One thing to note about the wards is that they are not some ancient ritual, they are a collaborative effort by Benero and Zherys meant to keep this one trouble spot closed. They would have to be adapted for wider use.
 
See shit like this is why we want the Churches and temples in our realms to give us their lore. The fact that they made a ward capable of sealing away a Herald of a Deity is something we need to have.
 
True

Since there aren't a lot of votes and the buff-scheme will probably take a while interlude next.
@DragonParadox, can we get the rumors post before it gets too late in the day and you don't have time?

We're waiting on Westerosi rumors for which we should have a lot of intel, Essosi rumors for which we control most of Western Essos, we have a budding inquisition base in Slaver's Bay, and we've made contact with the far east for the first time with all of our companions' intrigue work, and lastly extraplanar rumors from Armun Kelisk, the Opaline Vault, and the Bazaar of Beggars and the City of Brass where Maelor and Malarys have been working.
 
@DragonParadox, can we get the rumors post before it gets too late in the day and you don't have time?

We're waiting on Westerosi rumors for which we should have a lot of intel, Essosi rumors for which we control most of Western Essos, we have a budding inquisition base in Slaver's Bay, and we've made contact with the far east for the first time with all of our companions' intrigue work, and lastly extraplanar rumors from Armun Kelisk, the Opaline Vault, and the Bazaar of Beggars and the City of Brass where Maelor and Malarys have been working.

Sure I'll cover the rumors now.
 
@DragonParadox
Name: Zherys
Age: ??? (Middle-Age)
Alignment: Lawful Evil
Race: Human (Dragonblooded, Medium)
Level: 16
Class:
Sorcerer (Blood of Siberys) 7/ Loremaster 5/ Incantifier 4
Flaws: Grudge Keeper, Meticulous
Feats:Draconic Heritage(Red), Skill Focus (Knowledge History), Draconic Aura (Energy Fire), Invisible Spell, Arcane Thesis (Disintegrate), Fire Casting, Extend Spell, Still Spell, Split Ray, Residual Magic, Maximise Spell, Draconic Bloodline
Class Features: Blood of Siberys, Lore, Secret (Inner Strenght, Stamina, Applicable Knowledge), Arcane Body, Spell Eater, Spell Resistance, Spell Leach, Spell Eater 2

HP: 12d4 +4d6+48 (116 HP) + 30 Temp HP (HotE) + 1d10+10 Temp HP (False Life)
AC: 10 + 3 (DEX) + 4 (Mage Armor) + 5 (Deflection) + 4 (Shield) = 26
Movement: 30ft
Initiative: +3 (DEX)
Attack: BAB 7 +3(Dex) = +10 (Ranged Touch)
Spell Save: DC: 10 + 9 (CHA) (+3 for Fire Spells) + spell level
Weapon Proficiency: Dagger, Staff
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, Age
Resistances: Cold 5, Electricity 5, Fire 25
SR: 24

STATS:
8 + 2 = 10 (0) Strength
12 + 4 = 16 (+3) Dexterity
13 + 5 = 18 (+4) Constitution
22 + 6 = 28 (+9) Charisma
16 + 4 = 20 (+5) Intelligence
12 + 4 = 16 (+3) Wisdom

SAVES:
FORTITUDE: 5 + 4 (CON) +2 (Secret) + 5 (Resistance) = 18
REFLEX: 5 + 3 (DEX) + 5 (Resistance) = 13
WILL: 12 + 3 (WIS) + 2 (Secret) + 5 (Resistance) = 20

SKILLS:
Bluff:
10 + 9 (CHA) = 19
Concentration: 19 + 4 (CON) + 10 (Ring) = 33
Diplomacy: 19 + 9 (CHA) + 4 (SYN) + 10 (Ring) = 42
Knowledge (Arcana): 19 + 5 (INT) = 24
Knowledge (History): 10 + 5 (INT) +3 (Skill Focus)= 10
Knowledge (The Planes): 5 + 5 (INT) = 10
Sense Motive: 9 + 3 (WIS) + 10 (Ring) = 22
Spellcraft: 19 + 5 (INT) + 2 (SYN) + 3 (SF) + 10 (Ring) = 39

Spells Known (Caster Level 16):
Level 0: Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Light Mage Hand, Mending, Message, Prestidigitation (6/day)
Level 1: Mage Armor, Magic Missile(RotF), Scholar's Touch, True Casting, True Skill, True Strike, Comprehend languages (8/7/day)
Level 2: Elemental Dart, Heart of Air, Invisibility, Mirror Image, Wings of Cover, Darkvision (8/6/day)
Level 3: Ancestral Awakening, Dragon's Hide, Fireball(RotF), Heart of Water, Protection from elements
Level 4: Freedom of Movement(RotF), Heart of Earth, Orb of Force, Ruin Delver's Fortune, Voice of the Dragon, Fear
Level 5: Commune(RotF), Greater Blink, Heart of Fire, Teleport(RotF), Undying Vigor of the Dragonlords, Mindfog
Level 6: Disintegrate, Greater Dispel Magic, Greater Shadow Enchantment, True seeing
Level 7: Arcane Spellsurge, Greater Arcane Sight, Vision
Level 8: Moment of Prescience, Mind blank


Grimoire of High Arcana:
Level 1: Alarm, Disguise Self, Spontaneous Search
Level 2: Alter Self, Detect Thoughts, False Life, Investigative Mind, Protection from Arrows, Rope Trick, See Invisibility
Level 3: Air of Nobility,Fly, Phantom Steed, Tongues
Level 4: Greater Invisibility

Runestaff of Abjuration: Dismissal, Dispel Magic, Lesser Globe of Invulnerability, Repulsion, Resist Energy, Shield

Special Abilities:
  • Dragon-Wing Graft (Su): 3/Day you can use an extra Swift Action in a round. This can only be used once per round.
Blood of Siberys

You possess a deep bond to Siberys, the Dragon Above, which shapes your sorcerous powers. Many believe the Dragon Above is the source of all arcane magic, and the first dragons were born from the blood that fell when Khyber slew Siberys. Your bond to the Dragon Above enhances your ability to channel magic.
Level: 1st.
Replaces: If you select this class feature, you do not gain the normal list of class skills, nor do you gain a familiar.
Benefit: The following are your sorcerer class skills: Bluff, Concentration, Craft, Diplomacy, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft.
In addition, you add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spell you can cast. For example, even if your natural Charisma is 14, you can still cast up to 8th-level sorcerer spells. This bonus does not affect saving throw DCs, skill rolls, or provide any of the other benefits dependant on Charisma.

Lore:
At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check. 5 +


Arcane Body (Ex): An incantifier's body ceases to function as most living creatures' do, coursing with unbridled magical energies. While he is not undead, elements of his existence are fundamentally warped by the arcane energies he relies upon to sustain him.
An incantifier does not heal naturally, nor can he be healed through normal magical means. Only through draining magic using his spell eater ability can an incantifier replenish his physical health.
An incantifier no longer has any need to eat, drink, or sleep and does not take penalties from neglecting these needs. In addition, an incantifier no longer takes any negative effects from aging and has no maximum age. Instead, he must replenish his body by absorbing spell levels equal to his character level every month, using his spell eater ability (see below), or he permanently loses a level. For example, an 11th-level wizard/5th-level incantifier has to consume 16 spell levels within one month's time or permanently lose a level (see Energy Drain and Negative Levels in Appendix 1: Special Abilities in the Pathfinder Roleplaying Game Core Rulebook). Levels lost in this manner can not be restored by any means.


Spell Eater (Su): An incantifier depends on magic to live and must absorb arcane magic to heal. If an arcane spell or spell-like ability does not beat an incantifier's spell resistance, the incantifier absorbs the magic and heals 1d4 hit points per spell level. Spells that ignore or overcome the incantifier's spell resistance affect him as normal. The incantifier decides whether or not his spell resistance affects spells he casts on himself, either benefitting from the spell or healing as he chooses.
When an incantifier uses this ability to absorb his monthly requirement of spell energy (see arcane body, above), the incantifier does not gain hit points.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.

Spell Leech (Su): At 3rd level, an incantifier can channel absorbed arcane energy back into his own magic. If an arcane spell or spell-like ability does not beat the incantifier's spell resistance, the incantifier regains a spell of the absorbed spell's level or lower that he has already cast that day or regains a used spell slot of the appropriate level or lower. If the incantifier has his full compliment of spells, and thus has no cast spells or used spell slots, he cannot benefit from this ability. For example, if a wizard incantifier's spell resistance negates a lightning bolt, he can restore a single 1st-, 2nd-, or 3rd-level spell he had previously cast, regaining it as if he had never cast it.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.

Spell Eater 2 (Su): At 3rd level, the incantifier can heal himself using arcane magic drained from single-use or charged magic items. This ability requires a full-round action and can only be used on an item the incantifier is holding. Using spell leech on a potion or scroll destroys the item but heals 1d4 hit points per spell level of the item destroyed. Using this ability on a charged magic item drains 5 charges and heals the incantifier of 1d4 hit points per spell level of the highest-level spell the item possesses. The incantifier cannot be healed more than his maximum number of hit points. This ability has no effect on multiple-use items without charges, like magic weapons, armour, or rings.

Anklets of Translocation:
  1. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  2. Convert any Spell of 5th level and above to Teleport
  3. Carrying capacity is doubled.
Boneward Belt of Many Pockets: +5 Constitution, +5 Resistance bonus to saving throws
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
  • Although only eight small pouches are readily visible on the inner front of this belt, there are actually 64 of them, and each acts as a small Bag of Holding capable of containing 1 cubic foot of material weighing no more than 10 pounds.
    • Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
    • While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
Diplomat's Ring of Untarnished Glory: +6 Charisma, +4 Intelligence, +4 Wisdom, +5 Deflection bonus to AC
  • +10 Competence bonus to Diplomacy and Sense Motive skill checks
Gloves of the Starry Sky: +4 Dexterity, +2 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. Hold breath for up to 12 hours before having to make a Constitution check.
  3. Convert any spell of 4th level and above to Freedom of Movement.
Minor Cloak of Displacement:
  • You benefit from a 20% miss chance, as if affected by a Blur spell. You can suppress or activate this effect at will as a Standard Action.
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. Convert any spell of 3rd level and above to Fireball.
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Greater Amulet of Protection from Evil) 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.
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.
Ring of Spell-Battle:
  1. +10 Competence bonus to Concentration and Spellcraft skill checks
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Robes of Mysterios Conjuration:
  • 3/Day sacrifice a spell slot to use Summon Monster spell of same level
Runestaff of Abjuration:
Equipped Magic Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt of Many Pockets (+5 CON, +5 Resistance), Calligraphy Wyrm, Diplomat's Ring of Untarnished Glory (+6 CHA, +4 INT, +4 WIS, +5 Deflection), Gloves of the Starry Sky (+4 DEX, +2 STR), Greater Amulet of Protection from Evil, Minor Cloak of Displacement, Radiant Earring of Arcane Acuity, Runestaff of Abjuration, Soulfire Mithral Bracers of Arcane Freedom (+1), Ring of Spell-Battle, Robes of Mysterious Conjuration

I'm afraid @Goldfish's beautiful coloration was lost in translation?
 
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The important part here is Church, they made those wards because they called on R'hllor and beachhead him to hold the unclean fire at bay.

Which would still be an important magic to know about. If some church has the ritual to mass cure an entire group of people then it would be good to know if a plague hits our lands. Even if it is a deity backed ritual. Kind of like a tool box in the back to use in the case of relevance.
 
@Goldfish, btw, there are some minor updates that need to be made for the sheets for Erinyes and Minotaurs. Both should have had Valyrian Steel weapons forged for them, and the Minotaurs had Reinforced Segmented Adamantine Fullplate (+1) commissioned for them after we raided the Adamantine Convoy.
 
Interlude DC: Weaving the Four Winds
Weaving the Four Winds

Second Day of the Eleventh Month 293 AC

Rumors of the West:

Ill-Fated Name-Day: Princess Myrcella Baratheon's third nameday was marked by strife and ill will as the King refused the Old Lion's gifts for his granddaughter until the Lannisters could gift him 'a net to tangle the damn Dragon so I can take his head'. The Queen was supposedly incensed such that the maids of the Red Keep did not sleep easy for weeks. Several prominent Crownlander Houses have cited the Queen's manner as reasons to withdraw from court in protest while assuring the King of their continued loyalty.

The Bear Stirs: Sailors tell that Lady Maege Mormont has set about building ships with the aim of feeding Bear Island's peoples of the bounty of the sea and mayhap even enriching its people with trade. Given the shame of her nephew Jorah in conspiring with Esossi slave traders many count the deed foolish. Many in the North mutter about betting on a bad bargain and other less polite things where the She Bear cannot hear them, but she keeps her own counsel. 'There aren't any more slaves in Essos from what I heard,' she had supposedly been heard remarking on more than one occasion.

Twin Tribulations: In what some have called in jest to be the herald of the end of days, Walder Frey has lowered the toll to pass by the Twins. Many lords see in this as naught but another attempt to marry off some of his too-numerous brood as high as they can claw up, but the smallfolk are just glad for coppers spared. There's even been talk of 'Good Lord Frey' for the first time in Gods knows how many years. Tales that the Weasel Lord is taking his coin back tenfold in stolen silver by working with bandits are most often counted naught but sour grapes.

New Tide Upon Shores of Iron: Rodrik the Reader, regent of an empty seat and bearer of a bloody blade both, formally proclaimed the danger of the Deep Ones mentioned in the Conclave of Oldtown, further declaring the Drowned Men to be deeply infected by that rot and unfit to minister to the souls of the Ironborn. However, when the missionaries of the Faith set ashore at Pyke they found they had somehow been outsailed by priests from far off Essos. Claiming to speak for the 'Merling King' who is the foe of the scourge of the depths and these eastern priests were summoned at the regent's behest. Talk of Weirwood trees sprouting on the islands for the first time since the Salt Taking only stir the proverbial pot more, though most are content to see the Ironborn looking to their rocks and not their longboats whatever the cause may be.

Rumors from the East:

Bloodied Axes: The Bearded Priests of Norvos proclaimed the cult of R'hllor to be servants of demons and in league with their old foes of Qohor, falling upon the already proscribed cult with rewed fury, but the faithful of the Red God are not cowed, for they say Azor Ahai is near and he will swoop down from the heavens to deliver them. Few indeed are those who cannot guess whom they expect to deliver them.

Golden Seas: With goods delivered through the marvelous gate in Sorcerer's Deep wrought of such craft as to inspire envy across the breadth of the Narrow Sea and beyond dozens of Braavosi Merchant Houses are moving to fill the void, carrying goods from the otherworlds into the hands of those who cannot or dare not travel to the city of the Dragon King. Even the Iron Bank, long a bastion of steely-eyed caution, has begun shifting its policies on risky trading ventures as sorcery proves itself a reliable way to predict and avert the perils of long sea journeys.

Adventurous Spirits: Since the Doom the name of Valyria has been but another word for death, be it by noxious fumes, searing fires or other more horrific fates of which men fear to even whisper, but with the opening of Mantarys to the world, no longer a city of monsters but of Angels, as well as the wealth flowing through the port of Tolos where a Dragon reigns, many have begun to forget the terrors and remember other tales, of the fabulous wealth and ancient sorceries of the Freehold. How much might they be worth to find and sell to the Dragon King's mages? Gold, land, and power, the promise of all this and more lies buried in the soil of Valyria, or at least so these hopefuls reason.

OOC: This is the first rumor post of the month but definitely not the last. I'll do a combined one for the Planes and the Jade Sea soon.
 
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Adventurous Spirits: Since the Doom the name of Valyria has but another face for death, be it by noxious fumes, searing fires or other more horrific fates of which men feared to even whisper, but with the opening of Manatrys to the world, no longer a city of monsters but of angels, as well as the wealth flowing through the port of Tolos were a dragon reigns many have begin to forget the terrors and remember other tales, of the fabulous wealth and ancient sorceries of the Freehold. How much might they be worth to find and sell to the Dragon King's mages. Gold, land and power, the promise of all this and more lies buried in the soil of Valyria, or at least so these hopefuls reason.
:( I wish we didn't have to deal with Tiamat and the Deep Ones. I don't want to be beaten to our loot again.
 
:( I wish we didn't have to deal with Tiamat and the Deep Ones. I don't want to be beaten to our loot again.
Well, even the adventurers seems to dream of "sell to the dragon king and get rich", rather than trying to plunder and keep it.
That's a big step for us.

Bloodied Axes The Bearded Priests of Norvos proclaimed the cult of R'hllor to be servants of demons and in league with their old foes of Qohor falling upon the already proscribed cult with rewed fury, but the faithful of the Red God are not cowed, for they say Azor Ahai is near and he will swoop down from the heavens to deliver them. Few indeed are those who cannot guess whom they expect to deliver them.
Good, let them deal with each other.
 
Bloodied Axes The Bearded Priests of Norvos proclaimed the cult of R'hllor to be servants of demons and in league with their old foes of Qohor falling upon the already proscribed cult with rewed fury, but the faithful of the Red God are not cowed, for they say Azor Ahai is near and he will swoop down from the heavens to deliver them. Few indeed are those who cannot guess whom they expect to deliver them.

The people of Norvos call for a saviour...we must oblige them...after 4 to 6 months. Till then subtle help may be needed
 
I am surprised there is no mention of our newspaper.

Like, i would have expected that to be a big talking point as far as rumors go.
 
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