Thing is, I think the Sultan raging and disembowling the Admiral of this fleet is both funnier and the resulting infighting more damaging then sinking the other half of his fleet.
 
Here's another updated list of proposed commissions when we place our order in the Opaline Vault (along with a proposed level up for Glyra). I've been puttering around with it when I have time and mental energy left over from RL crap. Right now, I'm planning to try to have us vote on this some time this weekend, if that's cool with @DragonParadox.

For the item commissions, one thing I'm trying to do is purchase a lot of basic, but essential gear for our people, especially the Inquisition and Legion. We want to be able to assign any Inquisition team a bare minimum of equipment to do their jobs (PfE items, Healing Belts, language aids, spectacles with various Divination effects, sensory boosters, etc) across the Imperium. I would also like to get the each Legion to be equipped with a Lord's Banner of Victory, a Lord's Banner of Swiftness, and a Valyrian Steel Protection from Evil Banner. We're working on the latter ourselves. Combined, those three banners will make each Legion so much more effective against any threat they could be reasonably be expected to encounter.

Please feel free to suggest any additions ya'll think are useful.

[] Glyra Level Up
-[] Class: +1 Spellthief
-[] Feat: Expanded Arcana (Glitterdust, Knock)
-[] Skills (5 points): +1 Hide, +1 Move Silently, +1 Use Magic Device, +2 Bluff
-[] Spells:
--[] 1st Level: Expeditious Retreat >>> Grease, Hoard Gullet >>> Instant Portrait
--[] 2nd Level: Glitterdust, Knock
--[] 3rd Level: Enter Image, Stinking Cloud

[] Enchanted Item Commissions:
-[] 100 Healing Belts: Cost: 150 IM each (Total: 15,000 IM)
-[] 50 Handy Haversack: Cost: 400 IM each (Total: 20,000 IM)

-[] 50 Earrings of Arcane Acuity: Cost 680 IM each (Total: 34,000 IM)
-[] 100 Rings of Protection from Evil: Cost: 800 IM each (Total: 80,000 IM)
-[] 20 Restorative Ointment: Cost: 800 IM each (Total: 16,000 IM)
-[] 30 Amulets of Tongues (1/Day): Cost: 1,080 IM each (Total: 32,400 IM)
-[] 10 Amulets of Tongues (3/Day): Cost: 3,240 IM each (Total: 32,400 IM)
-[] 2 Titan's Tool: Cost: 40,000 per set (Total: 80,000 IM)
-[] 10 Lord's Banner of Swiftness: Cost: 2,000 IM (Total: 20,000 IM)
-[] 8 Lord's Banner of Victory: Cost: 15,000 IM (Total: 120,000 IM)
-[] 2 Ring of Nine Lives (Slotless): Cost: 28,000 IM each (Total: 56,000 IM)
-[] Single-Use Charms:
--[] 40 Teleport Charms: Cost: 450 IM each (Total: 18,000 IM)
--[] 40 Plane Shift Charms: Cost: 450 IM each (Total: 18,000 IM)
--[] 50 Sending Stones: Cost: 280 IM each (Total: 14,000 IM)
-[] Total: TBD

[] Metamagic Rod Commission:
-[] Lesser Rods:
--[] 10 Lesser Merciful Spell Metamagic Rod: Cost: 300 IM each (Total: 3,000 IM)
--[] 10 Lesser Invisible Spell Metamagic Rod: Cost: 300 IM each (Total: 3,000 IM)
--[] 3 Lesser Delayed Spell Metamagic Rod: Cost: 600 IM each (Total: 1,800 IM)
--[] 3 Lesser Encouraging Spell Metamagic Rod: Cost: 600 IM each (Total: 1,800 IM)
--[] 3 Lesser Selective Spell Metamagic Rod: Cost: 600 IM each (Total: 1,800 IM)
--[] 3 Lesser Threnodic Spell Metamagic Rod: Cost: 1,800 IM each (Total: 5,400 IM)
--[] 3 Lesser Chain Spell Metamagic Rod: Cost: 1,800 IM each (Total: 3,600 IM)
--[] 3 Lesser Familiar Spell Metamagic Rod: Cost: 2,800 IM each (Total: 8,400 IM)
--[] 3 Lesser Maximize Spell Metamagic Rod: Cost: 2,800 IM each (Total: 8,400 IM)
--[] 3 Lesser Quicken Spell Metamagic Rod: Cost: 7,000 IM each (Total: 21,000 IM)
---[] Total: 58,200 IM
-[] Standard Rods:
--[] 2 Invisible Spell Metamagic Rod: Cost: 1,100 IM each (Total: 2,200 IM)
--[] 2 Merciful Spell Metamagic Rod: Cost: 1,100 IM each (Total: 2,200 IM)
--[] 1 Delayed Spell Metamagic Rod: Cost: 2,200 IM
--[] 1 Encouraging Spell Metamagic Rod: Cost: 2,200 IM
--[] 1 Threnodic Spell Metamagic Rod: Cost: 6,400 IM
--[] 1 Maximize Spell Metamagic Rod: Cost: 10,800 IM
---[] Total: 26,000 IM
-[] Greater Rods:
--[] 1 Greater Merciful Spell Metamagic Rod: Cost: 2,450 IM
--[] 1 Greater Transdimensional Spell Metamagic Rod: Cost: 4,900 IM
---[] Total: 7,350 IM
-[] Total: 91,550 IM
 
Well Denmark is officially going into quarantine now, all non-critical government institutions, have been told to shut down for the next 2 week as a start.

I'm still not worried though, Corona isn't that deadly, so this is mainly because if too many with prior conditions get it, they might end up spreading the medical sector thin.

Kind of worried for my grandmothers though, but luckily both of them don't exactly get out much, so they aren't that likely to catch it.
 
Well Denmark is officially going into quarantine now, all non-critical government institutions, have been told to shut down for the next 2 week as a start.

I'm still not worried though, Corona isn't that deadly, so this is mainly because if too many with prior conditions get it, they might end up spreading the medical sector thin.

Kind of worried for my grandmothers though, but luckily both of them don't exactly get out much, so they aren't that likely to catch it.
I'm worried about my grandmother, too, but let's not talk about this hear. DP asked us not to discuss it in the thread, and there are plenty of other places to talk about it.
 
Zherys and Siduri have been given blurbs:

Zherys Naethyreon

One would be hard-pressed to mistake the once High Speaker now archon of Volantis for anything but a mage. Though the hair which frames his saturnine features is black rather than the sliver common among the Free Cities, this a man who has embraced the magic and heritage of Doomed Valyria even onto reshaping of his own flesh. A fragile but perfectly-formed dragon wing emerges from his left shoulder. Oftentimes this strange appendage will show agitation while his features remain composed, though one can never be sure how much of it is unintentional and how much is tactics.

Yet Zherys Naethyreon is also a man struggling with the bitter knowledge of the Freehold's failings, the corruption of the Fallen God twisting it to wreck and ruin. More than the fate of Heaven and the Sundering of the Spheres, more than the knowledge of the myriad of foes that would consume the world that pains him. He is no stranger to pain nor to loss this sorcerer who had borne witness to the days where magic was but embers to be called with patient ritual and and precious sacrifice. The same will drives him still.

Siduri of Dis

Born in Dis the City of Sin of the blood of fiends and exiles Siduri is one of the few alumni of the Academy of Chains who does not bear the brand of Hell upon her soul, and has the foes to match such an audacious escape. Though unflaggingly polite and possessed of a pleasantly acerbic humor among those she respects and appreciates the life of a raider mage on the Sea of Fire has left her as sharp as and athame's blade. As a mage of the Golden Wind Siduri used her considrable powers of conjuration and enchatment to bind fiends and would be foes alike with chains of her own forging, though she is obviously much more confident with Erinyes serving of their own will at her back than gaesed devils.
 
11 to 10.
@DragonParadox, maybe a write-up of Valyrian cities now? :V (the old map used before is here)
Adhoc vote count started by egoo on Mar 12, 2020 at 8:53 AM, finished with 86 posts and 21 votes.

  • [X] Plan "the best battle tactic is murder"
    -[X] Have Vee cast Find the Path on Melisandre, Protection from Spells on both of them, and the following buffs.
    -[X] Melisandre and the Mighty Mind Dragon sneak in and try to kill or capture the mage. Mind Dragon uses Telepathic Bond SLA to stay in contact with the Herald, and ensures that the attack goes off with the best possible timing.
    -[X] If they managed the kill without creating an immediate uproar, the corsairs will attack first while the Enthralled & Geased ships will pretend to be chasing them to pin them against the other Efreet. If they are currently fighting their way out of the ship, simply order a fast attack.
    -[X] In either case, while Rine and Vee provide AoE, have our main PC-level fighters (Herald, Amrelath, Siduri and Yrten) stay in reserve against whatever gambit the Efreet heroes will attempt.
    [X] Although the Efreeti fleet is a tempting target, Melisandre's plan has been discovered and complete failure all too likely. We will instead order our subverted ships and Corsair allies to withdraw.
    -[X] Once the fleet has reached a suitable location, Melisandre will then begin issuing orders to her Commanded Efreeti that will make it as easy as possible for our people and Salamander corsairs to capture the crews of those ships.
    --[X] The Corsairs might be disappointed to miss out on a greater share of treasure, but an easy fight for generous pay and little danger should be acceptable, and the Efreeti will still be losing access to nine powerful and expensive vessels.
    [X] What Goldfish just said
 
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Zherys and Siduri have been given blurbs:

Zherys Naethyreon

One would be hard-pressed to mistake the once High Speaker, now archon of Volantis, for anything but a mage. Although the hair which frames his saturnine features is black rather than the sliver common among the Free Cities, this is a man who has embraced the magic and heritage of Doomed Valyria, even onto reshaping of his own flesh. A fragile but perfectly-formed dragon wing emerges from his left shoulder. Oftentimes this strange appendage will show agitation while his features remain composed, though one can never be sure how much of it is unintentional and how much is deliberate.

Zherys Naethyreon is also a man struggling with the bitter knowledge of the Freehold's failings, the corruption of the Fallen God twisting it to wreck and ruin. More than the fate of Heaven and the Sundering of the Spheres, more than the knowledge of the myriad of foes that would consume the world, that pains him most. No stranger to pain nor to loss, this sorcerer who has borne witness to the days where magic was but embers to be called with patient ritual and and precious sacrifice. The same will drives him still.

Siduri of Dis

Born in Dis, the City of Sin, of the blood of fiends and exiles, Siduri is one of the few alumni of the Academy of Chains who does not bear the brand of Hell upon her soul, and has the foes to match such an audacious escape. Although unflaggingly polite and possessed of a pleasantly acerbic humor among those she respects and appreciates, the life of a raider mage on the Sea of Fire has left her as sharp as an athame's blade. As a mage aboard the Golden Wind, Siduri uses her considerable powers of conjuration and enchantment to bind fiends and would-be foes alike with chains of her own forging, though she is obviously much more confident with Erinyes serving of their own will at her back than geasa bound devils.
Made some edits to the character blurbs, DP.
 
Now 12/11 but in the other direction.
:V
Adhoc vote count started by egoo on Mar 12, 2020 at 10:02 AM, finished with 97 posts and 23 votes.

  • [X] Plan "the best battle tactic is murder"
    -[X] Have Vee cast Find the Path on Melisandre, Protection from Spells on both of them, and the following buffs.
    -[X] Melisandre and the Mighty Mind Dragon sneak in and try to kill or capture the mage. Mind Dragon uses Telepathic Bond SLA to stay in contact with the Herald, and ensures that the attack goes off with the best possible timing.
    -[X] If they managed the kill without creating an immediate uproar, the corsairs will attack first while the Enthralled & Geased ships will pretend to be chasing them to pin them against the other Efreet. If they are currently fighting their way out of the ship, simply order a fast attack.
    -[X] In either case, while Rine and Vee provide AoE, have our main PC-level fighters (Herald, Amrelath, Siduri and Yrten) stay in reserve against whatever gambit the Efreet heroes will attempt.
    [X] Although the Efreeti fleet is a tempting target, Melisandre's plan has been discovered and complete failure all too likely. We will instead order our subverted ships and Corsair allies to withdraw.
    -[X] Once the fleet has reached a suitable location, Melisandre will then begin issuing orders to her Commanded Efreeti that will make it as easy as possible for our people and Salamander corsairs to capture the crews of those ships.
    --[X] The Corsairs might be disappointed to miss out on a greater share of treasure, but an easy fight for generous pay and little danger should be acceptable, and the Efreeti will still be losing access to nine powerful and expensive vessels.
    [X] What Goldfish just said
 
What's there to be salty about? I'm reasonably confident everyone we care about could escape.

We're only gambling the lives of people we view as proxies at best and tools at worst, after all.
 
Wonders of a Doomed Land
Wonders of a Doomed Land

Valyria, the Fallen

The heart of the realm, eldest and mightiest of the cities of the Freehold, the city was both the secular and religious heart of the realm. Here lay the Arch of Balerion, supposedly above a river of molten stone, this vast arch is said to have contained enough chambers to house an entire city within, though only a few of his priests could walk the halls freely. Its armory was said to be 'enough to wage war on Hell itself'.

Here too in a vale between three hills raised not by nature but sorcery were the High Halls of the Lords Freeholder. While the plaza beside it where once the philosophers and orators of a thousand lands called out their ideas under sacred truce is doubtlessly no more, lost to flame and ash, the hall itself was warded with the eldest and strongest sorceries of the Dragon Lords. Not strong enough for any of those within to have lived, for the seed of the Fourteen lived on only in distant Dragonstone that day, but perhaps something of them endures twisted in death and sorrows.

Oros of the Singing Flames

Oft counted most beautiful of the cities of Old Valyria Oros was the seat to the Great Library, in its day it was rumored to hold secrets even the Gods would wish forgotten according to Malarys. It was also the only place altars of the Fourteen stood under the same roof. Some 'wild tales' even claimed that the idols could come alive to look through the collections when mortals' gazes were turned elsewhere. Dany has seen it in dreams, true and clear as summer sunlight. A place to be wary for not all the Fourteen were as pragmatic as Syrax or as dutiful as Meraxes.

From your mother's dreams you gather that Oros was also the home of the Dragonsingers whose path she follows even now, keepers of eldest secrets, who sung of glories past and those yet to come. The eldest of them it was said were bound to the thread of history as shadow to the light that casts it. Their academy, ever alive with the sounds of silvered bells, once held as many as seven thousand likely youths trained in the ways of sorcery and song.

Tyria, City of the Broken Claw

Few recalled the reason for this name in the last days before the Doom, but you do. You have seen rebels that would one day raise Valyria flee black armored warriors they called the Claws of the Winged Masters and you have seen those same fanatics die in the flames of the newly risen Fourteen, but Tyria's legacy remained one of martial prowess just the same, foremost in the training of dragons to war, a cruel jest upon its once masters. If the twisted dragons that now call Valyria home even require breeding as most creatures of flesh do then it is a fair chance you will find most of their roosts in Tyria.

According to records found by Zherys in Volantis, soon after taking up the mantle of High Speaker, the city was also an important port with strong ties to the First Daughter. Scores of Volantene families claim descent from the aristocracy of Tyria and most importantly a handful of ward keys to ancestral manses survived to the present days, often in the hands of descendents who knew not their worth. Study of these talismans has revealed that at least some of the reliquaries they guarded are intact.

Amelys the Thrice Hallowed

The site of the oldest known Flesh Forge in Valyria, the city was built over not only a ley nexus, but also a thinning of the planar boundaries such as the Whispering Gate once guarded, or perhaps it was the flesh-smiths themselves who created the latter, regardless for this reason the city held the most important temple of Caraxes, Lord of the Dead among the Fourteen, for only by the nearness of his withering touch that the Lord Freeholders trusted the flesh-smiths with such power. Given that Xor had heard a rumor in Lys before the Doom that the Scholars of Perfection had attempted to attune said passage to the Far Realm in the past to gain access to its transformative powers you find yourself in rare agreement with the masters of Valyria.

As for the third 'hallowing', that is perhaps the strangest. Supposedly there had once been a shrine to the celestial powers amid the tangled passages of Amelys' outer circle. As the legend went one could only find it if in great need rather than merely from curiosity or, as to many seekers had attempted, for darker aims. You would not have thought much of the tale were it not that Dany's communion with the Dragon Dreams confirmed some truth to it.

Velos, the Drowned City

Fair Velos with its places of cedar and pink marble vanished in a heartbeat beneath the rolling sea, leaving behind only a handful of stricken survivors atop a tall and lonely tower. Yet it is curious indeed what manner of tower could resist the rage and madness of the Lost God and what manner of men would by fate or fortune find themselves there that day. Knowing what you do now of the plans of the Fourteen you had looked high and low for tales of them. Most vanished into obscurity, but one Naedros Nine Lives went on to become a famed explorer and strangest of all the first of House Rogare at least in family tale, though it had only been his grandson who was ennobled.

Owing to its position on the eastern fringe of Valyria proper Velos was also a major military base for the Valyrian navy, though how much of those ancient dockyards survive you can only guess at.

OOC: And here we are, plot hooks for days. It was really fun do just do some plain world-building.
 
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