For expediting trade, the very best thing are permanent teleportation circles, though that is something of a security nightmare - better made for intra-realm trade.

The second best, for single-plane trade, are teleporters carrying portable holes loaded with merchandise. An hour of work from each erinyes every other week would net ridiculous profits, simply carrying and dropping folded pockets across the realm and beyond.
 
For expediting trade, the very best thing are permanent teleportation circles, though that is something of a security nightmare - better made for intra-realm trade.

The second best, for single-plane trade, are teleporters carrying portable holes loaded with merchandise. An hour of work from each erinyes every other week would net ridiculous profits, simply carrying and dropping folded pockets across the realm and beyond.
We can set them up on a nearby island and inside a snare like structure with a few high CR creatures guarding it. Pretty sure it will pay for itself within a few months from the expanded trade taxes.
 
The reason we haven't already set up Teleportation Circles, or started using permanent Demplanes with portal gates to shortcut distances for regular trade, is that doing so would significantly harm trade on a larger scale. Goods could be moved quickly and easily, but that would discourage development away from cities and before long we would end up in a Planetosi-flavored version of the Tippy-verse.

A lot of infrastructure and communities exist between cities solely for the purpose of facilitating trade and commerce. We don't want to concentrate our populations and societal advancement around islands of civilization, which would then be surrounded by undeveloped wasteland picked over by those unwilling or unable to live in or nearby one of the cities.
 
Or worse, it would be hard to lend incentive people to settle new lands and help us develop infrastructure there necessary to exploit its resources. And while we don't need as much land to feed large amounts of people, other land can be used for economic purposes, either industry or growing different things.
 
Interlude DCXCI: Upon New Paths Riding
Upon New Paths Riding

First Day of the Twelfth Month 293 AC

Dothraki Camp, Foothills of the Painted Mountains


Sparks danced in the warm summer night, horses neighed, softly lathered up and ready to sleep for the night, sheet bleated perhaps in some dim understanding that it was the meat of their kin sizzling on the fires and on a hill above most of the revelry a man and and angel spoke. The man was Khal Rhango lord and master of the Khalasar, the angel Agapios, bearer of the golden shield who had for so long matched the Dothraki's ride across field and hill with his own inexorable tread. "The moon waxes again," the spirit said, words soft and deep as a fine bronze bell. "I hope its light will reveal yet more of the way forward for your people in its brightest days."

Rhango snorted, the sound echoed by the impatient scrape of Bone Breaker's hoof against the stone. "Is that why you are so often silent, the better to craft all your words into a poet's kennings?"

Whether a smile flickered upon the celestial warrior's face or it was merely a trick of moonlight the old Khal's eyes could not say for certain, but he heard the amusement in his voice just the same. "One must keep one's skills sharp, even upon the most unlikely whetstone."

"Is that what we are, eh? A whetstone? And here I thought I was forging fine steel, or pounding it out as may be..." the old warrior glanced down at his otherworldly horse, chuckling slightly. The first of the stone steeds were finally old enough to take to the saddle properly over the last month, not that Bone Breaker looked like he was going to slow down making more of them.

Looking out beyond the camp one could just see the dust plumes of paroling horsemen, helping keep the camp safe even amidst feasting. There were only two hundred Stone Hooves so far, the best and most skilled of the warriors, not the boldest nor the most skilled at arms but the most disciplined, able to deal with steeds that while nowhere near as clever as their father were still cleverer and more stubborn than anything else on four hooves. You couldn't break a horse like that, you had to work with it, understand it and not waste its bloody life on a damn fool charge.

"Fewer new warriors this month, decent stock for what they were, but thin numbers, barely more than a thousand Screamers, most of them in dribs and drabs with no kith or kin to their name." Rhango shook his head sadly, the bells braided in his hair ringing to his ear a mournful tone. "We really are the last..."

"You trained more than a thousand in the wearing of armor and the keeping of discipline," Agapios pointed out. "Even if no more come from the plains there are plenty of wild youths to braid their hair and don bright steel as their elders were never eager. The Dothraki may change, but there they will abide."

"Is that prophecy then?" Rhango tried to keep the bite out of his voice but he did not entirely succeed, he'd never been much of a believer in fate and unlike many in these times of monsters and miracles he had not come to change his mind. There wasn't any grand plan afoot, be it the work of gods kinds or dragons just... What had the sorcerer called them? Powers and principalities, that was it, all scrambling for as much of the world as they could grasp.

"No, nothing like that, just hope for better times," the celestial warrior said rising from his seat. "Come on now, you don't want to miss all the food. Your Bloodriders are probably defending some roast lamb like a mother wolf keeping meat for her cubs."

New Recruits
  1. 645 Dothraki Screamers
  2. 412 Veteran Dothraki Riders
  3. 701 Camp Followers
Training
  1. 1,850 Dothraki Screamers trained to Veteran Dothraki Riders
  2. 200 Veteran Dothraki Riders trained to Stone Hooves

OOC: A bit of a slow contemplative update. mostly character focused, but I did not feel like rolling up a random encounter or something. Agapios is the shield archon you guys met on the road to Mantarys, he finally got a name.
 
Last edited:
I dont really see the issue. Instead of free access apply a 10% extra tax on them and charge a base 100IM per use. That would satisfy trade movement and discourage islands of civlisation with barran wastes outside it.
Edit:
What about the Djin horse numbers DP?
 
Last edited:
@DragonParadox So if Rhango gets the other three breeds of horses he'll train up new variants? I think the Stone Hooves would make good heavy cavalry to diversify, and the other breeds could probably be useful for other roles.
 
@DragonParadox So if Rhango gets the other four breeds of horses he'll train up new variants? I think the Stone Hooves would make good heavy cavalry to diversify, and the other breeds could probably be useful for other roles.
Well, we have access to all three other breeds, even the fire variant can be purchased discreetly. It's more a matter of finalizing the purchase.
 
Btw guys I saw that the fleshcraft research about fungus leashy color and the second bit were in last month's plan too, is there a reason we are repeating them? There is no way they werent done right? They are only 5 progress combined and we had good dice on them last month.
[X] Crake
 
Well then.

Misayyah, Fire-Horses, are essentially nother special. They can see through smoke and increase their damage by setting their hooves on fire, but only for a single round, so that's barely useful.
The only positive aspect beyond them being enhanced horses is that their natural temperature protects them and their rider from cold environments, so we could potentially use future Firehoof Riders in the North without having to spend money on Endure ELements.

Tuanu, Water-Horses, can swim (always) and give their riders water-breathing for one hour per day. Very nice for diversifying, although I doubt the Dothraki will ever become a serious marine force. Besides that, they are easier to ride than other horses, giving their riders a bonus on Ride and Concentration. That makes them great rides for any support we give the Dothraki, like Scholarum mages.

Zefaheen, Air-Horses, can Air Walk once per day, for 70 minutes. Not as good as true flying cavallery, but it will certainly proove useful at times. Aside from that it can orient itself easily in deserts, with boni to perception and survival, so having them on hand for caravan guides and such would be great, once we actually hold territory in a desert.
 
Last edited:
Well then.

Misayyah, Fire-Horses, are essentially nother special. They can see through smoke and increase their damage by setting their hooves on fire, but only for a single round, so that's barely useful.
The only positive aspect beyond them being enhanced horses is that their natural temperature protects them and their rider from cold environments, so we could potentially use future Firehoof Riders in the North without having to spend money on Endure ELements.

Tuanu, Water-Horses, can swim (always) and give their riders water-breathing for one hour per day. Very nice for diversifying, although I doubt the Dothraki will ever become a serious marine force. Besides that, they are easier to ride than other horses, giving their riders a bonus on Ride and Concentration. That makes them great rides for any support we give the Dothraki, like Scholarum mages.

Zefaheen, Air-Horses, can Air Walk once per day, for 70 minutes. Not as good as true flying cavallery, but it will certainly proove useful at times. Aside from that it can orient itself easily in deserts, with boni to perception and survival, so having them on hand for caravan guides and such would be great, once we actually hold territory in a desert.
The Istaheqs are unquestionably the best, I'd just vote to buy the others as well to have the most complete horse collection. That said the Misayyah could be pretty useful on the outskirts of Valyria.
 
Hey so if you guys want me to edit anything, I'll have to ask for a divergent plan just so anyone who was in agreement with the original vote doesn't feel short-changed if they went AFK. These turn plans result in an immediate overnight voting period and I would say the first update of tomorrow should be interlude too @DragonParadox so people can weigh in last minute discussion for any runoff voting.
 
Hey so if you guys want me to edit anything, I'll have to ask for a divergent plan just so anyone who was in agreement with the original vote doesn't feel short-changed if they went AFK. These turn plans result in an immediate overnight voting period and I would say the first update of tomorrow should be interlude too @DragonParadox so people can weigh in last minute discussion for any runoff voting.

Makes sense, I'd be fine with an interlude starting off tomorrow too.
 
@Duesal, while the wards of Thenns are getting looked into, the Thenns aren't getting evacuated this month-
So, we can definitely have a team or two clean out the local barrows in the 1st month, while they'd get Moonchaser'd out of there.
It can wait, imo.

The Barrows of Lost Clans feels like a somewhat more important one, with how active Others have been in the North lately.
Those are Undead that have already been disturbed laying there.
 
And when the four elemental Genie Horses combine, they will form Captain Horse.

/insert modified Captain Planet theme song
 
[] Gold, Broken - Final Preparations: WIth general knowledge on Golden Company, their Shadow Fortress and the spy-ring in Yi-Ti acquired, it is time to do the final preparations before the amassed attack - scouting out the locations of commanders, and such matters - things that Mindblanked companions would be needed for because of Tiamat's clerics constant Divination.
--(The attack itself is a "free" action, but dealing with preparations, and mopping up the remains would take a week+ of time from the group assigned)
---- Waymar, Tyene, Teana, Rina, Dany, Richard, 1 Mind Dragon
I have a question here, @Crake
If we do this and it presumably finishes with a great attack, will we attack the Shadow Fortress and the Golden Company simultaneously?

DP has given us these two actions:

[] The Shadow Fortress: Having discovered a path past the watchful gaze of the Rat King the tiem has finally come to strike at the fortress of the Golden Company
(Opposition: The Rat King (Undead, sees through Mindblank), Adult Shadow Dragon, Mages and crafters of Golden Company, Tiamat-aligned Outsiders, ??; Rewards: Illyrio's death, removal of Golden Company infuence).

[] The False Dragon: The instruments have bene forged, the forces gathered for the strike, now all that remains is to sift though the information provided by the shadow spies and find the perfect day to strike, not just against the Golden Company, your dinasty's foes of old but Tiamat herself, though the Well of Ternity you aim to deal her such a blow that she has not felt in many ages of the world.
(Opposition: The full might of the Golden company. Rewards: all dragons have hoards and the greater the wyrm the greater the hoard)

Will we choose them now, or after the final scouting is done?
 
I have a question here, @Crake
If we do this and it presumably finishes with a great attack, will we attack the Shadow Fortress and the Golden Company simultaneously?

DP has given us these two actions:

[] The Shadow Fortress: Having discovered a path past the watchful gaze of the Rat King the tiem has finally come to strike at the fortress of the Golden Company
(Opposition: The Rat King (Undead, sees through Mindblank), Adult Shadow Dragon, Mages and crafters of Golden Company, Tiamat-aligned Outsiders, ??; Rewards: Illyrio's death, removal of Golden Company infuence).

[] The False Dragon: The instruments have bene forged, the forces gathered for the strike, now all that remains is to sift though the information provided by the shadow spies and find the perfect day to strike, not just against the Golden Company, your dinasty's foes of old but Tiamat herself, though the Well of Ternity you aim to deal her such a blow that she has not felt in many ages of the world.
(Opposition: The full might of the Golden company. Rewards: all dragons have hoards and the greater the wyrm the greater the hoard)

Will we choose them now, or after the final scouting is done?
It would be premature to choose now. We should decide after getting as much info as possible.
 
I have a question here, @Crake
If we do this and it presumably finishes with a great attack, will we attack the Shadow Fortress and the Golden Company simultaneously?

DP has given us these two actions:

[] The Shadow Fortress: Having discovered a path past the watchful gaze of the Rat King the tiem has finally come to strike at the fortress of the Golden Company
(Opposition: The Rat King (Undead, sees through Mindblank), Adult Shadow Dragon, Mages and crafters of Golden Company, Tiamat-aligned Outsiders, ??; Rewards: Illyrio's death, removal of Golden Company infuence).

[] The False Dragon: The instruments have bene forged, the forces gathered for the strike, now all that remains is to sift though the information provided by the shadow spies and find the perfect day to strike, not just against the Golden Company, your dinasty's foes of old but Tiamat herself, though the Well of Ternity you aim to deal her such a blow that she has not felt in many ages of the world.
(Opposition: The full might of the Golden company. Rewards: all dragons have hoards and the greater the wyrm the greater the hoard)

Will we choose them now, or after the final scouting is done?
@DragonParadox perhaps a run-off vote when this actually becomes mission critical to decide?
 
Back
Top