another random question from the past agin after looking at a map of essos. will we ever sent someone or go to the womb of the world or mother of mountains becouse those look like prime adventuring locations
Probably not. We've got a lot of other priorities.
It's not likely something we'll handle ourselves, or send Companions to check out, not unless something significant ends up happening there, but we have a growing stable of low level adventurers who might end up there at some point. There are no plans for it now, though, as we already have a million irons in the fire.
 
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Not marking off 3-4 sequential research actions and calling it a day.
Don't get me wrong, that's neither my position.
I asked DP post-you, and the answer was "you can't see the following tiers without completing these".
So it is still very much our Manhattan project, don't worry.

VS capacitors, however, were not in the design-project from the start, and that's why I'm asking DP now.
We need an IC reasoning for that now, since we had all the other starting steps looked at IC on-screen.
More abstraction means not that these characters cease to exist, just that the focus of the narrative is re-adjusted.
Alright.
 
If I'm the only one who cares about getting Psions then I won't care if that entire line of research gets scrapped.

Seriously. I'm all for research becoming harder and forcing us to become far more narrow in what we focus on. If that means getting rid of the potential for Psions in full then by all means, let's go for it.
Psions are cool, but editing them into the Scholarum sheet will take over an hour, so... I'll abstain from this vote :D
/jk
So I just tried to squish a tiny little bug that was crawling around on my monitor screen. Turns out the little bastard was under the screen somehow. Now I have a squashed insect permanently in my screen and it is constantly drawing my eye to it.

I'm going to have to buy a new monitor or it will eventually drive me insane... :mad:

How the hell does an insect even get under there?
Can't you open it up and remove the bug? Or get a professional to open it up for you, if it isn't too expensive in your area.
Depends on the model, of course, but AFAIK it shouldn't be impossible or anything.
 
Can't you open it up and remove the bug? Or get a professional to open it up for you, if it isn't too expensive in your area.
Depends on the model, of course, but AFAIK it shouldn't be impossible or anything.
It's possible with certain monitors, from what I have read, but it involves tearing the monitor apart and I'm not confident in my ability to do that then reassemble it properly. Best case, I succeed, but leave other imperfections in the screen which are just as bad or worse. Worse case, I think I succeed and then there is an electrical issue when I'm not around and it burns my house down.

I've had this monitor for four or five years now, I think, and I'm fairly sure having it professionally handled would cost more than it is worth.

I'll just put up with it as long as I can, then when I feel my sanity starting to fray I'll go buy a new one. Maybe I can convince myself to pay more for a larger monitor this time.
 
VS capacitors, however, were not in the design-project from the start, and that's why I'm asking DP now.
We need an IC reasoning for that now, since we had all the other starting steps looked at IC on-screen.
It's not a starting step for fucks sake.

The starting steps are gathering enough data to try and lay theoretical foundations. VS being used to build something specific is step 329.
 
Current Research Actions
Alright then.
Have at it, axed about a third of actions in here. The stuff already voted-on though, I'm inclined to let play out regardless.
----------------------------------------

Research Actions 5.0 - The Axed Edition

Research of Magic:

Fleshcrafting: Everything concerning fleshcrafting, from upgrading and repairing the Fleshforges, to creating Supersoldiers, to researching exotic creature templates.
[] Works of Flesh: With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm:
-[] Hero-Killer creature (Tatzlwyrm Hero-Killers) (Progress: 7 Cost 13,000 IM)
-[] Further research of Maelephant's breath weapon (Progress: 9 Cost 8,000 IM)
-[] Sonic breathweapon (Kongamato corpse) (Progress: 6 Cost 7000 IM)
-[] Acid breathweapon (Irony's Steel-blooded calves) (Progress: 5 Cost 4000 IM)
-[] Electricity breathweapon (Lightning Lizards) (Progress: 5 Cost 6000 IM)

[] Frost-Forged: Attempt to splice the essence of Heart Tree with the cold-resistant herbs and vegetation gathered by Djinn, ideally searching to give Heart Trees Immunity to Cold. (Progress: 37 32, Cost ??) (Progress reduced to 32 after "The Tree Connection" was finished)
Runelore and the works of the First Men: Everything concerning the Runic language used by First Men - all from wards to Legend-based empowerment.
[] Elder Arts: An in-depth study of Runelore.
-[] Attempt to create advanced wards to protect your places of power (Scholarum, administration, Inquisition, etc…) not unlike those of most ancient castles of Westeros.
--[] Part one, equivalent to a nondetection spell (Progress: 12 Cost: 6000 IM)

[] The Bulwark of North: Take a deeper look into the magics of the Wall, for all the power of enchantment upon it, and long years of its legend, it is not infallible, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Comand (Progress: 15)
-[] Part II: ???
Godcrafting: Everything concerning the creation of "Imperial Deity"; a tiered line of Research Actions
[] The Tree Connection: While the Old Gods gave you what they remember about their beginning, the knowledge retained within the first dreams is still vague and hard to grasp for mortal minds. However, by examining the magic imbued in a Heart Tree both in the physical and other planes, you might be able to deepen your understanding of their true nature. It will be slow work though, as you can hardly take a tree apart for dissection. (Progress: 30, Cost: 50,000 IM)
Complete.

Follow-up pending - when the other 2 are complete

[] Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work. (Progress: 20, requires Dany, progress added by other characters is halved)
Complete.

[] Dreamscaping II: Having created a beacon in the dreamlands now you must consider how one might build a road that will endure the ever-shifting paths of that realm (25 Progress)
Complete.
[] Dreamshaping Cost Reduction: Shaping the dream is technically possible, it is also ruinously expansive with current methods. That can change with more studies.
(Progress 40 Cost 10,000)

[] Dreamshaping Hardening: There isn't much point is creating dreamlands infrastructure if the denizens can tear it down with ease. Work on hardening the construction.
(Progress 50 Cost 60,000)

[] Layered Demiplane Research: It is possible to create demiplanes with more than one layer, allowing for layered defenses for the Imperial Dream as well as specialized aspects that would make transmutation of souls more feasible
(Progress: 35 Cost: 60,000 IM)

[] Tying the rituals of Administration into Imperial Deity base
(Progress: 0/30 Progress – TIERED RESEARCH; Tier 1)
Complete.

-[] Project Distilling Dreams: The Rituals Naria discovered produce divine power but not in any usable form, distill it to something that can be stored and used
(Progress 60 Cost 120,000 IM)

[] Forging Paths of the Divine: Imperial Steel, creation of Meraxes, may just end up being far more than just an empowered version of the Valyrian creation. Explore the necessary requirements for the material to carry energy and signals - as it may be the only material viable to create the physical base of the "Imperial Deity".
(Progress: 50 Cost: 200,000 IM)
Necromancy and Negative Energy: Everything concerning the aforementioned, from making Undead that don't "leak" the Negative Energy, to the creation of anti-Undead weaponry.
[] Undead Template Research
-[] Metal-Clad Template (Mythral and Adamantine): Unlike the Dreadfort, the Imperium has vast stocks of arcane metals. Some of those might yield exceptionally strong coatings for undead bones. (Requires Metal-Clad Template (Mundane Metals), Progress 20, Cost 100,000 IM)
-[] Metal-Clad Template (Valyrian Steel): With the bonding of arcane metals to undead bones having been researched, the possibility arises to look into applying Valyria's most enduring legacy to these arts. (Requires Metal-Clad Template (Mythral and Adamantine), Progress 30, Cost 50,000 IM and 500 lb. of Valyrian Steel)
Psionic Research: Everything concerning with Psionics, from applying templates in Fleshforge to finding weaknesses in Illithid's network
[] A Method to Madness: the body the Mind-Eaters crafted for Jeyne with infiltration in mind is an incredible piece of magic wholly unlike anything you've ever seen. Copying it won't be easy, but succeeding promises an ability to flesh-craft similar vessels as needed, granting you an in into mysteries of Psionic powers.
-[] Research into Psionic templates
(Progress: 0/40/60/80 - based on the number of security measures for the researchers, Cost: 200.000 IM)

[] Secure the Flesh Forge, and fleshsmiths, against memetic attacks
-[] Medium defenses (Progress 25 Research action; Cost 100,000 IM)
-[] Heavy defenses (Progress 45 Research action; Cost 600,000 IM)

[] The Scourge of Minds - over the years you have faced many enemies that were an anathema to a thinking being. Perhaps it is time to turn all of the knowledge you hold to create a new weapon against the enemy that holds their minds sacred above all else.
-[] Using the:
--[] Int-Draining Shadow captured in the Shadow Tower (Arcane);
--[] the Maelepahant's Breathweapon (Arcane);
--[] The Many's memory-consuming ability (Psionic);
--[] The Nulmind's Int-damage/domination aura (Psionic);
--[] The Wizard Shackle's purely chemical brain-disrupting venom that affects the conscious use of magic (and one can assume it can be used to affect other things, like Intelligence or Psionics, too - if properly retrofitted);
--[] The Memory Moss (Alchemical);
--[] Create a dedicated mind-affecting weapon, with potency, difficulty to block, AoE radius, and ability to make more at demand being the prime goals for the initial effect. Method of delivery researched later.
(Progress: 66; Cost: ?? IM)

[] Mind's Shackles, by Blood Cast Off: By following along the secrets of Drow Flesh-crafters, attempt to create something the degenerate blood-drinkers only speculated about in their notes - a creature capable of twisting the reality in same and ways so different to magic Aberrations do - yet not bound to Outer realms.
-[] Adds Vampire, Psychic (CR+2) template, as possible creation in Fleshforge. Requires a functioning Flesh-forge. (Progress: 24, Cost: 26.000 IM)
Valyrian Magic: Everything concerning the secrets of Fallen Valyria, their crafts, and spells.
[] Secrets by Devils' Blood Wrought: Valyrian Steel holds many a secret, from what was the first seed that bore this metal-eating material... To what it can yet do.
-[] The process of creating VS can be compared to the way Anu used to "quieten" Living Brass. As the making of both materials has similarities, using life-force and souls respectively to empower mundane metal, this study might give insights into the creation of VS or similar materials from scratch, without needing a pre-existing seed. (Progress: 16 14)
-[] Turn to the aspect of Valyrian Steel that feeds on other metals - and try to turn it into a viable weapon in of itself. Potentially a dead end.
(Progress: 25; Cost: 20 lbs of VS)
-[] Make Valyrian Steel viable for mining materials that are hard to extra otherwise (Adamantine, etc.).
(Progress: 12; Cost: 45 lbs of VS)
Fey Magic: Everything concerning learning the secrets of Fey.
[] The Touch of Timelessness, Denied: There are many reasons to be wary of the paths of the Fey - but the biggest of all, perhaps, is the time-dilation so easily brought about by the true masters of that place. With time and effort, however, it could be possible if not to resist, then at least to quickly detect an oncoming change of temporal flows for a quick escape.
-[] Make a method of detecting an upcoming time-dilation in the Feywild. Is possible to couple with a Plane Shift functionality (but quite costly)
(Progress: 32; Cost: 20,000 IM)
Spellcrafting: Everything concerning the creation of new spells, or changing the effects of the existing ones.
[] Weapons for the Dawn:
-[] Ever since you laid eyes upon Mournblade, you saw visions of an army garbed in vestments of light and bearing in their hearts not only mortal defiance but a hope for the Dawn to come. But hopes will not help them battle the Void alone, and it should be They who fear them when the time comes. You will not let your people lay down and die at the last, and this is the testament of that duty you all bear.
(Progress: ?? / Eligible PCs: Lya, Viserys (aid only, special), Melisandre (aid only, special))

[] Ritual-crafting: 1 point of Progress per spell-level, max spell level - 4th.
-[] Mind Warding: Rituals
--[] By this point you have the process for creating ritual formulae for spells completely worked out. It merely needs to have a competent mage assigned to the task. (in order of priority)
---[1] Widely-Shared Ritual - Dream Shield (Progress: 4)
---[2] Widely-Shared Ritual - Suppress Charms and Compulsions (Progress: 2)
---[3] State Ritual - Sense Madness (Progress: 2)
---[4] State Ritual - Clarity of Mind (Progress: 3)
---[5] State Ritual - Rite of Centered Mind (Progress: 1)
---[6] Inquisition Ritual - Detect Fiendish Presence (Progress: 1)
---[7] Inquisition Ritual - Detect Charm (Progress: 1)
---[8] Inquisition Ritual - See Beyond (Progress: 3)
---[9] Inquisition Ritual - Shroud of Innocuity (Progress: 3)
---[whatever] Legion Ritual - Tern's Persistence (Progress: 2)
---[whatever] Legion Ritual - Runic Marker (Progress: 4)
---[whatever] Legion Ritual - Abstemiousness (Progress: 1)
---[whatever] Widely-Shared (Utility) - Weather Eye (Progress: 4)
---[whatever] Widely-Shared (Utility) - Ancient Knowledge (Progress: 1)
(Total Progress: 30, Cost: ??)

[] Sand Viper's Reach: Have Tyene retrain her Occular Spell into a version of a Reach Spell that has only +1 level adjustment (Progress: 6/8)
Primordial Magic: Everything concerning the very base structures of magic making up the world, from Pact Primeval to forging elemental spirits from clear energies of elements.
[] Motes of Fire: With the lore Lya uncovered in R'hlor's holy work, the possibility of delving yet deeper into the matter is now open to you.
-[] Create Pyrasta in the Fleshforge, open further research into forging elemental spirits
(Progress: 10, Cost: 9000 IM)

[] The Scourge of the Abyss: The parasites of the Abyss, the Qlippoths, are naturally connected to Demons in many strange and terrible ways - yet this connection may be exploited to hurt the Demons further. Use Qlippoths to advance ways of detecting Demons and their influence.
(Progress: 44 Cost: 80,000 im)
Research and compiling of available Lore: Everything concerning looking through already existing compilations of lore, or learning from masters of specific crafts.
[] Recovering Lore from the Dragon Dream: The Citadel has reached beyond the pale. In their madness, they have been burning irreplaceable knowledge and lore, from both time lost scholars and philosophers. But while they have ensured the copies solely in the hands of the Citadel are gone for all time, and have locked their minds away knowingly or unknowingly beyond death, death is not the end of knowledge. Once dreamed, it can be undreamed. One among your mages will delve into the Dragon Dream to sift through the memories of your kin, those dragonseeds and even direct ancestors who walked those halls and read those books. Qyburn and Marwyn compare this list against a catalog of books which were burned, and determine afterward what is missing until this well runs dry.
(Progress: 20-40) - Eligible PCs: Dany, Viserys

[] The Key to Madness: Exchange the lore gathered by the Imperium on the creatures of Far Realm and Illithids specifically, as well as the methods of finding their influence and agents, in return getting the Azure Court's own knowledge on the subject matter.
(Progress: 0/40)
Forgotten Lore: Everything concerning delving deeper into secrets of magic used by ancient civilizations (Drow, Snake-people, Warforged, etc.)
[] Warforged templates research:
-[] Transforming Warforged (+1 CR): (Progress: 42; Cost: ??)
-[] Commando Warforged (+1 CR): (Progress: 30; Cost: ??)
Assorted lore and exotic magic: Everything concerning the topics that don't cleanly fit into other categories
[] The Undeath's End: The secret of the creation of the ancient and extremely potent anti-Undead poison you received from Faceless Men is lost to eons... Yet one of the greatest poison-makers the world knows is in your employ, and few other races have as much intimate knowledge of poisons as the Snake-kin, and the Drow, both of whom you have access to. Recreate the ancient mixture (Progress: 50, Cost: ??)

[] The Stars Far and Cold: The celestial chart of the distant stars, recovered in the Thennlands has potential - you can't guess whether for good or for bad. Was it an incomplete summoning of the Void's servant? Or a call for an ally by the ancient men when the Night grew cold? Regardless, either is a reason enough to attempt completing it... and dealing with whatever it results in.
(Progress: 20; Cost: ??)

[] To Reveal the Void: The touch of the Void that corrupted the Winter Fey and much of the other corners of the world is possible to detect... if not exactly easy. Thankfully, you already have someone with an affinity for doing so. Look into Rina's class ability in order to create a method of detecting Void-touched entities.
(Progress: 18; Cost: 12,000 IM)

Item-crafting and identification, development of armaments:
Item identification: Everything concerning unknown effects on gear, or learning the secrets of its origin.
[] A Broken Treasure: Plinth you found in the treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else.
-[] Find the purpose of the broken artifact, possibly repair given new information. (Progress: 22)

The War of Tomorrow: The creation of the Legion, the widespread use of alchemy, the increasing use of launchers, and the invention of anti-gravity vessels armed with steam-powered weaponry has changed how war will be conducted in the future, but at the same time, many of these things are still rough and simple, the associated doctrines untested and there is much room for improvement. See about investing more time and effort to improve upon what you have and to fill any gaps left in your military doctrine and technology.
-[] Razor Wire: While the easy availability of earth-moving magic has made it much easier to erect battlefield fortifications, many of the Legions officers see still room for improvement. They are asking for something that can be incorporated into other defenses to block an enemy's movement, but which does not hinder their own soldiers ranged attacks and which is vulnerable to hostile earth movement magic or alchemical weapons. There has been some talk about using spiked metal rods or something similar for that purpose.
(Progress: 0/18; Cost: 15,000 IM)

[] Proximity Alarms: You have been in the possession of plans for enchantments that trigger an effect when something comes close to it for a while now. See about developing a cheap and reusable item that can be used to detect intruders. Maybe even Serpentstone can be triggered this way, which would allow you to even take pictures or recordings of your targets.
(Progress: 0/25; Cost: 30,000 IM)
-[] Proximity Alarms, Advanced: With the basic alarm items having been a success, it is time to incorporate some other features from things you have encountered over the years, such as the Aberration detecting pearls in use in the Imperium. See about incorporating means into the alarms to trigger different reactions for different kinds of creatures that are noticed by them.
(Requires "Proximity Alarms" to be completed; Progress: 0/33; Cost: 60,000 IM)

[] Proximity Fuses: You have been in the possession of plans for enchantments that trigger an effect when something comes close to it for a while now. At the same time, battlefield reports from the Moonchasers have indicated that one of the core shortcomings of alchemical steam cannon ammunition is that they often only detonate after piercing their target or burying themselves into soft ground, greatly limiting the force they deliver on the enemy. See about incorporating proximity fuses into the shells so that they can detonate before hitting the ground or their target, thus maximizing the impact of their payload.
(Progress: 0/33; Cost: 75,000 IM)
-[] Air Burst Shrapnel Shells: The new shells made with proximity fuses are proving much more devastating then the simpler designs, but there is already talk about making them even more efficient. Nearly all explosive devices in Imperial use are incorporating dedicated shrapnel in their design, but it is becoming apparent from the new shells that much of that shrapnel is going nowhere useful. See about improving the shell design so that most of the energy and shrapnel is focused forward at the target instead of into all directions.
(Requires "Proximity Fuses" to be completed; Progress: 0/44; Cost: 90,000 IM)

[] High Explosive Armor Piercing Shells: Multiple times you have fought the Efreeti already and while the steam cannons of the Imperial Airforce can pierce the heavy adamantine armor of your enemies with either solid shot or explosives, it still takes quite a few hits to reliably destroy an enemy vessel. The most devastating hits are always those explosive shells that find their way into the much soft innards of a hostile craft, usually by having multiple explosive rounds fired at the same spot until one flies through a hole blasted by earlier hits. However, some cannoneers have proposed to look into a new type of shell that would combine the ability of solid shot to penetrate the armor while also carrying explosives that would trigger once the shell is inside the enemy vessel.
(Progress: 0/55; Cost: 150,000 IM)

[] Improved Alchemy: The Imperium hungers for alchemical goods and much effort was poured into producing as much of them as possible, but it still does not even remotely satisfy the demand. Especially the military can devour concoctions such as Alchemists Fire or Explosive Packs at an astonishing rate. See about to either improve the output of your alchemical factories or to discover alternatives to these substances that are easier to mass-produce.
(Progress: 0/50; Cost: 200,000 IM)

[] A New Fortress: After having built a few steam cannon batteries to defend important locations, some common problems and design concerns have been noticed. The cannons should be on a high location with wide firing arcs to maximize their utility while the battery should be kept compact to make it easy to ward. At the same time, the crew and boiler remain the greatest weaknesses of the installations, the former since they are often housed in much more vulnerable camps near the batteries and the latter since the whole battery could be disabled if the boiler was hit. See about creating a standardized design for future cannon batteries to address these issues.
(Progress: 0/25; Cost: 50,000 IM)

Armor Development: Everything concerning research into new and unique armor types, be it advancing the ideas of the subdermal armor found on Varys, or something entirely new.
[] Tireless Steel, by Sorcery Moved: The art of golem-making is ancient indeed... but one has to wonder if it is possible to wring an armor in the same qualities, to create personal defense truly unsurpassable. (Requires the "Layering the Defenses"-Research Action)
-[] Develop the basic chassis of the Imperial Powered Armor systems - and create the Warden Pattern armor. (Progress: 26/26, Cost: 140.000 IM)
-[] Continue the research into the creation of unstoppable war-gear - develop Warlord Pattern armor [requires Warden Armor developed] (Progress: 30, Cost: 20.000)
-[] Reach the peak of what is possible in the field without the direct Divine intervention - develop Titan Pattern armor [requires Warlord Pattern armor developed] (Progress: 30, Cost: 300.000 IM)
Inquisitorial Armaments Projects: [REDACTED]
[] Inquisitorial Armaments > Black Projects: Inquisition faces challenges beyond those that can be reasonably solved with mundane equipment. As the realm grows, so does the need to supply Inquisitors with the tools to solve such problems. This line of projects intends to create a whole new tool, that, given a certain level of secrecy, will guarantee a significant rise in Inquisitors' effectiveness (Tiered research, each development requires previous tiers)

[] Inquisitorial Armaments: Black Project "Arbiter": Create a modified version of a Launcher, the "Arbiter"-class Launcher, a modular weapon and a base for further technological improvement, yet an effective weapon all in of itself. (Progress: 20, Cost: 60.000)
-[] Inquisitorial Armaments: Black Project: "Heavy Arbiter" and FIrefield: Further develop the concept of "Arbiter"-class Launcher for use in missions requiring precise devastation of targets, with no mage of sufficient power available. Develop the "Heavy Arbiter"-class Launcher. As further development of the concept, "Firefield"-class Launcher would serve in situations when overwhelming firepower and total destruction of the target is necessary, but no sufficient source of fire support is available. (Progress: 28, Cost: 100.000 IM)

[] Inquisitorial Armaments: Black Projects: "Dragon's Fang" and "Viper's Kiss": As a tool for a very particular sort of missions where direct engagement isn't possible, "Dragon's Fang"-class Launcher would serve as a long-range engagement or assassination. "Viper's Kiss"-type Alchemical Dart would further enhance the performance by allowing unnoticeable delivery of poisons over extreme distances. (Progress: 28, Cost: 140.000 IM)
-[] Inquisitorial Armaments: Black Project: "Deathstrike Projector": Further develop on of concepts applied by "Dragon's Fang"-class Launcher and "Viper's Kiss"-type Alchemical Dart, creating a unique completely magic-based long-range engagement/assassination weapon - the "Deathstrike Projector". (Progress: 32, Cost: 150.000) IM

[] Inquisitorial Armaments: Black Project: "Lawgiver": The pinnacle of Launcher-based weaponry - the peak of efficiency and the project of utmost secrecy - "Lawgiver"-class Launcher would be one of the most powerful personal weapons known to Imperium, and one made to serve only the best of Inquisition's field agents, bound to them ritually, and crafted by the only person who could be trusted with it - Wisdom Lya herself. (Progress: 32, Cost: 180.000 IM)
[] Empower Dark Sister: The Sword of Queen Visenya, ever loyal in the hand has been little used of late, though you wonder if it could be empowered to strike not only at flesh but at the soul
Requirements: Must be performed by a mage with the requisite skill
Action: Research
(Progress: 12)

[] Selectively Permeable Force Effects: Allow wards, enchantments and spells to selectively ignore materials passing outward and inward through a Force effect, allowing for more complex structures and materials with further research. Not limited to examples given.
-[ ] Tier 1: Gateway research. Straight upgrade for pre-existing, simple barriers, at-cost. (Brilliant Barrier can attune to the weapon systems on airships.) - 70,000 IM / 25 Progress
--[ ] The first step to creating more delicate workings that interact with the Ethereal Plane, progressing along this path will first allow simple, contiguous objects to pass through Force effects once properly attuned. At this level of progress, mass and complexity is limited, and materialized creatures and objects with strong auras of enchantment will be unable to move outside of the effect.
-[ ] Tier 2: Better static wards. (spell creation, Sign of Sealing, Superior: Allows attuned creatures and more complex objects to selectively pass through a static force effect, otherwise as Sign of Sealing, Greater). - 210,000 IM / 50 Progress
--[ ] As a proof of concept, a spell is developed which informs upon the level of understanding one has obtained on this branch of research. The example spell is a static ward bound to a structure, allowing objects with more elements and components or strong auras of enchantment to pass through, but moreover allow properly attuned creatures to move into and out of the barrier intersecting between two planes, but will not allow incorporeal entities to pass through them.
-[ ] Tier 3: Upgraded Spell effects, at-cost. (Example spell conjunction, Brilliant Shield: Allows multiple Brilliant Barrier modules to charge an area-scale force field to keep it continuously deployed, allows larger structures e.g small aircraft to pass through them. Modules may be mounted on any moving or static structure.) - 540,000 IM / 65 Progress
--[ ] Functionally unlimited complexity for objects passing through force effects, and even large structures with overlapping auras of enchantment will pose no problem for them when properly attuned. In the example given, Force effects must to some degree still be segmented, layered in hexes, etc., once a certain surface area is reached, otherwise power becomes an increasingly limiting factor.

Shadow Magic: Everything concerning natural and unnatural manifestations of Plane of Shadows, as well as similar effects - such as nature of Shadow Tower of Sorcerer's Deep.
Currently empty
 
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@egoo, either keep Psionics research or we need to axe that telepathy action. Because it makes zero sense otherwise.

...

Actually, it already makes zero sense since for some reason you can research Telepathy without even a basic understanding of Psionics.

For some reason.
 
@egoo, either keep Psionics research or we need to axe that telepathy action. Because it makes zero sense otherwise.

...

Actually, it already makes zero sense since for some reason you can research Telepathy without even a basic understanding of Psionics.

For some reason.
Apparently the mind-speak is nearly not-psionic, what with being accessory in mini-dragons and snek-people.
Whom we have a lot.
And samples for the forge too.
And even some snek-archives that can tell us a bit more fo the effect.

Ask DP, he said it makes sense setting-wise when asked just that some time ago.
 
@egoo, either keep Psionics research or we need to axe that telepathy action. Because it makes zero sense otherwise.

...

Actually, it already makes zero sense since for some reason you can research Telepathy without even a basic understanding of Psionics.

For some reason.
Apparently the mind-speak is nearly not-psionic, what with being accessory in mini-dragons and snek-people.
Whom we have a lot.
And samples for the forge too.
And even some snek-archives that can tell us a bit more fo the effect.

Ask DP, he said it makes sense setting-wise when asked just that some time ago.
We have multiple sources of non-psionic Telepathy to use as a basis for research, including Pseudodragons (there is a growing population of them on SD, plus they were the basis for the creation of Mind Dragons, which are also Telepathic), the Serpentfolk (again, there is a growing population of them), and the Erinyes.
 
Alright-alright, added the
[] A Method to Madness: the body the Mind-Eaters crafted for Jeyne with infiltration in mind is an incredible piece of magic wholly unlike anything you've ever seen. Copying it won't be easy, but succeeding promises an ability to flesh-craft similar vessels as needed, granting you an in into mysteries of Psionic powers.
-[] Research into Psionic templates
(Progress: 40, Cost: 200.000 IM)
back.
 
Still think Psionics should stay. It's actually relevant to the Illithid plotline.
For what it's worth I think psionics should stay, it's relevant to Jeyne's character arc.

Writting now.
I don't know how far we want to ultimately carry the psionics research, but it makes sense for there to be at least a minimum amount of effort committed to actually understand the stuff. After all, it's an extremely alien type of power used by some seriously bad creatures who like to snack on Human brains and who are one of our more significant enemies.

That doesn't mean we need to learn how to create Psions, but having some basic knowledge to draw upon would be helpful.
 
I think it's far too late for me to contribute to the discussion but @Azel, a handwavium answer why the mega empires off-plane did not research the things we have for research that you have a problem with, even after all these ages.

They didn't have access to the Material Plane and the unique reagents found there.
 
Inserted tally
Adhoc vote count started by DragonParadox on Jan 26, 2020 at 7:00 AM, finished with 146 posts and 11 votes.

  • [X] Present yourself to the Emir's court
    -[X] With an offer of trade. If we are able to establish a trade deal with Dawa, we may attempt to broker a military alliance in the near future, likely through our proxies soon to be assigned to operate on the Plane of Water in our stead.
    -[X] After we finish with Dawa, Teleport back to Vialesk while the Moonchaser Plane Shifts to Sorcerer's Deep. We will pick up our commissioned items, perhaps place another order, then return to Planetos in order to start working with Dany and the others for our upcoming confrontation with the forces the Golden Company and Tiamat.
 
Part MMMCCCXII: Of Uneven Cycles
Of Uneven Cycles

Ninth Day of the Twelfth Month 293 AC

Where most cities you have encountered, be it in the world under the sun or upon the Infinite Planes, were wrought of lines, channels, streets, passages and corridors Dawa is a thing of circles and loops, wide paths threading through an ivory realm crossing each other at unexpected angles and closing off in strange snarls that make the back alleys of Drowned Town seem like they had been laid out with care and purpose. No, there is purpose here, there is order, you can see it in the way the locals navigate the paths with such ease and surety, the same sounds in a thousand other cities, but it is not one imposed by the architect's string and ruler. Someone or something else had built this city...

"It's old," Lya says from besides you as she runs her hands over the cracked stone of an ancient mosaic, faded green and powdery blue, shards of amber barely seen. "It used to be part of something larger, grander. The stones remember the wind, and they remember fire as well as the sea's embrace."

The words stir a memory of the legend you heard years ago from Sher. "The marid never dwelt within the City of Gold that burned to brass in hubris and hellfire, but they did live in cities in a time before the elements fell into strife, perhaps this was one of them." The thought of efreeti and marid dwelling together in the same realm feels strange, every dream and memory you can call up speaking against it, yet you remember the spark of orange, of flame in the eyes of the Kelasi Emir. Perhaps not so strange. Either way your task here is not to seek out the past but the present, the Emir of Dawa, the Lord Temporal they call him and at first you think it a play upon the face that the deathless genies rarely care for gods, but as you learn more from bazaar talk and idle rumor from dutiful merchants and serious scholars you realize it is something more.

The Emir of Dawa is in a sense one of the oldest beings in the Boundless Sea, a genie who is said to recall the founding of the city, who had lived through the Sundering yet at the same time he is only ninety three years old, a paltry number by the measure of the marid. Apparently the lord of the city goes through a sort of renewal roughly every one hundred and three years emerging from the chamber transformed, empowered in magic, detached from the lives and loves they knew beforehand. Yet like a swift blooming flower the power quickly fades, the flower wilts, and he must undergo the ritual again.

You get a strong sense that this ritual is a point of pride for the people of Dawa, highborn and low alike. The marid see their lord as the ultimate expression of their power to shape the waves, flowing with the tide but never lost to them, the mortals see him as more akin to them, a overlord who can understand their struggles, the urgency of their lives. Which is true you could not say for certain but one thing is clear, seeking an audience with the emir in the waning days of his life is neither easy nor quick, or at least it should not be...

Just when you were beginning to wonder if you should leave this visit for next month also a messenger bearing the Silver Spiral of the emir's personal household seeks you out. The deal he offers is simple. He will be more than happy to forge a trade link with your realm if you provide him with a 'small token of your esteem', a mage capable of casting a spell of reincarnation, available for a decade long retainer.

You politely explain that you cannot guarantee such a thing, that most such mages you know of serve the Old Gods besides, to which the herald asks instead if you would object to the emir seeking such a mage in your realm through his agents?

What to you reply?

[] Accept the deal

[] Refuse the deal

[] Write in


OOC: Sorry this took so long, like I said before busy IRL and all this world-building is not something I can do without a good amount of time to think.
 
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I'm honestly fine with that, as long as he doesn't break the law to obtain this agent. No idea if he'll find one, but he can certainly give it a fair try!
 
Of Uneven Cycles

Ninth Day of the Twelfth Month 293 AC

Where most cities you have encountered, be it in the world under the sun or upon the Infinite planes, were wrought of lines, channels and streets, passages and corridors, Dawa is a thing of circles and loops, wide paths threading through an ivory realm crossing each other at unexpected angles and closing off in strange snarls that make the back alleys of Drowned Town seem like they had been laid out with care and purpose. No, there is purpose here, there is order, you can see it in the way the locals navigate the paths with such ease and surety the same as in a thousand other cities, but it is not one imposed by the architect's string and ruler. Someone or something else had built this city...

"It's old," Lya says from besides you as she runs her hands over the cracked stone of an ancient mosaic, faded green and powdery blue, shards of amber barely seen. "It used to be part of something larger, grander. The stones remember the wind and they remember fire as well as the sea's embrace."

The words stir a memory of the legend you heard years ago from Sher. "The Marid never dwelt within the City of Gold that burned to Brass in hubris and hellfire, but they did live in cities in a time before the elements fell into strife, perhaps this was one of them." The thought of Efreeti and Marid dwelling together in the same realm feels strange. Every dream, every memory you can call up speaking against it, yet you remember in the spark or orange of flame in the eyes of the Kelasi Emir. Perhaps not so strange. Either way, your task here is not to seek out the past but rather the present, the Emir of Dawa, the Lord Temporal they call him, and at first you think it a play upon the fact that the deathless genies rarely care for gods, but as you learn more than bazaar talk and idle rumor from dutiful merchants and serious scholars, you realize it is something more.

The Emir of Dawa is in a sense one of the oldest beings in the Boundless Sea, a genie who is said to recall the founding of the city, who had lived through the Sundering, yet at the same time he is only ninety three years old, a paltry number by the measure of the marid. Apparently the lord of the city goes though a sort of renewal roughly every one hundred and three years emerging from the chamber transformed, empowered in magic, detached from the lives and loves they knew beforehand. Yet like a swift blooming flower, the power quickly fades, the petals wilts, and he must undergo the ritual again.

You get a strong sense that this ritual is a point of pride for the people of Dawa, high-born and low alike. The Marid see their lord as the ultimate expression of their power to shape the waves, flowing with the tide but never lost to them, while the mortals see him as more akin to them, an overlord who can understand their struggles, the urgency of their lives. Which is true, you could not say for certain, but one thing is clear, seeking an audience with the Emir in the waning days of his life is neither easy nor quick, or at least it should not be...

Just when you were beginning to wonder if you should leave this visit for next month also, a messenger bearing the Silver Spiral of the Emir's personal Household seeks you out. The deal he offers is simple. He will be more than happy to forge a trade link with your realm if you provide him with a 'small token of your esteem', a mage capable of casting a spell of reincarnation, available for a decade long retainer.

You politely explain that you cannot guarantee such a thing, that most such mages you know of serve the Old Gods besides, to which the herald asks instead if you would object to the Emir seeking such a mage in your realm through his agents?

What do you reply?

[] Accept the deal

[] Refuse the deal

[] Write in


OOC: Sorry this took so long, like I said before busy IRL and all this world-building is not something I can do without a good amount of time to think. Not yet edited.
Here's an edited version of the chapter, DP.
 
What exactly does this retainer entail, @DragonParadox? Does the mage in question need to live in Dawa, or merely be available for an emergency Reincarnation some time in the next decade?
 
Something is fishy about this. The only reason he'd need to some to us about a 4th level Druid spell is if he doesn't want it known locally what he's after. My first thought would be the Emir given the context, but that doesn't quite add up.

It's possible that whatever the Emir has been using is finally giving out, but past a certain point age is a sign of power not a source of weakness. If he lasted through the Sundering of all things it seems likely it'd need deliberate sabotage to fail now.

Given all that, it seems more likely it's for someone else. We need to determine if we're going to be used as a cutout in someone's escape plan, a dodge around some sort of immortality rules similar to our own laws, or if this is just some guy trying to solicit a bribe paid in a service more valuable than the amount of currency he thinks he could get away with asking for.

The last one is probably fine, but learning we just stepped on a local taboo or some sort of political play after the fact would suck.
 
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