find a way of wielding the power of undeath for students of Scholarum, and as such to any citizens of your Empire naturally inclined to the powers of unlife, without corruption seeping into either their minds or the world around them.
--[] Try to find a way of safely wielding of Negative Energy, Necromancy, and otherwise corrupting crafts.
---[] Part I: Halting environmental decay (Progress: 15 Cost 5000 IM)
Requirements: Must be performed by a mage with the requisite skill
Action: Research
Progress: Project dependent
Cost: Special
Upkeep: None

[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
-[] Attempt to create an "inverted" version of Icy Soul spell, negating Cold subtype instead. (Progress: 10)
Action: Research
Progress: Project dependent
Cost: Spell level*1000 IM
Upkeep: None

[] Take a deeper look into the magics of the Wall. For all the power of enchantment upon it and long years of its legend it is not infallible, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Command
Progress: 15
Cost: None
Upkeep: None

[] Tinker further with Warforged and their creation.
-[] Attempt creating warforged from various materials, including but no limiting to: Mithril, Adamantine, Steel, Bronze, Cold Iron or other metals
-[] Have divination involved, so that no flawed or pain-inducing vessel is created inadvertently.
--[] Steel/Bronze/Cold Iron (Progress: 6)
--[] Mithril (Progress: 10)
--[] Adamantine (Progress: 16)
Action: Research
Progress: Project dependent
Cost: 50 lbs of the chosen material, 1d4 lbs of Thinaun ritual costs
Upkeep: None

[] Improvement over Lys' Fungus Forge's capabilities. Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create (Progress - 20)
-[] Increase the sturdiness of the forge itself, so even something as powerful as Mammon's aspect no longer promises immediate destruction though overwhelming amount of power. (Progress: 15)
--[] Both require first having an in-depth look at a construction and workings of another Flesh Forge, be it one in Qohor or those in Valyria.
Action: Research
Progress: See above
Cost: Unknown (Action locked)
Upkeep: None

[] Forge of Creation. With Anu having finally restored the ritual necessary for creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[] Organize a magi-industrial complex capable of producing Warforged en-mass.
(Progress: 30)
Action: Research
Progress: See above
Cost: 150,000 IM
Upkeep: 5000 IM/Turn

[] Have Tyene retrain her Ocular Spell into a version of a Reach Spell that has only +1 level adjustment
Action: Research
Progress: 8
Cost: None
Upkeep: Dependent on output

[] The fortress-ruin that held the Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god.
Action: Research
Progress: 16
Cost: Unknown
Upkeep: None

[] The plinth you found in treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else.
-[] Find the purpose of the broken artifact, possibly repair given new information.
Action: Research
Progress: 22
Cost: Unknown
Upkeep: None

[] Deepening shadows
-[] The Scholarum of Sorcerer's Deep could use more room to house its students and teachers, perhaps with skill and patience one might expand what was wrought from instinct and ambition.
Action: Research
Progress: 16
Cost: 13,000 IM
Upkeep: None

[] Research the Living Spells you've captured at Lys.

-[] Find a method to keep them docile at all times (Progress: 18)
-[] Find a method to increase their population
--[] Tiered research (requires getting first tiers before next ones):
---[] Level 1-3 spells - (Progress: 30)
Action: Research
Progress: see above
Cost: spell level*5000 IM
Upkeep: None

[] Research a way to make Tattoo Guardians become inert on command for a short time, so that their presence does not interfere with translocation magic. (Progress: 15)
Action: Research
Progress: 15
Cost: 6000
Upkeep: None

[] The strange artifact counting down to an unknown event that was given to you by the Faceless Man is a misery... One you are now obliged to solve.
Action: Research
Progress: 25
Cost: None
Upkeep: None

[] A Call into the Ether
You may call otherworldly beings as servants, allies, or sources of information. With a better understanding of the tower's wards, the process will not be near as time-consuming. With the Scholarum likely to expand enormously you will likely need new teachers to keep up with the flow of students even with Velen pledging himself and some of his fellows to the task.
Requirements: Must be performed by a Hero
Action: Free
Progress: Event-Based
Cost: Special (See spell descriptions)
Upkeep: None
-[] Raise the Nagas

[] Planar Trade
-[] Write in city and items to trade

With your growing power and many mighty subjects it is no longer a harrowing journey to buys and sell in the markets of Sky and Stone
Requirements: Must be performed by a Hero
Action: Free
Progress: Automatic
Cost: Special (See market prices)
Upkeep: None

[] Amulet: The amulet that Varys wore is a potent defense, but with what you know the the Golden Company and Tiamat's investment in the false Blackfyre, it might be turned to use as a snare.
-[] Seek a way to modify the device in this way, and set the blessings of your divine allies upon it as hooks to catch the power of any god trapped by its presence.
--[] Gods currently diplomanced into taking part: Yss, Jazirian, Godess of the Silver Moon
Action: Free
Progress: Automatic
Cost: Special (depends on deal)
Upkeep: None

OOC: Here we are, special thanks to @egoo without whom I would have surely forgotten some research action. If there is anything I forgot,or just anything you would like to add do not hesitate to ask.
Made some edits to the chapter, DP.
 
Alright, reposting here for the sake of transparency, here is the allocation of Research Actions that I came up with for this (10th) month:
[] The Secret of Life and Death: Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage.(Progress 25, Cost 30,000 IM)

[] The Godhunter: The fortress-ruin that held the Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god. (Progress: 16)

[] Forge of Creation: With Anu having finally restored the ritual necessary for creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[] Organise a magi-industrial complex capable of producing Warforged en-mass.
(Progress: 30)

[] Weaving Deepest Veils: Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves. (Progress: 18 Cost: 11,000 IM)

[] The Broken Pact: With many an Outsider now being a part of your Empire, developing ways of breaking them off the influence of their home planes may be a good idea.
-[] Break off Barghests from Hells (Progress: 5; Cost: ??)

[] The Tree Connection: While the Old Gods gave you what they remember about their beginning, the knowledge retained within the first dreams is still vague and hard to grasp for mortal minds. However, by examining the magic imbued in a Heart Tree both in the physical and other planes, you might be able to deepen your understanding of their true nature. It will be slow work though, as you can hardly take a tree apart for dissection.(Progress: 30, Cost: 50,000 IM)

[] Ancestor's Return: Develop a ritual to return Laenor Targaryen back to life, using rituals used for Amrelath, Wyla and leftover lore from Garin/Selyse's ritual (Progress: 8 Cost: 9,500)
-[] Valeria – The Godhunter (Progress 16)
--[] Lady Saenna – The Godhunter (Assist Valeria)

-[] Anu – Forge of Creation (Progress 30)
--[] Svitran – Forge of Creation (Assist Anu)

-[] Vee – The Tree Connection (Progress 30)
--[] Naria – The Tree Connection (assisting Vee)

-[] Dany – Ancestor's Return (Progress 8)

-[] Qyburn – The Secret of Life and Death (Progress 25)
--[] Elaheh Marita (Kyton Fleshsmith) – The Secret of Life and Death (Assisting Qyburn – bonus 1d6 for fleshcrafting project applicable?)
--[] Stepstones - Research (Scholarum) - assisitng Quburn.
--[] Mercy of the Soul - assisting Quburn

-[] Drow Assassins – Blood Maiden Plaques (Progress: 6)

-[] Beryl (military only) – Sound/Force Projectors (Progress ??)

-[] Velen - The Broken Pact (Barghests) (Progress 5)

-[] Lya – Weaving Deepest Veils (Progress 18)
Ancestor's Return closes off a plotline, and gives us one more PC, aside from plain being decent thing to finally do.
Qyburn's research is something we promised to finish, and also perspective as all fuck (since Essarian Undead are trouble).
The Tree Connection is needed for way too many projects than it deserves. Storm God (because moving Heart Tree), Making Imperial Deity, dealing with Heart Trees beyond Wall, Making a Haert Tree on Hellven (one day), etc...
Forge of Creation is a way to get PCs and elite forces more easily. Also, our first step at unfucking the Creation, since it is somewhat similar to Axis' broken forge.
The Godgunter is needed now since we are about to engage Tiamat in 1-2 months, and our "trap" better be ready by then, yes?
Weaving Deepest Veils offers us much more security in all avenues once finished. Fuck dem Divine peekers.
Breaking Barghests off Hell is but sensible, and it brings us one step closer to all-Devil-version of the ritual

@Goldfish, no changes to make-up of groups for those 3 Major Actions we discissed?
...I think it's better left for you to present anyway, since I have only vague understanding of why each strike group is made in those specific ways.
 
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I am quite curious about how well the fey would understand the idea of stock.

Also I have been wondering for a while but.... Why has nobody made an omake about the other races coming into the plane of balance or possibly the native populations being warped by magic's return?

I could see a couple of people get warped (possibly by fey touched magic) into Elves (or elves coming out of magically induced hibernation), Halflings being the canny merchants and well known wanderers would either wander into our lands via our trade gate, dwarves born to our fire dwarves (as they adapt to our plane), Gnomes finally leaving their hidden glens and coming out from the shadows (their culture is heavy on being sneaky), the Tabaxi leaving the deep jungles, and more.


There is a lot of potential for this and it would introduce many more races to the world and would be quite interesting to boot!
 
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Shit, I just noticed that I never did finish making a system for levelling up our existing magelings. Should I make it now (is it relevant this month?), or should I be working on a turn plan first?
 
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