I've been thinking about commissioning art for the quest for awhile now... I'm kind of torn between individual character portraits and some kind of line-up with each of the Companions + Viserys at the forefront, ideally all showcasing some aspect of their abilities or personality.

I mean I want to do both, just not sure how much it would cost. Fiverr artists will turn out some pretty good single character portraits for prices that are frankly usually underselling their own talents, but with twelve characters it adds up. Whereas you can find similarly talented artists commissioning all their stuff for twice as much if not more. Though anything more complex/using more than one character tends to cost more. I'd be willing to shell out a hundred for something good... maybe I'll save up if ends up being pricier.

The big thing I'm stuck on is just what is the ideal background set-up for a line-up. Pick the wrong one, and it seems like sort of an album cover with a band line-up, only it would be like three bands worth of people. o_O

"Gargantuan Red Dragon", live this Fall!

Alternatively: Viserys and the Companions

With their first hit album, Fire & Blood

Maybe I'll have them standing in the Great Hall of the Red Keep with the molten pool of metal that was once the Iron Throne flowing down the raised dias behind them?
 
I've been thinking about commissioning art for the quest for awhile now... I'm kind of torn between individual character portraits and some kind of line-up with each of the Companions + Viserys at the forefront, ideally all showcasing some aspect of their abilities or personality.

I mean I want to do both, just not sure how much it would cost. Fiverr artists will turn out some pretty good single character portraits for prices that are frankly usually underselling their own talents, but with twelve characters it adds up. Whereas you can find similarly talented artists commissioning all their stuff for twice as much if not more. Though anything more complex/using more than one character tends to cost more. I'd be willing to shell out a hundred for something good... maybe I'll save up if ends up being pricier.

The big thing I'm stuck on is just what is the ideal background set-up for a line-up. Pick the wrong one, and it seems like sort of an album cover with a band line-up, only it would be like three bands worth of people. o_O

"Gargantuan Red Dragon", live this Fall!

Alternatively: Viserys and the Companions

With their first hit album, Fire & Blood

Maybe I'll have them standing in the Great Hall of the Red Keep with the molten pool of metal that was once the Iron Throne flowing down the raised dias behind them?
I could chip in on that, too.
 
I don't think I can chip in anything meaningful, freaking dolars being 4 reais and all, but I'd like to peanut gallery in the artist selection if at all possible.

I think a shot from the balcony of Dragon's Roost, overlooking SD, would be pretty sweet.
 
Alternatively: Viserys and the Companions

With their first hit album, Fire & Blood
What would the songs be called?

Also, on the matter of the Imperial Court and protocol, it is important to understand that the ludicrous continuity of rule in Yi Ti (as in China) means that stuff has a life of it's own. Perceptions influence reality in the Imperial Court to the point where it might as well be an honorary suburb of the Feywild.

So we cannot possibly try to go against it, we need to work with it. Nobody can go against it unless they're not only the Emperor but a particularly powerful Emperor, and even then it's less them going against it and more re-writing it suit them. And probably leaving a new set of headaches for their descendants to navigate.
 
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It's amusing to think about how the court will regard Viserys even if he walks in there like he's got a master's degree in Yi Tish court protocol and deportment, given he apparently enters any room or area as if he rules all he surveys and commands whatever room he enters implicitly, and that's all subconscious.

That and only people who possess an iron will are able to hold eye contact with him.
 
It's amusing to think about how the court will regard Viserys even if he walks in there like he's got a master's degree in Yi Tish court protocol and deportment, given he apparently enters any room or area as if he rules all he surveys and commands whatever room he enters implicitly, and that's all subconscious.

That and only people who possess an iron will are able to hold eye contact with him.
I'm equally interested in the Yi Tish court's take on the Companions. I suspect quite a few inferiority complexes cropping up, especially when they dominate any "friendly spars".
 
What would the songs be called?

Also, on the matter of the Imperial Court and protocol, it is important to understand that the ludicrous continuity of rule in Yi Ti (as in China) means that stuff has a life of it's own. Perceptions influence reality in the Imperial Court to the point where it might as well be an honorary suburb of the Feywild.

So we cannot possibly try to go against it, we need to work with it. Nobody can go against it unless they're not only the Emperor but a particularly powerful Emperor, and even then it's less them going against it and more re-writing it suit them. And probably leaving a new set of headaches for their descendants to navigate.
Something Like:

Flight of the Furies feat. Leto and Mereth

Measter of Puppets

Sign of the Southern Crown

The Hellion feat. Maelor

Rina of the Mariner

Cemetery Greats feat. Wyla and Qyburn

Run to the hills feat. Dalla

Sweet Dreams are Made of Yss

Symptom of the Far Realms feat. Xor

Prismatic Spray in the Dark

Making the Law feat. Malarys
 
I'm equally interested in the Yi Tish court's take on the Companions. I suspect quite a few inferiority complexes cropping up, especially when they dominate any "friendly spars".
I'm nervous about the misogyny, which appears even more blatantly obnoxious in Yi-Tish culture than it does in Westeros.

There are as many female Companions as male, not counting Xor (whatever the fuck that lovable little ball of teeth and eye stalks really is), and any one of them could destroy an army. We won't tolerate any of them being treated as a lesser being due to their gender.
 
I'm nervous about the misogyny, which appears even more blatantly obnoxious in Yi-Tish culture than it does in Westeros.

There are as many female Companions as male, not counting Xor (whatever the fuck that lovable little ball of teeth and eye stalks really is), and any one of them could destroy an army. We won't tolerate any of them being treated as a lesser being due to their gender.
I don't think it'll be as much of a problem as you're worried about. Yes, the culture is a lot more misogynist, but Viserys' Companions are outside context thanks to being hellishly powerful mages. It's along the same lines as Westerosi classifying female dragonlords as something other than "just a woman" due to the power they wield.

There might be a bit of friction, but power goes a long way, alongside the fact that Tyene was one of the people instrumental in the Azure Emperor being alive at all.
 
Just realized I forgot to do some character sheet updates this past weekend. Here's Lya's updated sheet, @DragonParadox.

I'll work on the rest as time permits this week.

Name: Lya
Alias: The Foundling, The Mage, Sculptor of Souls, The Sage
Age: 19
Alignment: True Neutral
Race: Human
Level: 17 (140,849/153,000 XP)
Class: Wizard 3/Archivist 1/Mystic Theurge 3/Sage of Creation 10
Feats: Able Learner, Alternative Source Spell, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Dual Path (Heirophant), Extraordinary Artisan, Practiced Spell-Caster (Divine), Runecrafting III(B), Scribe Scroll, Spellcasting Prodigy, Uncanny Forethought
Skill Tricks: Magical Appraisal, Swift Concentration
Class Features: Lore of Positive Energy, Lore of Good and Evil, Lore of Air, Lore of Water, Planar Arcanum, Lore of Order and Chaos, Lore of Earth, Ritual-Bound Familiar (-20% Scroll Writing Time), Lore of Fire

Languages Spoken: Low Valyrian (Braavosi, Volantine, Tyroshi, Stepstones), High Valyrian, Westerosi Common, Draconic, Terran, Infernal, Old Tongue (First Men), Ignan

Description: A dusky-skinned, heart-shaped face framed by raven curls that fall to about the middle of her back. Her hair is tugged on by tiny gusts of wind even on still days, but never when she is reading. At those times, however, one is likely to see sparks or arcane fire, sky-blue and glittering gold, chasing each other through her gaze. She is usually garbed in fine but simply-tailored robes of deep blues or forest green meant more for comfort and ease of motion than style.

Mythic Tier: 1 (Path of the Sage)

HP:
106/106 +30 (HotE) +1d10+10 (False Life); +85 effective Hit Points w/Advanced Tattoo Guardian
AC: 10 + 1 (DEX) + 4 (Mage Armor) + 5 Deflection +4 (Insight) = 24; +2 vs Undead OR +4 vs Incorporeal Undead
  • AC: 10 + 6 (DEX) +6 (NA) + 4 (Mage Armor) + 5 Deflection +4 (Insight) = 35; +2 vs Undead OR +4 vs Incorporeal Undead (w/Advanced Tattoo Guardian)
Initiative: +1
Base Attack: +9/+4
Spell Save: 10 + 8 (INT) + 1 (SP) + spell level; +1 (Arcane Concordance) w/Arcane spells
Weapon Proficiency: Crossbow
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], All Mind-Affecting Effects, All Death Spells, Magical Death Effects, and Energy Drain, and any Negative Energy Effects
Resistances: Cold 5, Electricity 5, Fire 5, Negative 10, Positive 10
Miss Chance: 20% as per the Blur spell
Fast Healing: 2
DR: 10/-

STATS:
8* (-1) Strength
10 +2 = 12 (+1) Dexterity
10 +6 = 16 (+3) Constitution
12 +2 = 14 (+2) Charisma
20 +6 = 26 (+8) Intelligence
14 +4 = 18 (+4) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 7 + 3 (CON) + 5 (Resistance) = 15; 18 vs spells & spell-like abilities
REFLEX: 5 + 1 (DEX) + 5 (Resistance) = 11; 19 w/Advanced Tattoo Guardian
WILL: 13 + 4 (WIS) + 5 (Resistance) = 22

SKILLS:
Appraise:
13 + 8 (INT) = 21
Decipher Script: 5 + 8 (INT) = 13
Concentration: 20 + 3 (CON) + 10(Belt) = 33
Craft (Tattooing): 1 + 8 (INT) = 9
Craft (Leatherworking): 1 + 8 (INT) = 9
Craft (Mechanical); 1 + 8 (INT) = 9
Craft (Metalworking); 1 + 8 (INT) = 9
Craft (Woodworking): 1 + 8 (INT) = 9
Craft (Gemcutting): 1 + 8 (INT) = 9
Craft (Sculpture): 1 + 8 (INT) = 9
Knowledge (Arcana): 20 + 8 (INT) + 10(Circlet) + 4 (CV) = 42
Knowledge (Architecture & Engineering): 2 + 8 (INT) + 4 (CV) = 14
Knowledge (Dungeoneering): 2 + 8 (INT) + 4 (CV) = 14
Knowledge (Mathematics): 2 + 8 (INT) + 4 (CV) = 14
Knowledge (Nature): 2 + 8 (INT) + 4 (CV) = 14
Knowledge (Nobility & Royalty): 1 + 8 (INT) + 4 (CV) = 13
Knowledge (Religion): 21 + 8 (INT) + 4 (CV) = 33
Knowledge (The Planes): 20 + 8 (INT) + 4 (CV) = 32
Listen: 0 + 4 (WIS) + 4 (CV) = 8
Spellcraft: 20 + 2 (SYN) + 8 (INT) = 31
Spot: 7 + 4 (WIS) + 4 (CV) = 15

Secondary Skills:
Diplomacy: 3 + 1 (CHA) = 4
Ride: 2 + 1 (DEX) = 2

Arcane Spells Known (Caster Level 16):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Light, Mending, No Light, Prestidigitation, Ray of Frost, Read Magic
Level 1: Amplify[SoW], Ant Haul, Burning Hands, Charm Person, Comprehend Languages, Darsson's Cooling Breeze, Disguise Self, Enlarge Person, Fire Bolt, Gravity Bow, Heightened Awareness, Keep Watch, Mage Armor, Magic Missile, Power Word Pain, Protection from Evil, Ray of Enfeeblement, Shield, Shocking Grasp, Sleep, Sunstroke, True Strike, Unseen Servant
Level 2: Animalistic Power, Cat's Grace, Detect Thoughts, Eagle's Splendor, False Life, Fox's Cunning, Glitterdust, Harmonic Chorus[SoW], Heart of the Air, Heroics, Mirror Image, Invisibility, Protective Penumbra, Protection from Arrows, See Invisibility, Unseen Crafter
Level 3: Alter Fortune, Call the Void, Creaking Cacophony[SoW], Dispel Magic, Fireball, Flashburst, Great Thunderclap, Heroism, Keen Edge, Magic Circle Against Evil, Manyjaws, Mirror Sight, Shadow Enchantment, Shrink Item, Slow
Level 4: Assay Spell Resistance, Celerity, Dimension Door, Enervation, Greater Invisibility, Heart of Earth, Lesser Geas, Lesser Globe of Invulnerability, Lightning Lance, Orb of Force, Ruin Delver's Fortune, Spell Enhancer, Wall of Fire
Level 5: Greater Blink, Fabricate, Feeblemind, Heart of Fire, Mage's Private Sanctum, Parchment Swarm, Permanency, Raise from the Deep, Refusal, Secret Chest, Teleport, Treasure Stitching
Level 6: Greater Shadow Enchantment, Hardening, Ruby Ray of Reversal, Smoky Confinement, Starmantle
Level 7: Amber Sarcohagus, Antimagic Ray, Arcane Spellsurge, Avasculate, Greater Teleport, Lya's Magnificent Mansion
Level 8: Discern Location, Greater Planar Binding, Maze, Mind Blank, Moment of Prescience, Power Word Petrify

Divine Spells Known (Caster Level 17):
Level 0: Create Water, Cure Minor Wounds, Fire Eyes, Light, No Light, Purify Food and Drink
Level 1: Abundant Ammunition, Bless, Blessed Aim, Calm Animals, Command, Comprehend Languages, Cure Light Wounds, Detect Evil, Divine Favor, Hawkeye, Ice Slick, Moment of Greatness, Omen of Peril, Shield of Faith, Sunstroke
Level 2: Barkskin, Circle Dance, Close Wounds, Consecrate, Divine Insight, Divine Protection, Eagle's Splendor, Heat Metal, Lesser Restoration, Silence, Tears to Wine, Unseen Crafter
Level 3: Alter Fortune, Call Lightning, Heart of Water, Mass Aid, Mass Conviction, Mass Resist Energy, Stone Shape, Thunderous Roar, Whispering Sand
Level 4: Control Water, Heart of Earth, Life Bubble, Panacea, Pronouncement of Fate, Restoration
Level 5: Boneshatter, Control Winds, Owl's Insight, Plane Shift, Raise Dead, True Seeing
Level 6: Banishment, Chains of Light, Cyclic Reincarnation, Greater Black Tentacles, Heal, Spellstaff, Wind Walk
Level 7: Aura of Vitality, Destruction, Dictum, Greater Scrying, Return to Nature

Arcane Load-Out (Caster Level 15):
Level 0(4/day): Arcane Mark, Detect Magic, Detect Poison, Prestidigitation
Level 1(4+3/day): Amplify, Heightened Awareness, Mage Armor, Shield x2, True Strike x2
Level 2(4+2/day): False Life, Glitterdust, Harmonic Chorus, Heart of Air, Mirror Image, See Invisibility
Level 3(4+2/day): Alter Fortune, Dispel Magic, Flashburst, Great Thunderclap, Manyjaws, Slow
Level 4(4+2/day): Assay Spell Resistance, Celerity, Greater Invisibility, Lightning Lance, Orb of Force, Ruin Delver's Fortune
Level 5(4+2/day): Feeblemind, Greater Blink x2, Heart of Fire, Parchment Swarm, Free Slot (UF) x1
Level 6(3+1/day): Greater Dispel Magic, Greater Shadow Enchantment, Starmantle, Free Slot (UF) x1
Level 7(3+1/day): Amber Sarcophagus, Arcane Spellsurge, Avasculate, Free Slot (UF) x1
Level 8(2+1/day): Maze, Moment of Prescience, Free Slot (UF) x1

Divine Load-Out (Caster Level 16):
Level 0(4/day): Fire Eyes, Light, No Light, Purify Food and Drink
Level 1(5+1/day): Blessed Aim, Divine Favor, Ice Slick, Moment of Greatness, Omen of Peril, Shield of Faith
Level 2(5+1/day): Barkskin x2, Close Wounds, Divine Insight, Lesser Restoration, Silence
Level 3(5+1/day): Alter Fortune, Heart of Water, Mass Aid, Mass Resist Energy x2, Thunderous Roar
Level 4(5+1/day): Assay Spell Resistance, Heart of Earth x2, Life Bubble, Panacea, Free Slot (UF) x1
Level 5(4/day): Boneshatter, Control Winds, True Seeing, Free Slot (UF) x1
Level 6(4/day): Banishment, Chains of Light, Greater Black Tentacles, Free Slot (UF) x1
Level 7(3/day): Aura of Vitality, Return to Nature, Spellstaff(Contains: Destruction), Free Slot (UF) x1

Spell-Like Abilities (CL 16):

Special Abilities:
  • Aerial Magic (Sp): 3/Day use Fly or Overland Fight as a spell-like ability.
  • Fiery Burst (Reserve): As a Standard Action, you can inflict 7d6 (1d6 x [Arcane caster level - 1]) Fire damage to a 5 foot radius within 30 feet.
  • Arcane Concordance: You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
  • Lore of the Inner Planes:
    • Life & Death: You can spontaneously convert any prepared spell into a Cure or Inflict spell of the same level.
    • Elements: You can spontaneously cast any known spell with the Air, Earth, Fire, or Water descriptor by sacrificing a prepared spell one level higher than the spell being duplicated.
  • Lore of the Outer Planes: Alignment targeting spells you cast can affect any target, regardless of its normal limitations, except for those beings who are True Neutral.
    • Good & Evil: You can spontaneously cast any known spell with Good or Evil descriptor by sacrificing a prepared spell one level higher than the spell being duplicated.
    • Law & Chaos: You can spontaneously cast any known spell with Good or Evil descriptor by sacrificing a prepared spell one level higher than the spell being duplicated.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Mythic Abilities (5/day):
  • Hard to Kill (Ex): Automatically stabilizes at 0 HP
  • Surge (Su): Add 1d6 to any 1d20 roll you make (Free action)
  • Inspired Spell (Su): Cast any Divine spell up to your highest level of spells known at CL +2 (Standard Action)
  • Wild Arcana (Su): Cast any Arcane spell on your class list up to your highest level of spells known at CL +2 (Standard Action)
  • Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
Contingency Spells: Renewal Pact; Stalwart Pact

Familiar: Aebys (Calligraphy Wyrm)

Advanced Tattoo Guardian

Description:
???

Name: ???
Size/Type: Medium Construct
Hit Dice: 12d10+20 (86 HP)
Initiative: +12
Speed: 30 ft., Fly 20 ft.(Perfect)
Armor Class: 22 (+6 Dex, +6 natural), Touch 16, Flat-Footed 16
Base Attack: +9
Attack: Ink Blade +15 melee (1d6+4)
Full Attack: 2 Ink Blades +15 melee (1d6+4)
Space/Reach: 5 ft./10 ft.
Special Qualities: Construct Traits, DR 5/Adamantine, Fast Healing 5, Darkvision 60 ft., Low-light Vision, Bodyguard, Fluid Form, Hypervigilant, Worn Form
Saves: Fort +4, Ref +14, Will +7
Abilities: Str 18, Dex 22, Con --, Int 6, Wis 16, Cha 16
Skills: Open Lock 12+6
Feats: Combat Reflexes, Extended Reach, Improved InitiativeB, Lightning Reflexes, Weapon Finesse
Alignment: True Neutral

Bodyguard (Su): Whenever the Tattoo Guardian's wearer takes damage, half of the damage is transferred to the Guardian (as the Shield Other spell). This cannot reduce the Tattoo Guardian below one Hit Point, unless doing so would save the wearer's life. Additionally, the Tattoo Guardian gains a +2 bonus on Attack and Damage rolls against any creatures that damaged its wearer in the previous round.

Fluid Form (Su): A Tattoo Guardian does not provoke Attacks of Opportunity because of movement. It is immune to Critical Hits and Sneak Attacks, and it cannot be knocked Prone or Grappled.

Hypervigilant (Su): A Tattoo Guardian gains a +2 bonus on Initiative checks and Reflex saves, and it always acts on the surprise round.

Worn Form (Su): While being worn, a Tattoo Guardian occupies the same space as its wearer and moves with its wearer. In this state, the wearer and the Tattoo Guardian use the higher of the wearer's and the Tattoo Guardian's AC and saving throws, but the Tattoo Guardian loses access to its Fluid Form ability.

Anklets of Translocation (Slotless): 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Boneward Belt: +6 Constitution, +10 Competence bonus to Concentration
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Boots of the Wide Earth:
  1. Convert any Spell of 5th level and above to Teleport
  2. Carrying capacity is doubled.
Circlet of Clarity: +6 Intelligence, +4 Wisdom, +2 Charisma, +10 Competence bonus to Knowledge(Arcana)
  1. +2 Competence bonus to Concentration checks
  2. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
  3. 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky: +2 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greater Star of Unchained Wisdom:
  1. +4 Insight bonus to AC
  2. May add one level 3 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 3 spells to one's spell list if the bearer is a prepared caster (Current Spells: Amplify, Creaking Cacophony, Harmonic Chorus)
  3. 3/Day when you heal someone of damage, you can benefit from the same amount of healing.
  4. Hold breath for up to 12 hours before having to make a Constitution check.
  5. Convert any spell of 4th level and above to Freedom of Movement.
  6. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Minor Cloak of Displacement:
  • You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Star of Unchained Wisdom) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance
  1. 3/Day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Robes of Stormy Conjuration:
  1. 3/Day sacrifice a spell slot to use Summon Monster spell of same level
  2. 3/Day as a Swift Action you can cause 4d6 Electricity damage to any creature you have already inflicted Electrical damage upon in the same round. Additionally, you are immune to the Yellow effect of any Prismatic spell.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Staff of Fire Powers (16/50 charges):
  1. 1 Charge: Burning Hands
  2. 1 Charge: Fireball
  3. 2 Charges: Wall of Fire
Spell Components:
20x Crystal Bottles

Scrolls:
Amber Sarcophagus x1
Anticold Sphere x2
Arcane Spellsurge x2
Assay Spell Resistance x4
Avasculate x2
Bless x5
Cure Light Wounds x17
Dimensional Anchor x2
Enervation x1
Enlarge Person x2
Fabricate x2
Fickle Winds x2
Freedom of Movement x2
Glitterdust x2
Greater Black Tentacles x6
Greater Invisibility x5
Greater Teleport x4
Heal x5
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x2
Keen Edge x4
Life Bubble x8
Lya's Magnificent Mansion x1
Mage Armor x5
Mage's Private Sanctum x1
Maze x3
Mind Blank x3
Moment of Prescience x1
Owl's Insight x10
Panacea x15
Plane Shift x5
Protection from Evil x3
Power Word Petrify x1
Raise Dead x1
Ray of Enfeeblement x3
Recitation x4
Restoration x3
Resurgence x5
Revivify x3
Sending x3
Smoky Confinement x4
Starmantle x2
Teleport x2
Treasure Stitching x1
True Seeing x5
Wall of Force x1
Wind Walk x1

Genie Tokens
1x Plane Shift Charm
3x Sending Stone
1x Teleport Charm

Alchemical Substances:
20x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
20x Liquid Ice
90x Night Tea
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent

Equipped Magic items: Anklets of Translocation (Slotless), Bead of Newt Prevention, Boots of the Wide Earth, Calligraphy Wyrm, Boneward Belt (+6 CON), Circlet of Clarity (+6 INT, +4 WIS, +2 CHA), Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity (Slotless), Greater Ribbon of Disguise, Greater Star of Unchained Wisdom, Mind Blank Earring, Muleback Cords(Slotless), Ring of Mystic Defiance, Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Slotless), Robes of Retaliation, Soulfire Mithral Bracers of Arcane Freedom (+1), Staff of Fire
 
Goals of the Cult of Asmodeus: The creation of a deep foundation of worshipers not only among the elite but the slaves of the Ghiscari cities is by far the most obvious goal with many Unsullied regiments having been converted, often by apostate priests of the Lady of Spears who claim that their goddess is of will to be one of the High Lords of Hell, how much they themselves believe that is hard to determine. The possessed champion certainly did not serve anyone besides Asmodeus. Beyond that is is clear the cult does not intend to fight a war with mainly mortal armies supported by their own mages, even armies of converted fanatical Unsullied.
I think this is a case of weaponized worship. The apostate priests aim to get enough worshippers to believe the Lady of Spears is aligned with Asmodeus and are attempting to use that to force it.

As for becoming one of the High Lords of Hell... Asmodeus probably isn't thrilled with how Mammon has been doing against us. As a worst-case scenario for us, he's probably scouting around for replacements.

Either way, our move here is to find actual clerics of the Lady of Spears and help them hunt down the apostate clerics.
 
I could chip into an art commission. However it would have to be by post, as I'm not getting a credit card just for this (and you need a credit card for PayPal or whatever).
Credit cards cost money, while my super cheap debit card with no features is basically free. And as I never buy anything online anyway, it isn't much of a problem.

Plus, not always having all my money at my fingertips helps me to avoid excessive impulse buying. If it costs more cash than I usually carry around, I have to take 5 minutes to think about it as I go to an ATM.

ANYWAY, what I'm saying is that I'll chip in by post and that it'll take a little while as I swap euros for dollars and post them to whoever is organising this.

I would also prefer to avoid portraits of character faces, but that's really just personal preference.
 
Part MMMXXXI: Soft Whispers, Veiled Flames
Soft Whispers, Veiled Flames

Twenty-First Day of the Tenth Month 293 AC

"Looking to recruit?" Tyene asks with a smile when you express an interest in finding some of the mages of Yin.

"What makes you say that?" you counter in a mild tone. "Perhaps I am simply curious as to how the local arcane traditions differ from those west of the Bone Mountains."

"And perhaps it will rain silver not water, but I won't be holding out my hat out to catch any just yet," Garin laughs. The sky had indeed grown overcast to warrant the saying while the five of you had been speaking. As you are laying down simple spells against the elements two women enter the teahouse and head for your table, one known to you the other not.

While Nuri is dressed in what could pass for local female dress, if not a particularly respectable iteration thereof to judge from the looks that follow the translucent silver veils, her companion wears male garb, the severe robes and braided hair of a student who had not yet stood before the Imperial Examination. This then is Hua Fen, the ambitious young woman who had served as your companions' guide into the rarefied heights of Yi Tish aristocracy, even while she only dares linger at the very edges of the court.

"Time for Corlys Waters to step up, I do not think she would take well to a king wandering the streets of Yin unheralded and unknown," Tyene whispers.

"Then I shall be a Pyle, I think, some distant cousin of the House," your mother interjects. Not the most necessary subterfuge, you doubt there are more than a score of people in all of Yin who can name even the major Houses of the Crownlands, but it is a good habit to get into.

***​

So it is that the seven of you head out into the lantern-lit streets still teeming with life, from dockworkers making late deliveries for the morrow to street vendors still trying to hawk wares that had not been sold over the day and highland archers from Jiang spilling out from tavern doors, the songs upon their lips owing more to enthusiasm and rice wine than skill. Fen takes a particular dislike to the latter. Were she a sorceress you fear the soldiers' straw hats might catch fire from the sheer weight of her disdain.

"Interesting..." you muse aloud, deliberately following her gaze.

She takes the bait instantly. "What do you find of interest in that pack of yowling dogs?"

"They are boasting of victory against bands of ronin and broken men in the dead of night. Doubtlessly it was not as great as they make it out to be in drunken boasting, but someone must have given them leave in the capital and the silver to spend on wine and other entertainments. Either they must have struck a telling blow against those who are more than mere bandits... or someone wishes to make it seem so in the capital."

"Who would look to the mouths of such men?" she asks frowning, though this time in thought not disapproval.

"Those who do not trust the words of officers alone, it is harder to make a thousand men lie convincingly than ten," Garin interjects. "Unless they too believe the lie. Night battles can be confusing and glamours can make them more confusing still."

Fen nods while looking around with more interest, until she pales abruptly at the sight of the officer come to lightly chastise the men for their rowdiness. Her steps hasten and she does not speak again until all of you are well past the scene. "That was Lin Mu, a captain who serves under my father, he might have known me."

"Not through a disguise I helped craft he would not have," Tyene proclaims theatrically, obviously looking to get a laugh or at least a smile, but none is forthcoming.

"What were men under the command of my father doing partaking in loud drunken boasting?" Fen asks slowly.

No one replies, the answers given before had not changed and the appearance of the willfully ineffective officer had inclined the scales more to the possibility of deception than true triumph.

"Could her father be involved in the unrest in the highlands?" you silently ask Garin.

"I have found no evidence of any such collusion, but General Hua is well known for crushing the last major rebellion in the region. If any would-be rebels could secure the general's support it would make lulling the authorities into a false sense of security all the more effective," he replies after a moment.

Fen does not bring up the matter again, her lips pressed into a tight line as the seven of you approach the temple of the Red Lotus. Of the five shrines said to be as old as Yin itself it is the smallest and most distant from the palace. Still, even at this late hour pilgrims in dust stained robes make their way towards it, unwilling to wait for the morning to enter, alongside locals seeking perhaps something a bit more tangible than spiritual solace.

According to Garin this is the best place to find wandering mystics and sages not strongly associated with any temple or monastery, to seek cures for ailments the physician's medicines alone cannot cure or the exorcisms of unquiet ghosts and dark spirits. Peering through the veil of incense and past the fluttering white petals of the dove trees you look for any sign of true sorcery.

Oddly enough you find it not upon a man or woman but a donkey that had been enchanted to carry its load easier by far. The small dark beast sits placidly besides an elderly man, his white hair falling almost to the ground as he leans against a wall and a worn bamboo walking stick at his side, seemingly content to watch the flow of people.


As he spots you, or rather Nuri, the likely sorcerer nods discretely in her direction. "You should not be so obvious as to your nature before the eyes of flesh sister, those who would move rivers or shift pebbles from their path are as common here a they are insistent."

"If anyone should presume the use of my power for their own ends then they best have an interesting story to tell and do so quick," the arcanum sniffed.

The old man seems bemused and perhaps a touch worried. "What manner of spirit are you to bear fire brightly seen in the world of common day yet veiled to the inner eye?"

At this Nuri is silent a moment, perhaps weighing how entertaining sincerity might be against the need for secrecy. Thankfully she decides upon the latter. "One from a far off land," is all she replies.

The mage nods then looks to the rest of your company, curious but also still a touch wary.

What do you say?

[] Write in

OOC: Well you found a little more than just a mage thanks to some interesting background rolls.
 
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