Nirah, Champion of Yss, Voice of the Timeless One
Advanced Divine Cleric Creature Sea Serpent
(CR 20)
Size/Type: Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 15d10 + 255 (337 HP)
Initiative: +4 (Improved Initiative) + 9 (DEX) = +13
Speed: Ground: 20 ft + 30 ft (Haste) = 50 ft, Swim: 60 ft + 30 ft (Haste) = 90 ft
Armor Class: 46 (-4 Size, +9 Dex, +24 Natural, +1 Dodge, +6 Shield), Touch 22, Flat-Footed 36; +5 vs Ranged
Base Attack/Grapple: +15/+35
Attack: Bite +33 (4d8+35 plus Grab & Poison), Tail Slap +31 (3d8+10 plus Grab)
Full Attack: Bite +33/+33 (4d8+35 plus Grab & Poison), Tail Slap +31 (3d8+10 plus Grab)
Space/Reach: 20 ft./20 ft.
Special Attacks: Capsize, Constrict (3d8+20), Swallow Whole (8d6+20 Bludgeoning damage, AC 18, HP 18), Poison (1d6/1d6 STR damage, Fort DC 38 negates), Breath Weapon (Every 1d4 rounds, 60 foot cone, 15d6 Acid damage, Reflex DC 38 for half damage), Frightful Presence (20 ft radius, Will DC 26 negates)
Special Qualities: DR 10/Magic, Fast Healing 5, SR 27, Darkvision 120 ft, Low-Light Vision, Immune to Acid & Cold, Resist Fire 30, Immunity to Mind-Affecting effects, Telepathy 100 ft, Resist Electricity 5
Saves: Fort +34, Ref +26, Will +22
Abilities: Str 48(52), Dex 24(28), Con 39(44), Int 18(20), Wis 22(28), Cha 18(20)
Skills: +35 Concentration, +10 Knowledge (Arcana), +23 Knowledge (Religion), +10 Knowledge (The Planes), +15 Listen, +27 Sense Motive, +25 Spellcraft, +19 Spot, +31 Swim
Feats: Divine Metamagic, Extra Turning (x2), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Spellcasting Prodigy, Still Spell
Languages: Celestial, Draconic, Infernal, Truespeech
Alignment: Lawful Neutral

Capsize (Ex): The Divine Serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (Sailor) check, whichever is higher.

Prepared Divine Spells (Caster Level 15): Spell DC = 10 + 9 (WIS) + 1 (SP) + 4 (MoL) + spell level
Level 0: (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1: (4+3/day): Barbed Serpent Chains, Clarion Call, Conviction, Divine Favor, Entropic Shield, Shield of Faith, Sign
Level 2: (4+3/day): Augury, Boneshaker, Close Wounds x2, Divine Insight, Ironskin, Resist Energy
Level 3: (4+2/day): Alter Fortune, Battlemagic Perception, Blindness/Deafness, Deeper Darkness, Hydrophobia, Venomfire
Level 4: (4+2/day): Air Walk, Assay Spell Resistance, Divination, Divine Power, Hallucinogenic Smoke, Panacea
Level 5: (4+2/day): Caustic Blood, Constricting Coils, Greater Command, Revivify, Righteous Might, True Seeing
Level 6: (3+2/day): Banishment, Greater Dispel Magic, Heal, Invoke Deity, Wind Walk
Level 7: (2+1/day): Destruction, Dictum, Regenerate
Level 8: (1+1/day): Nine Lives, Shield of Law

Supernatural Abilities:
Divine Serpent:
  • Hasted (Su): The Divine Serpent benefits from a constant Haste spell effect.
  • Reflective Hide (Su): Divine Serpent has a silvery sheen to its skin and is permanently protected by a Spell Turning effect.
  • See in Darkness (Su): The Divine Serpent can see perfectly in darkness of any kind, even that created by Deeper Darkness spells.
  • Enhanced Attributes (Ex): The save DC for each of the Divine Serpent's special attacks, spells, and spell-like abilities increases by +4 (already included in stats).
  • Regrow limbs (Ex): If the Divine Serpent loses a limb, head, or body part, a new one grows in 1 round. It cannot be slain by a Vorpal weapon's head-severing ability.
  • Truespeech (Su): The Divine Serpent can speak with any creature that has a language, as though using a Tongues spell (caster level equal to HD). This ability is always active.
  • Raging Blood (Su): Each time damage is dealt to the Divine Serpent with a Piercing or Slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of Acid damage to all within range (no saving throw). It is not harmed by its own blood.
  • Spells: The Divine Serpent casts Divine spells from the cleric list and from the Protection, Strength, and War Domains as a 5th-level Cleric, though it does not gain extra Domain spell slots. This ability stacks with the spellcasting granted Cleric Creature template.
  • Frightful Presence (Ex): When the Divine Serpent makes a loud hiss, it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 25) or become Shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to the Divine Serpent's frightful presence for 24 hours.
Animated Extreme Shield: AC Bonus: +3 + 3 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Crown of the Serpent Lord: +4 Strength, +4 Dexterity, +5 Constitution, +2 Intelligence, +6 Wisdom, +2 Charisma, +5 Resistance bonus to Saving Throws
  1. Use Prestidigitation, Greater Mage Hand and Unseen Servant At Will, and Celerity 1/Day
  2. 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
  3. 1/Day: Negate Stun, Daze, Confusion, or Fascination (Does not include the effects of Chronomancy)
Mantle of Serpent Lord:
  1. 3/Day sacrifice a spell slot to use Summon Monster spell of same level
  2. 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.
  3. Aspect of the Starry Sky:
    • Glow as if affected with a Light spell at will.
    • Convert any spell of 1st level and above to Magic Missile.
  4. Aspect of the Wide Earth:
    • Convert any Spell of 5th level and above to Teleport.
    • Carrying capacity is doubled.
  5. Aspect of the Sullen Sea:
    • Hold breath for up to 12 hours before having to make a Constitution check.
    • Convert any spell of 4th level and above to Freedom of Movement.
  6. Aspect of the Golden Sun:
    • Immunity to blindness and dazzling effect
    • Convert any spell of 3rd level and above to Fireball.
  7. Harmony of the Four Aspects:
    • Benefit from Cold, Electricity, & Acid Resistance 5.
    • Convert any spell of 5th level and above to Commune.
Equipment: Animated Extreme Shield, Crown of the Serpent Lord, Mantle of the Serpent Lord, Mind Blank Ring

TOTAL: 26,752 IM (not including commissioned Mind Blank ring)
 
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Hey, @egoo, here's the Monster of Legend Sea Serpent champion of Yss you wanted. I took some liberties with the final result, removing the Sea Serpent's Elusive ability, which was neat but not very thematic, while adding Truespeech (Divine communication) & Telepathy (Serpentfolk communication), and boosting its Intelligence attribute more than the templates normally would. Also, while technically CR 18, the Monster of Legend template deserves more than a +2 CR bump, so I'm increasing it to +4 just for the sake of sanity.

The spell selection isn't optimized for any particular situation, just an everyday slithering around loadout.
Champion of Yss
Advanced Divine Cleric Creature Sea Serpent
(CR 20)
Size/Type: Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 15d10 + 210 (292 HP)
Initiative: +4 (Improved Initiative) + 7 (DEX) = +11
Speed: Ground: 20 ft + 30 ft (Haste) = 50 ft, Swim: 60 ft + 30 ft (Haste) = 90 ft
Armor Class: 38 (-4 Size, +7 Dex, +24 Natural, +1 Dodge), Touch 14, Flat-Footed 30
Base Attack/Grapple: +15/+35
Attack: Bite +31 (4d8+32 plus Grab & Poison), Tail Slap +22 (3d6+9 plus Grab)
Full Attack: Bite +31/+31 (4d8+32 plus Grab & Poison), Tail Slap +22 (3d6+9 plus Grab)
Space/Reach: 20 ft./20 ft.
Special Attacks: Capsize, Constrict (3d8+18), Swallow Whole (8d6+18 Bludgeoning damage, AC 18, HP 18), Poison (1d6/1d6 STR damage, Fort DC 35 negates), Breath Weapon (Every 1d4 rounds, 60 foot cone, 15d6 Acid damage, Reflex DC 35 for half damage), Frightful Presence (20 ft radius, Will DC 25 negates)
Special Qualities: DR 10/Magic, Fast Healing 5, SR 27, Darkvision 120 ft, Low-Light Vision, Immune to Acid & Cold, Resist Fire 30, Immunity to Mind-Affecting effects, Telepathy 100 ft
Saves: Fort +26, Ref +19, Will +13
Abilities: Str 48, Dex 24, Con 39, Int 18, Wis 22, Cha 18
Skills: +10 Knowledge (Arcana), +18 Knowledge (Religion), +10 Knowledge (The Planes), +12 Listen, +18 Sense Motive, +18 Spellcraft, +12 Spot, +10 Swim
Feats: Divine Metamagic, Extra Turning (x2), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Spellcasting Prodigy, Still Spell
Languages: Celestial, Draconic, Infernal, Truespeech
Alignment: Lawful Neutral

Capsize (Ex): The Divine Serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (Sailor) check, whichever is higher.

Turn/Rebuke Undead (Su): 15/Day, the Divine Serpent can Turn or Rebuke Undead as a 15th level Cleric.

Spontaneous Casting (Su): The Divine Serpent can spontaneously convert any prepared spell into a Cure or Inflict spell of the appropriate level.

Prepared Divine Spells (Caster Level 15): Spell DC = 10 + 6 (WIS) + 1 (SP) + 4 (MoL) + spell level
Level 0: (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1: (4+2/day): Barbed Serpent Chains, Clarion Call, Conviction, Entropic Shield, Shield of Faith, Sign
Level 2: (4+2/day): Boneshaker, Close Wounds x2, Divine Insight, Ironskin, Resist Energy
Level 3: (4+2/day): Alter Fortune, Battlemagic Perception, Blindness/Deafness, Deeper Darkness, Hydrophobia, Venomfire
Level 4: (4+1/day): Air Walk, Assay Spell Resistance, Divination, Divine Power, Panacea
Level 5: (4+1/day): Flame Strike, Greater Command, Revivify, Righteous Might, True Seeing
Level 6: (3+1/day): Banishment, Greater Dispel Magic, Heal, Wind Walk
Level 7: (2+1/day): Destruction, Dictum, Regenerate
Level 8: (1/day): Shield of Law

Divine Serpent:
  • Hasted (Su): The Divine Serpent benefits from a constant Haste spell effect.
  • Reflective Hide (Su): Divine Serpent has a silvery sheen to its skin and is permanently protected by a Spell Turning effect.
  • See in Darkness (Su): The Divine Serpent can see perfectly in darkness of any kind, even that created by Deeper Darkness spells.
  • Enhanced Attributes (Ex): The save DC for each of the Divine Serpent's special attacks, spells, and spell-like abilities increases by +4 (already included in stats).
  • Regrow limbs (Ex): If the Divine Serpent loses a limb, head, or body part, a new one grows in 1 round. It cannot be slain by a Vorpal weapon's head-severing ability.
  • Truespeech (Su): The Divine Serpent can speak with any creature that has a language, as though using a Tongues spell (caster level equal to HD). This ability is always active.
  • Raging Blood (Su): Each time damage is dealt to the Divine Serpent with a Piercing or Slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of Acid damage to all within range (no saving throw). It is not harmed by its own blood.
  • Spells: The Divine Serpent casts Divine spells from the cleric list and from the Protection, Strength, and War Domains as a 5th-level Cleric, though it does not gain extra Domain spell slots. This ability stacks with the spellcasting granted Cleric Creature template.
  • Frightful Presence (Ex): When the Divine Serpent makes a loud hiss, it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 25) or become Shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to the Divine Serpent's frightful presence for 24 hours.
...You really shouldn't have.
I was jsut bitching around with that one post, becasue c'mon who wouldn't upon failing?

This is magnificent, and you have my deepest thanks.

Shall we get on with making one this month, while we visit Yss and
1) (Try to) summon an Advodaza
2) Upgrade Staff of Ages to self-feeding (for charges even when Yss is asleep)
3) Eat the Heart of Ymeri's Herald (under Yss' watch, so nothing goes really wrong)
?

From what I read with this, this is really going to be one hella tanky boi... And we can further gear him up, too.
Would nicely spearhead our attack on Illithids.
 
...You really shouldn't have.
I was jsut bitching around with that one post, becasue c'mon who wouldn't upon failing?

This is magnificent, and you have my deepest thanks.

Shall we get on with making one this month, while we visit Yss and
1) (Try to) summon an Advodaza
2) Upgrade Staff of Ages to self-feeding (for charges even when Yss is asleep)
3) Eat the Heart of Ymeri's Herald (under Yss' watch, so nothing goes really wrong)
?

From what I read with this, this is really going to be one hella tanky boi... And we can further gear him up, too.
Would nicely spearhead our attack on Illithids.
Eh, it was fun, so I didn't mind. If we make one, at best we could grow a Cleric Creature Sea Serpent in the Flesh Forge, then it would be up to Yss to apply the Advanced and Monster of Legend templates to make it into the Champion of Yss.

It would be a fitting result to coincide with sacrificing the Advodaza, though, wouldn't it? I'm not sure if it should even count against our boons, though, as the Champion would be at least as much benefit to Yss as it would be to us.

It would be very convenient if creatures it defeated and consumed in combat could be used to directly empower Yss.
 
...You really shouldn't have.
I was jsut bitching around with that one post, becasue c'mon who wouldn't upon failing?

This is magnificent, and you have my deepest thanks.

Shall we get on with making one this month, while we visit Yss and
1) (Try to) summon an Advodaza
2) Upgrade Staff of Ages to self-feeding (for charges even when Yss is asleep)
3) Eat the Heart of Ymeri's Herald (under Yss' watch, so nothing goes really wrong)
?

From what I read with this, this is really going to be one hella tanky boi... And we can further gear him up, too.
Would nicely spearhead our attack on Illithids.

I was hoping that we use Yss to make the Fleshcrafters this month in order to get them for any research we do next month.
 
Eh, it was fun, so I didn't mind. If we make one, at best we could grow a Cleric Creature Sea Serpent in the Flesh Forge, then it would be up to Yss to apply the Advanced and Monster of Legend templates to make it into the Champion of Yss.

It would be a fitting result to coincide with sacrificing the Advodaza, though, wouldn't it? I'm not sure if it should even count against our boons, though, as the Champion would be at least as much benefit to Yss as it would be to us.

It would be very convenient if creatures it defeated and consumed in combat could be used to directly empower Yss.
Before you make the Champion, @Goldfish, we need to bargain with Yss about what the Champion is going to do. It's not really a fair deal for us if we spend money and sacrifices making the Champion and then get no further say in what the CR 20 Sea Serpent goes around doing. We have every right to bargain with Yss for the terms of service, probably guarding our waters and anyone who flies the Targaryen/Imperium banner and protecting them against Deep Ones or other monsters.

It's different when we're making Guardian Nagas or resurrecting level 6 clerics, but a monster only 1 CR below the Aspect itself is a whole different league.
  1. Sure
  2. Yes
  3. She could probably try it now but the consequences for failing rituals are pretty nasty. She needs more skill ranks.
Alright, she's level 6 now. Would around level 9 be fine, so long as she is given appropriate skill boosters?
 
Before you make the Champion, @Goldfish, we need to bargain with Yss about what the Champion is going to do. It's not really a fair deal for us if we spend money and sacrifices making the Champion and then get no further say in what the CR 20 Sea Serpent goes around doing. We have every right to bargain with Yss for the terms of service, probably guarding our waters and anyone who flies the Targaryen/Imperium banner and protecting them against Deep Ones or other monsters.

It's different when we're making Guardian Nagas or resurrecting level 6 clerics, but a monster only 1 CR below the Aspect itself is a whole different league.
That should go without saying. If we even make it, there will have to be OOC discussion and IC negotiation.

Something like the Champion would be a great guardian, but it would also serve as the perfect nucleus for a new Temple of Yss. If we want him to keep growing stronger, another temple capable of accepting meaningful sacrifices worth Yss' time is a big next step into restoring him to his previous power. Maybe one in Snake Port or Goggossos? There wouldn't be shortage of Yss chow there.
 
That should go without saying. If we even make it, there will have to be OOC discussion and IC negotiation.

Something like the Champion would be a great guardian, but it would also serve as the perfect nucleus for a new Temple of Yss. If we want him to keep growing stronger, another temple capable of accepting meaningful sacrifices worth Yss' time is a big next step into restoring him to his previous power. Maybe one in Snake Port or Goggossos? There wouldn't be shortage of Yss chow there.
I think Snake Port would be a better choice for a second big Temple of Yss. That said with the way you've designed the Guardian, using a Sea Serpent, it's probably not going to stay coiled up in a temple if you do make it.
 
I think Snake Port would be a better choice for a second big Temple of Yss. That said with the way you've designed the Guardian, using a Sea Serpent, it's probably not going to stay coiled up in a temple if you do make it.
It doesn't have to stay in the temple all the time, of course. It's not just limited to water, though. It can travel overland easily enough, and a bit of magic gets it airborne and flying pretty well.
 
Inserted tally
Adhoc vote count started by Goldfish on Nov 3, 2019 at 11:55 AM, finished with 52 posts and 13 votes.

  • [X] Loot Disposition
    -[X] To Relath, we allot the full 21,600 IM in coinage and precious gemstones, the 6,700 IM in Leviathan sculptures, and the Circlet of Mindsight to use as he sees fit. Faerex made herself an enemy of all sane beings, but before that she was merely a greedy dragon who thought nothing of stealing from Relath, one weaker than herself. As such, it is only fitting that the majority of her hoard would pass into his care.
    -[X] We will keep the Shackles of Durance Vile to sacrifice before the Old Gods, the grotesque statue of the transforming Illithid to sacrifice to the Merling King, and the mysterious Psionic dagger, which we will ask the Githzerai to identify for us when we visit their monastery in the coming days.
 
I'm ashamed of this dragon. Every proper loot grabbing sociopathic maniac collector of random objects that just happen to be recently unguarded or abandoned should know you don't hold on to the obviously cursed object you just obtained, you hock that shit to a fence and get your bread.

Seriously this is economics 101 in settings like this. You find who would want the thing, sell it, and then make a profit. Barring that you get someone else to poke at it and see if they suddenly explode or start growing tentacles out of their lower intestines before you hang it on the mantle.

She's a grown up dragon, she should have known better. For shame.
 
That should go without saying. If we even make it, there will have to be OOC discussion and IC negotiation.

Something like the Champion would be a great guardian, but it would also serve as the perfect nucleus for a new Temple of Yss. If we want him to keep growing stronger, another temple capable of accepting meaningful sacrifices worth Yss' time is a big next step into restoring him to his previous power. Maybe one in Snake Port or Goggossos? There wouldn't be shortage of Yss chow there.
Is the plan to have the Champion serve as a designated guardian, or are we negotiating to have Yss undertake the duty of guarding the oceans of the realm with the Champion being created to facilitate that duty? The former restricts the Champion's ability to act outside its role as guardian without our leave. The latter gives Yss a great deal of latitude in how he sees his duties fulfilled. It also opens up the possibility of Yss using the Champion to fulfill bargains and obligations that we aren't necessarily part of.

"I'm giving you this Champion capable of guarding the oceans in exchange for you agreeing to guard the oceans" vs. "I am giving you a Champion that you will use exclusively to guard the oceans."

So, are we OK with Yss having a CR20 creature that he is free to use however he sees fit? The issue isn't lack of trust, it whether we want such a powerful asset to be "on the market" so to speak.
 
You know the other issue is the Champion will have Int 18. That's as far from a mindless automaton as its possible to get. The creature is gonna be a Citizen by default. So it depends on if it wants to just sit out at sea 24/7 or if we want to take the step making that the only thing it wants(which pushed some boundaries a heck of a lot).

So I'd kinda like it to have a Self Polymorph ability to let it interact with people more. At CR20 and SL 15 that's not much of a problem. Heck if Dragons are anything to go by pretty standard for Uber Reptiles.
 
Is the plan to have the Champion serve as a designated guardian, or are we negotiating to have Yss undertake the duty of guarding the oceans of the realm with the Champion being created to facilitate that duty? The former restricts the Champion's ability to act outside its role as guardian without our leave. The latter gives Yss a great deal of latitude in how he sees his duties fulfilled. It also opens up the possibility of Yss using the Champion to fulfill bargains and obligations that we aren't necessarily part of.

"I'm giving you this Champion capable of guarding the oceans in exchange for you agreeing to guard the oceans" vs. "I am giving you a Champion that you will use exclusively to guard the oceans."

So, are we OK with Yss having a CR20 creature that he is free to use however he sees fit? The issue isn't lack of trust, it whether we want such a powerful asset to be "on the market" so to speak.
Generally yes. Mostly in the case of there never being a divine servitor we're not confident we couldn't take down if pressed, which is rather the point of never giving your mortal patrons a reason to start viewing your troubleshooting murderbeast as a liability instead of an asset. About the only thing we're not absolutely confident in taking down that Yss can throw around is his avatar, and if we're comfortable having that thing in our capital city then I think another strong murderbeast, but less strong than that, is just fine.
 
Is the plan to have the Champion serve as a designated guardian, or are we negotiating to have Yss undertake the duty of guarding the oceans of the realm with the Champion being created to facilitate that duty? The former restricts the Champion's ability to act outside its role as guardian without our leave. The latter gives Yss a great deal of latitude in how he sees his duties fulfilled. It also opens up the possibility of Yss using the Champion to fulfill bargains and obligations that we aren't necessarily part of.

"I'm giving you this Champion capable of guarding the oceans in exchange for you agreeing to guard the oceans" vs. "I am giving you a Champion that you will use exclusively to guard the oceans."

So, are we OK with Yss having a CR20 creature that he is free to use however he sees fit? The issue isn't lack of trust, it whether we want such a powerful asset to be "on the market" so to speak.
Yeah, that is definitely something we would need to consider. Personally, I don't want him "on the market", but I don't want that to keep us from expanding his power, and part of that requires allowing more people access to his services.
You know the other issue is the Champion will have Int 18. That's as far from a mindless automaton as its possible to get. The creature is gonna be a Citizen by default. So it depends on if it wants to just sit out at sea 24/7 or if we want to take the step making that the only thing it wants(which pushed some boundaries a heck of a lot).

So I'd kinda like it to have a Self Polymorph ability to let it interact with people more. At CR20 and SL 15 that's not much of a problem. Heck if Dragons are anything to go by pretty standard for Uber Reptiles.
That's not really an issue, IMO. It would not be considered a mindless automaton, because it would be a divinely empowered Champion of our greatest deific ally.

The Champion as it is written is already very powerful, but giving it the ability to assume a smaller form to more easily interact with others doesn't seem out of bounds. Rather than a blanket shapechanging ability, however, I would limit it to using various Serpent folk forms, if DP approves, of course.
 
I think the best way to keep him from trying to undercut us in some way is... really, just to keep expanding our influence. If his interests intersect with ours, it is when we patronize the founding of new temples so that more people might pact with him or pay him worship.

Out of all of our pet gods, Yss is the one that recognizes quid pro quo the best. He can't get his quid if we're not pro quo.
 
Generally yes. Mostly in the case of there never being a divine servitor we're not confident we couldn't take down if pressed, which is rather the point of never giving your mortal patrons a reason to start viewing your troubleshooting murderbeast as a liability instead of an asset. About the only thing we're not absolutely confident in taking down that Yss can throw around is his avatar, and if we're comfortable having that thing in our capital city then I think another strong murderbeast, but less strong than that, is just fine.
I'm not concerned with Yss intentionally acting against us. I'm concerned with the Champion making things complicated. If we grant Yss wide latitude in how his duties may be fulfilled, Yss is free to accept bargains and sacrifices for the Champion's services that don't interfere with the "Prime Directive." For example, what if merchant captains realize that having a friendly, fuck-off tier sea serpent near their boats dramatically reduces the various risks associated with an ocean voyage? Paying tribute to Yss to adjust, or at the very least make public, the Champion's comings and goings could easily become a routine part of scheduling important voyages. Local markets will adjust in response to the existence of this new, premium 'insurance' service provided by Yss. We will have also inadvertently created a market incentive to catalogue and predict the Champion's movement.

... until an Illithid raiding party captures a merchant vessel and extracts the information from the crew. Or an enemy mage is able to indirectly divine the Champion's movement by focussing on the flow of trade. Then if we make plans that divert the Champion's usual routine, our enemies would have advance notice that something big is coming their way.

See where I'm going with this?

Yeah, that is definitely something we would need to consider. Personally, I don't want him "on the market", but I don't want that to keep us from expanding his power, and part of that requires allowing more people access to his services.
Sure, but empowering Yss doesn't necessarily mean we need to let people rent divine WMDs.
 
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