Huh.
So there are more entities with the ability like the Frost Dragons', apparently.
Time Flayer (CR 12)
Unmaking (Su)
An opponent slain by a time flayer is unmade–erased from the very fabric of time. No memories or recollections of the unmade creature exist anywhere in reality. Past events the creature was responsible for are now attributed to an unknown–even if they recently took place. For example, suppose a great hero saved a kingdom from certain doom and then suffers the unmaking. The kingdom is still safe, but no one can quite recall who saved it.
A creature that suffers the unmaking cannot be raised, resurrected, or restored to life by any means–not even a wish can restore an unmade creature. Only the direct intervention of a deity can restore one who suffers this fate.
This part, however, kinda makes me want to summon a few of these, lobotomize to our best ability, and then make a ward against time-affecting abilities.
Like the Faywild's capability of ripping Viserys away from his empire, given sufficiently powerful Fey controlling the patch we'd be in.
Immunity to Temporal Magic (Ex)
Time flayers are immune to all time-related spells and effects (including time stop, temporal stasis, and the like).
@DragonParadox, just out of curiosity - would such be a valid action?
Do we know of the things/do they exist within the setting at all (since you gave a pretty strong "no time travel" ruling), and would we be able to affect them physically/magically enough to cut them up for "grafts" for a lack of a better word?
 
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@DragonParadox, just out of curiosity - would such be a valid action?
Do we know of the things/do they exist within the setting at all (since you gave a pretty strong "no time travel" ruling), and would we be able to affect them materially enough to cut them up for "grafts" for a lack of a better word?

If such things exist you would have to find specific rituals to summon one, likely at great cost and risk.
 
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If such things exist you would have to find specific rituals to summon one, likely at great cost.
Okay, so no definite "no" then.

Sounds fine to me, temporal magics research is always fun even if no time-travel is about.

Hell, Illithids have entire Research Facility somewhere in the ocean, dedicated to such shite...
We'll have a place to start such research from IC, if we loot what remains there.
 
Okay, so no definite "no" then.

Sounds fine to me, temporal magics research is always fun even if no time-travel is about.

Hell, Illithids have entire Research Facility somewhere in the ocean, dedicated to such shite...
We'll have a place to start such research from IC, if we loot what remains there.
They're researching it because they know they'll need it, one day in the unfathomably far future, billions of years from now when the universe has gone cold and dark. Time travel being what it is, they'll probably be working on cracking the problem right up until they send the remains of their empire back into the past before entropy claims the universe.
 
Huh.
So there are more entities with the ability like the Frost Dragons', apparently.
This part, however, kinda makes me want to summon a few of these, lobotomize to our best ability, and then make a ward against time-affecting abilities.
Like the Faywild's capability of ripping Viserys away from his empire, given sufficiently powerful Fey controlling the patch we'd be in.
@DragonParadox, just out of curiosity - would such be a valid action?
Do we know of the things/do they exist within the setting at all (since you gave a pretty strong "no time travel" ruling), and would we be able to affect them physically/magically enough to cut them up for "grafts" for a lack of a better word?
Summoning things that can erase people from time to scrap for parts seems like a good way to get some first hand experience with their abilities. Even if we pulled it off we'd run the risk of pissing off its friends and family.
 
They're researching it because they know they'll need it, one day in the unfathomably far future, billions of years from now when the universe has gone cold and dark. Time travel being what it is, they'll probably be working on cracking the problem right up until they send the remains of their empire back into the past before entropy claims the universe.
...Having read the fluff of Illithids, I really, really wish we could fuck around with reality after the Void is done with.
As in, to the extent of preventing their empire from even forming.

A paradox?
Yeah, whatever, I think we all hate illithids enough not to give a fuck about reality's laws when exterminating them is an option.

It's a possibility that we'd just "split" the timeline that way, anyway - and then further "solidify" it into a "real" one.
Summoning things that can erase people from time to scrap for parts seems like a good way to get some first hand experience with their abilities. Even if we pulled it off we'd run the risk of pissing off its friends and family.
Fair enough, and "do research into temporal magics" is probably enough of a way to get ourselves some reasonable protections from being time-displaced against our will.
It's just that, well, cutting up someone for parts, and then fitting said parts together is a surprisingly effective way of working around things, and it did well for us so far.
 
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...Having read the fluff of Illithids, I really, really wish we could fuck around with reality after the Void is done with.
As in, to the extent of preventing their empire from even forming.

A paradox?
Yeah, whatever, I think we all hate illithids enough not to give a fuck about reality's laws when exterminating them is an option.

It's a possibility that we'd just "split" the timeline that way, anyway - and then further "solidify" it into a "real" one.
Fair enough, and "do research into temporal magics" is probably enough of a way to get ourselves some reasonable protections from being time-displaced against our will.
It's just that, well, cutting up someone for parts, and then fitting said parts together is a surprisingly effective way of working around things, and it did well for us so far.
what if we tried to negotiate with Time Elementals? We know from the genies that elementals can be bargained with(or compelled however bad an idea that is) to become the core of magical devices.

All time elementals have some degree of immunity to time effects, so we could try setting up something like the baby water elemental guide orbs for them. We might be able to get a lesser resistance to such effects in exchange for giving them protection and a periodic dunking in their choice of magical energy collected by the OG (who we can just pay in blood for the help).

Alternatively, we could try a similar deal with actual "common" time elementals for more power both ways if the baby ones are too weak to help. We'd need to know more about what elementals actually value enough to make these sorts of deals before speculating more on that though.
 
Yi Ti Expedition

Fleet:

Royal Ships
Hunter's Moon (Great Galleas): Captain Asha Greyjoy
Queen Rhaella (Living Ship): Captain Diana the Sea Sprite
2x Large Galleon, 6x Medium Galleon, 6x Small Galleon (Original Ships)
3x Large Galleons, 2x Medium Galleon, 1x Small Galleon (Raised from the Depths)

Braavosi Ships:
2x Large Galley, 6x Medium Galley

Dornish Ships
5x Small Galley

Triton Trade Caravan
67 Triton Traders

Friends Found Along the Way
Eventide's Secret (Qarthi Living Ship)
The Wave Cutter (Longship) Captain: Harren Half-Hoare

Personnel

Notable Crew
Theon Greyjoy
12x Minotaur Fighter
6x Advanced Druid Seaweed Leshy
16x Advanced Druid Creature Lotus Leshy
3x Erinyes
6x Verdant Wolf

Scholarum Mages
1x 5th level Wizard
1x 4th level Wizard
1x 5th level Archivist
1x 4th level Archivist
1x 5th level Sorcerer

Air Wing
Valaena and Dawnfyre
1x Herald
6x Giant Fungal Darkenbeast and Rider
8x Elemental Wyrmlings (2 sets)

Sea Guard
44x Triton Dolphin Riders
2x Colossal Advanced Fungal Manta Rays
Galaneia the Nereid
1x Dragon Turtle

Scouts and Messengers
48x Lesser False Ravens
16x Greater False Ravens
6x Lantern Archon

Inquisition presence
1x Inquisitor (Known)
2x Inquisitorial Investigators (Known)
3x Inquisitorial Handlers (Known)
10x Inquisition Agents (Known)
1x Inquisitor (Secret)
4x Inquisitorial Investigators (Secret)
6x Inquisitorial Handlers (Secret)
21x Inquisition Agents (Secret)

Cargo

Monetary Value
1,000,000 IM in Luxury Goods (Royal Cargo)
240,000 IM in Gold and Silver (Uthero Argalys)
200,000 IM in Gold (Doran Martel)
190,000 IM in Gold and Silver (Ferrego Antaryon)
130,000 IM in Luxury Trade Goods (Garin Drekelis)
120,000 IM in Luxury Trade Goods (Various Triton Tribes)
95,000 IM in Luxury Trade Goods (Dorera Phassen)
60,000 IM in Luxury Trade Goods (Hermetia Aerebalys)
58,000 IM in Luxury Trade Goods (Wyla Drekelis)
19,000 IM in Gold and Silver (House Royce of Runestone)
16,000 IM in Gold and Silver (House Velaryon of Driftmark)
15,000 IM in Trade Goods (House Velaryon of Driftmark)
12,000 IM in Gold and Silver (House Brune of Dyre Den)
9,000 IM in Gold and Silver (House Darry)
3,000 IM in Trade Goods (House Brune of Dyre Den)

Total Monetary Value: 2,167,000 IM

Goods (Non-Exclusive List)
Alchemical goods, exotic woods, steel goods, fine clothing and jewelry made in the Stepstones
Tyroshi dyes and pear brandy
Pelts and exotic woods from the North and the Wall
Myrish glassware
Ibbenese wale products
Tolosi saffron
Nathene silk
Sea silk and pearls from the Tritons
Exotic fruits and pelts from Sothoryos, especially Painted Lizard skins and feathers
Gems and rare metals from the Plane of Earth
Luxury materials from the Plane of Air
Summer Island goods like chocolate
Fey goods from Braavos and Lys
Fire Whale gems

Live Animals
16 Troodons (Wyla Drekelis)
8 Compsognathuses (Wyla Drekelis)

Arcane Goods and Lore
300 pounds of Valyrian Steel weaponry
Celestial Lore

OOC: And that is a wrap, the new stuff is mostly the triton traders, the Archons Mantarys could spare (all lantern archons) as well as nailing down stuff like the type of inquisitor. Also @Goldfish could you edit out 10 Raise from the Depths scrolls from the armory, not all the attempts produced a ship that was worth sailing, but you guys definitely made your money back on that.
 
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Nagathisaar, Cradle of the Ancestors: The birthplace of the Naga this city is not laid out as the dwellings of men under the sky might be, not even as much as you had seen already of Seth'Vas. Instead the city is a maze of corridors meant to accompany the sinuous forms of the Naga, though one is unlikely to lack for space to stand within its bounds, the naga never stopped growing age upon age. Here guarded by the eternal ancestors lies the Great Ossuary where the bones of the honored dead were interred that the sages of days yet to come might consult them. Alas that that it was the very bones that were Nagathisaar's downfall. An anciant darkness crept though the sacred halls infesting the bones with its malice and as the wards died so too did the sage priests and all in their realm.
I am very interested to see what a Serpentfolk Flesh Forge is like.
 
what if we tried to negotiate with Time Elementals? We know from the genies that elementals can be bargained with(or compelled however bad an idea that is) to become the core of magical devices.

All time elementals have some degree of immunity to time effects, so we could try setting up something like the baby water elemental guide orbs for them. We might be able to get a lesser resistance to such effects in exchange for giving them protection and a periodic dunking in their choice of magical energy collected by the OG (who we can just pay in blood for the help).

Alternatively, we could try a similar deal with actual "common" time elementals for more power both ways if the baby ones are too weak to help. We'd need to know more about what elementals actually value enough to make these sorts of deals before speculating more on that though.
Makes sense, but...
Well, if we don't know of existence of Time Flayers, which are described as diametrical antagonists to Time Elementals - then we probably don't know of Time Elementals either.
Who can't be summoned by a regular spell as a part of their description, to boot.

If any exist there... We'd have to outright stumble into them, or do a fuckload of research into temporal effects to get the signs of their existence IC.

Flayers generally seem like ultra-malicious shit of the "Void"-variety that no-one would really object to us dissecting - whereas the Elementals, well, they are a part of reality that seems to exist for some sensible(ish) reason.
 
Yi Ti Expedition

Fleet:

Royal Ships
Hunter's Moon (Great Galleas): Captain Asha Greyjoy
Queen Rhaella (Living Ship): Captain Diana the Sea Sprite
2x Large Galleon, 6x Medium Galleon, 6x Small Galleon (Original Ships)
3x Large Galleons, 2x Medium Galleon, 1x Small Galleon (Raised from the Depths)

Braavosi Ships:
2x Large Galley, 6x Medium Galley

Dornish Ships
5x Small Galley

Triton Trade Caravan
67 Triton Traders

Friends Found Along the Way
Eventide's Secret (Qarthi Living Ship)
The Wave Cutter (Longship) Captain: Harren Half-Hoare

Personnel

Notable Crew
Theon Greyjoy
12x Minotaur Fighter
6x Advanced Druid Seaweed Leshy
16x Advanced Druid Creature Lotus Leshy
3x Erinyes
6x Verdant Wolf

Scholarum Mages
1x 5th level Wizard
1x 4th level Wizard
1x 5th level Archivist
1x 4th level Archivist
1x 5th level Sorcerer

Air Wing
Valaena and Dawnfyre
1x Herald
6x Giant Fungal Darkenbeast and Rider
8x Elemental Wyrmlings (4 sets)

Sea Guard
44x Triton Dolphin Riders
2x Colossal Advanced Fungal Manta Rays

Scouts and Messengers
48x Lesser False Ravens
16x Greater False Ravens
6x Lantern Archon

Inquisition presence
1x Inquisitor (Known)
2x Inquisitorial Investigators (Known)
3x Inquisitorial Handlers (Known)
10x Inquisition Agents (Known)
1x Inquisitor (Secret)
4x Inquisitorial Investigators (Secret)
6x Inquisitorial Handlers (Secret)
21x Inquisition Agents (Secret)

Cargo

Monetary Value
1,000,000 IM in Luxury Goods (Royal Cargo)
240,000 IM in Gold and Silver (Uthero Argalys)
200,000 IM in Gold (Royal Cargo)
200,000 IM in Gold (Doran Martel)
190,000 IM in Gold and Silver (Ferrego Antaryon)
130,000 IM in Luxury Trade Goods (Garin Drekelis)
120,000 IM in Luxury Trade Goods (Various Triton Tribes)
95,000 IM in Luxury Trade Goods (Dorera Phassen)
60,000 IM in Luxury Trade Goods (Hermetia Aerebalys)
58,000 IM in Luxury Trade Goods (Wyla Drekelis)
19,000 IM in Gold and Silver (House Royce of Runestone)
16,000 IM in Gold and Silver (House Velaryon of Driftmark)
15,000 IM in Trade Goods (House Velaryon of Driftmark)
12,000 IM in Gold and Silver (House Brune of Dyre Den)
9,000 IM in Gold and Silver (House Darry)
3,000 IM in Trade Goods (House Brune of Dyre Den)

Total Monetary Value: 2,367,000 IM

Goods (Non-Exclusive List)
Alchemical goods, exotic woods, steel goods, fine clothing and jewelry made in the Stepstones
Tyroshi dyes and pear brandy
Pelts and exotic woods from the North and the Wall
Myrish glassware
Ibbenese wale products
Tolosi saffron
Nathene silk
Sea silk and pearls from the Tritons
Exotic fruits and pelts from Sothoryos, especially Painted Lizard skins and feathers
Gems and rare metals from the Plane of Earth
Luxury materials from the Plane of Air
Summer Island goods like chocolate
Fey goods from Braavos and Lys
Fire Whale gems

Live Animals
16 Troodons (Wyla Drekelis)
8 Compsognathuses (Wyla Drekelis)

Arcane Goods and Lore
300 pounds of Valyrian Steel weaponry
Celestial Lore

OOC: And that is a wrap, the new stuff is mostly the triton traders, the Archons Mantarys could spare (all lantern archons) as well as nailing down stuff like the type of inquisitor. Also @Goldfish could you edit out 10 Raise from the Depths scrolls from the armory, not all the attempts produced a ship that was worth sailing, but you guys definitely made your money back on that.
Done.

Good to see everything listed for reference. I had forgotten about the ships we raised along the way.

BTW, the 8 Elemental Wyrmlings is only enough for 2 sets, not 4.
 
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Fun fact I just did the math and Viserys owns 50.7% on the total Cargo Value of the Fleet. I did not set it out to end up like that, but it's fitting that the crown have more cargo than everyone else combined.
 
Fun fact I just did the math and Viserys owns 50.7% on the total Cargo Value of the Fleet. I did not set it out to end up like that, but it's fitting that the crown have more cargo than everyone else combined.
Neat how that worked out.

Hypothetically, if we were to try to purchase the entire Foreign Quarter in Yi-Ti, about how much would it cost?
 
Bit of a delayed reaction since this posted when I was distracted:
Yglathir of the Thousand Falls: Built partly atop and partly within a great plateau that towers over the surrounding jungles, Yglathir was once protected by wards woven by the waters that crashed down from the heights. By mist it was warded from sight and by the fury of the raging waterfalls from any attacker who thought to take the city by force. Its' people were known to trade in serpentstone blood crystal and sepia ink drawn from the blood of the city's colonies of rainbow serpents that dwelt among the rushing waters as well as more common fare like dried fish, fine pottery and glassware.
Even leaving aside potential stashes of serpentstone blood crystal, whatever that is, the rainbow serpents would be very neat to get our hands on for that template. It'd also be great if a breeding population could be obtained to be given to Riz'Neth for his citizens to raise in Snakeport. Not to mention I'd like a look at those wards.
Sorzin the Thorn-City: Guarded by a great living barrier of poisonous thorns that does not merely slay but induces madness and delusion in any who would enter the city unbidden, the city's great walls are thought to be if not the direct inspiration for the walls and wards that guard many Sothoryi villages than at least the greatest example of that art. Without a doubt the most involved in the affairs of the warm-bloods the merchant lords of Sorzin both warred with certain tribes of Brindled Men for plunder and slaves and accepted the tributes of others. It was the first great serpentfolk city to fall in the Fading Times as its webs of alliances collapsed leading to its sacking by bands of Sothoryi whose shamans had discovered a way of passing though the weakened hedge
Straight out of Sleeping Beauty with its Wall of Thorns. If nothing else I'd like a good look at the ward. Perhaps it could be replicated for jungle citadels we erect one day. I bet the Old Gods could help us pick apart the mechanics, too, given that this is ultimately plant based. It's nice having trees as friends.
Loz'Syn, the Crown of the World: Sitting on the edge of the Great Inland desert, straddling one of the few major rivers navigable rivers that grant access to the interior Loz'Syn also had the good fortune of being satiated upon a unique leyline node that allowed the growing of gem scarabs without the ruinous cost in treasure that raising the creatures woudl otherwise require. Unlike most other serpentfolk cities Loz'Syn was not destroyed by any calamity or invasion but by the gradual dying up of its river-artery. It is thus likely that many of the city's treasures have been carried away by the last departing inhabitants, then again a smaller portion of its vast wealth would still be precious beyond the dreams of avarice
If we're lucky there should be some untouched treasures, and if we're even luckier a nice monster has taken up residence. No idea what gem scarabs are, though from the sounds of "ruinously expensive" I'm expecting something decent. Also that leyline will eventually come in handy.
Tolzeen, Jewel of the Bubbling Waters: A city built on stilts of enchanted wood over poisonous waters bubbling in the caldera of and extinct volcano Tolzteen was known for both its export of rare minerals and crystals and the craft of its alchemists who were said to have achieved immortality by imbibing certain fumes and extracts, though it did not save them from the eruption that scoured the city from the face of the world.
Oooh. A new path to immortality, the location of a nice volcano, and a good source of alchemical reagents. That said I'm pretty sure we're looking at liches.
Nagathisaar, Cradle of the Ancestors: The birthplace of the Naga this city is not laid out as the dwellings of men under the sky might be, not even as much as you had seen already of Seth'Vas. Instead the city is a maze of corridors meant to accompany the sinuous forms of the Naga, though one is unlikely to lack for space to stand within its bounds, the naga never stopped growing age upon age. Here guarded by the eternal ancestors lies the Great Ossuary where the bones of the honored dead were interred that the sages of days yet to come might consult them. Alas that that it was the very bones that were Nagathisaar's downfall. An ancient darkness crept though the sacred halls infesting the bones with its malice and as the wards died so too did the sage priests and all in their realm.
Serpentfolk Flesh Forge, yes please. So, this is where we find gargantuan Naga who are all functionally immortal, but also a very nice graveyard. I foresee Qyburn having a field day if we get those bones without issue. Also @DragonParadox, the city which Riz'Neth is now lord over is named Set'Var, not Seth'Vas.
Thiv'Zin, The Bountiful: Constructed upon a vast sprawl of channels damns and spillways Thiv'Zin was in its hayday the most populous realm of the serpent-kin, the breadbasket of the empire, though not quite in the manner one might at first imagine for its people could not eat of the rice it grew. Instead they herded vast numbers of the painted lizards grown fat and docile though the generations. Their skill did not end with meat-beasts however. Some lizards were bred for hide others for fine bone and horn, still others for their fair plumage. Yet these herds died long ago for blight and war claimed fair Thiv'Zin.
It's a damn shame we missed out on fat dinosaurs. :( Hopefully some of them managed to go feral and survive.
 
so i am still catching up but becouse curiosity i keep looking at stuff we have right now (i am ay MDCCCLXV). so question, why do we have 2 of the same type of heart tree at the shadow tower? when this is awnsered i'll go back to getting through the massive amount of contend i still have left. also what are the plans for Qohor and it's flesh forge i'm curious?
 
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so i am still catching up but becouse curiosity i keep looking at stuff we have right now (i am ay MDCCCLXV). so question, why do we have 2 of the same type of heart tree at the shadow tower? when this is awnsered i'll go back to getting through the massive amount of contend i still have left. also what are the plans for Gohor and it's flesh forge i'm curious?
Good catch. That was an oversight in the planning since we were doing a mass order of trees. We will need to do a retcon and decide what to replace the newer tree with since it doesn't make sense to allow that redundancy, and this isn't a mistake we'd make IC.
 
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