The whole "accidentally become a god" thing is more of a thread meme than anything. Simply getting worshipers doesn't make you stumble your way into divinity, otherwise the Grand Sultan of the Efreeti would have reached godhood a very long time ago. Becoming a god is a very deliberate process, and IC the characters have enough knowledge of religion and access to gods willing to share their lore to know this.


While I can't recall the Sarrukh Empire related example sneaking around the back of my mind there's also the Pathfinder God Cayden Cailean, The Accidental God.

Common or likely? Definitely not. Possible? Just as definite.

To be clear, I'm not concerned about Viserys but to say "X is impossible or Y doesn't work that way" in DnD is just asking for trouble.
 
Suck on it, Malarys!
We just did your job, but better!

I still love that moment. Malarys' line quoted here is cool, and his subsequent banter with Viserys is great fun!

Thank you as always for the links to the past Talon, the most interesting part of that for me was the reminder of the Erinyes initiate.

Viserys maximum grantable spell levels will still lag for a little while, so an Outsider chassis with delayed class progression anyway seems like a perfect fit in these early stages.
 
I think we need to discuss security concerns, not only extensive voting just to reinforce what guards and wards our facilities had like we discussed earlier (@egoo made a large proposal for what to order for part of that) but also our air security. The magical radar is a huge plus, but what is truly important is flights of Wyverns on permanent rotational sorties moving through populated areas. They fly fast enough that they should be able to respond to attacks within minutes from most ideal routes.

Ideally, we would have an entire air wing (64 aircraft) of Hastati (non-Planeshift variant) available for this. That allows four shifts with a squadron in the air at all times. What would be a long-term goal is an air group of them so we could have an entire wing up in the air at all times.

The first goal would allow at least 4 Wyverns to be within range of most of the cities on the west coast. That is enough to see off most individual threats. The second would allow an entire squadron to respond and bomb the shit out of even large forces anywhere in the Empire. Two rounds to planeshift within 500 Miles of any target, most of them can travel at truly ludicrous speeds.

The below was for entire countries, adapted to our capital the response time is seconds.

Having looked into minimum response times for USA cities, 32 at-will teleport creatures or constructs to act as atmospheric satellites for Westeros and 160 for all of Westeros and Essos puts us at eyes on every 7.5 minutes.

If we keep the time for sending a team to action upon noticing < 2.5 minutes we can average the response time in line with the top 5 cities in modern USA.

That's urban response time, applied to the most remote areas of the Empire.

Edit:
This also makes it functionally impossible to mobilise an army or fleet against us as we will be aware of it within 10 minutes at the most even if they've only just gated in from the Shadow Plane etc.

No more floating weapons platforms from Deep Ones, instant notification of Dragons and other large creatures capable of flight.
 
Chaos-vote, chaos-vote!

[X] Receive a report
-[X] Yi Ti financial results

I CAN DO ANYTHING!
 
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Inserted tally
Adhoc vote count started by egoo on May 27, 2020 at 3:15 AM, finished with 72 posts and 17 votes.

  • [X] Receive a report
    -[X] Reach fey-pact research
    [X] Receive a report
    -[X] Yi Ti financial results
    [X] Receive a report
    -[X] Progress report on the Imperial highway system from the perspective of one or more people who now make regular use of the expanded network of roads.
    [X] Receive a report
    -[X] Yi Ti financial results
    [X] Receive a report
    -[X] The socio-economic development in response to the Imperium spanning network of highways, in particular how it affects pre-existing trade- and settlement-patterns, and the local identity of ethno-cultural groups.
 
Updated the terrain and political maps:

On that note, two corrections:
- Norvos was for some reason marked as part of the Imperium in the previous version of the map
- Morosh was not marked as part of the Imperium, but should be, since it is a colony of Lorath
 
I thought about something like that linked to a special Dragoneye Rune. Residents and citizen fliers (Dragons, mages, Erinyes, etc) could get Dragoneye Runed so it could link to the magical radar system, while visiting fliers could be issued a temporary unique Dragoneye Rune designation.

Here's the Magitech Radar System write-up again if ya'll can see anything that needs further refinement.
Okay, here's what I'm thinking about for a Magical Traffic Control System;

We start with Detect Ship. It's a 3rd level spell that reaches one mile per caster level by default, and while that is a large area, it's not really suitable for our purposes at minimum caster level. Instead, we Enlarge it and rather than use the minimum 7th caster level for the resulting 4th level spell, we instead enchant it at 10th caster level. That raises the radius to 10 miles from the point of origin, which is much more reasonable and falls within the abilities of our hired Master Enchanters (who are all 10th level). A constant 4th level spell effect at 10th caster level will cost us 6,000 IM after taking into account the discount for the base effect having a duration 24 hours and the +50% tax for adding an additional effect to an already existing item.

Then we tie a basic Track Ship effect in with the Detect Ship function. This one allows us to catalog our ships, along with all ships which make port in Sorcerer's Deep, making note of their names, captains, and other relevant information. We can also assign each of them an Imperial Registration Number for ease of reference. Adding this as a constant effect to the system will cost 1,800 IM after taking into account the +50% tax for adding an additional effect to an already existing item. A separate Track Ship system tied to a large nautical chart (or a globe after we get a good orbital view of Planetos) would be used to track ships that move beyond the 20 mile Detect Ship effect.

And tying it all together would be a Mirage Arcana spell at 10th caster level. The Mirage Arcana effect would generate a massive holographic illusion within the tracking chamber using the spell's ten 20-foot cubes to show a scaled down image of Sorcerer's Deep and the surrounding space for a radius of 10 miles, with every ship under the water, floating atop it, or flying overhead represented by a tiny illusory duplicate. This would cost 10,000 IM.

A central operator would rest in a command and control cradle which would magically feed the output from the Detect Ship spell into their mind, allowing them to be simultaneously aware of all ships operating within range. The cradle would grant the operator a +10 Competence bonus to Profession (Sailor) skill checks in order to maximize the effectiveness of the Detect Ship spell (at a cost of 1,000 IM). The operator would be able to mentally manipulate the Mirage Arcana illusion to zoom in one specific areas, such as the port facilities of Sorcerer's Deep, in order to better view all of the ships docked there. A flock of Calligraphy Wyrms and Imperial assistants could help to catalog the information, updating our records and taking some of the load off the central operator.

The total cost for this system would be 18,800 IM.

It wouldn't be able to track troop movements or ground traffic, but we could probably upgrade it with relative ease to use something like specially placed Dragoneye Runes to track individual fliers (Dragons, Erinyes, Heralds, etc).

Don't forget Sand Table for low range, high (hehe)... granularity, radar.
 
Updated the terrain and political maps:

On that note, two corrections:
- Norvos was for some reason marked as part of the Imperium in the previous version of the map
- Morosh was not marked as part of the Imperium, but should be, since it is a colony of Lorath
I'll add these roads and the corrections to the maps I've drawn in your absence in a few days' time.
Thanks.

(and yeah, I think I should still keep on keeping them up-to-date. The numbers don't lie, youtend to disappear on us!)
[:V]
 
While I can't recall the Sarrukh Empire related example sneaking around the back of my mind there's also the Pathfinder God Cayden Cailean, The Accidental God.

Common or likely? Definitely not. Possible? Just as definite.

To be clear, I'm not concerned about Viserys but to say "X is impossible or Y doesn't work that way" in DnD is just asking for trouble.
Yes, technically possible, but this guy was also drunk out of his mind when the entire thing happened. While drunk, he made the choice to go through the trials to become a god.

Becoming a full god is a very deliberate choice. And not just a single choice, it is a set of trials where failure means no divinity for you. Yes, it is possible for it to happen "accidentally". It's just vanishingly unlikely for it to ever happen to us, and certainly not in a way we couldn't stop. Viserys doesn't have a drinking habit for one thing.
 
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Holy Places of Sorcerer's Deep

Deity: Old Gods of Stream, Forest, and Stone
Holy Place: Tree of the Dawn Age
Description: A pillar of white that spears the skies, the Tree of the Dawn Age is one of the largest living things in the world, reaching a height of more than a thousand feet, so big that even grown dragons look like hatchlings when perched in the branches. Its magics stretch across the width and length of the entire island capital.
Date: Thirty-First Day of the Eighth Month 293 AC
Location: Outskirts of Sorcerer's Deep, Sorcerer's Deep, The Stepstones
"A Child of the Forest as they were in the Days of Dawn, its face one of determination and hope as it looks to the horizon."
CL 20 Hallow Effect
Secondary Effect 1:
Magic Circle Against Evil — All individuals in range receive the benefits of Protection from Evil.
Secondary Effect 2: Sacred Fox's Cunning — Boost to skill and ability checks, boost to all learning.
Secondary Effect 3: Greater Age Resistance — Ignore all Strength, Dexterity, and Constitution penalties gained from middle age, old age, and venerable age.
Secondary Effect 4: Keep Watch — Gain no fatigue but gain the benefit of a full night of rest.
Special Note: Immune to Fire, has a Zomok Guardian, Island-wide Area of Effect, 1000 ft. tall
Temple Cost: 2187.95 HD


Deity: Yss the Timeless Serpent
Holy Place:
Great Temple of Yss
Description: Erected of green marble and gleaming bronze carried here at great expense and shaped by manumitted Lyseni craftsmen according to the cryptic instructions of the Avatar of Yss. The structure looks subtly alien... as if someone had strived to replicate a fevered vision into stone and mortar. The Temple of the Serpent God gleams in the rich golden light of the afternoon sun, much like a reptile basking in the sun, its gates are of wood bound in brass worked in a pattern of coiling scales its corridors never entirely straight the corners never sharp... even the way the sound carries through the halls makes the voices of the worshipers echo strangely. Within the halls inside a deep pool of waters rests the Avatar of Yss himself.
Temple Bonus: Access to three free commune spells a week, citizens have access to minor divinations for the price of sacrifice, the CR 30 Avatar of Yss will defend the temple to the death
Temple Cost: 4,500 IM


Deity: The Merling King
Holy Place:
Temple of the Surging Sea
Description: Designed by the Tritons given free reign to build a monument to their god with the "arts of land-dwellers," the temple is carved into a sea-side cliff near Sorcerer's Deep. Inside is a space that feels at once wide with echoes chasing each other into the distance, and oddly intimate in the soft blue light that passes through the Myrish glass in rippling colors. Only directly above the central pool is the skylight not tinted thus, allowing the light of sunset to fall upon the waters unhindered, staining them red. Even the eldritch glow of the altar burns low as though in expectation. Underneath the Temple of the Surging Sea, closer to the turbulent waters, there is a special altar consecrated with the blood of the Merling King himself.
Temple Bonus: Blessing of the Waves (+20% Fishing Efficiency, 33% chance that any vessel that would be lost at sea in the Stepstones due to weather is instead blown off course in some manner deemed fitting to the Merling King)
Temple Cost: 3,900 IM


Deity: The Moonsinger Goddess
Holy Place:
Grand Temple of the Moonsinger Goddess
Description: A Temple complex greater in size than the one in Braavos, with towers arranged as mentioned at the cardinal points, with arcing bridges of pale stone and a grand central dome which at night reflects an illusion of the moon's current phase regardless of visibility in the sky, with a crowning field of stars that light it up in radiance. The great dome has four paintings on the inside like the night sky with the moon in one of its phases in the center: the new moon black as pitch a hole amid the stars, the waxing moon the sign of growth and good fortune, the full moon for mystery and omen, and then the waning moon that stood for partings along the road of life. You could go 'round and 'round listening to the sweet but haunting melodies that filled the temple whenever it was open for service.
Temple Bonus: Stepstones Provincial Wealth increased by 3 due to the strong Braavosi community
Temple Cost: 25,000 IM


Deity: The Weeping Lady
Holy Place:
Grand Temple of the Weeping Lady
Description: A modest temple in comparison to other faiths, though still outshining temples of the Weeping Lady elsewhere in both size and stature, this temple is meant to be the headquarters of the faith where new acolytes are trained.
Temple Cost: 10,000 IM


Deity: R'hllor the Red, Lord of Light
Holy Place: Great Temple of R'hllor
Description: The temple is of a traditional make worked of black marble crowned in fire, though this flame will not be fed with wood or oil, but unwavering magic, shining all the brighter for being ringed in hardened glass, a beacon to the faithful.
Temple Cost: 30,000 IM


Deity: The Seven Who Are One
Holy Place:
Great Sept of Sorcerer's Deep
Description: The base is a seven-sided polygon as is usual for a sept, with small seven-sided towers erected a few meters away from the corners. The outlying towers are connected by arches to the main building and by a colonnade to each other. On the top of each tower stands a statue of one of the Seven, with the tower and the wall on the opposite side of the building being dedicated to the same aspect. The outside of the towers is adorned with murals depicting the virtues associated with the aspect from carved marble and highlighted in metal. Both the statue and the mural highlights are done in a metal alloy that has the color matching the given aspect. There is an entrance on each of the seven sides of the main building, with a statue of the aspect to which the side is dedicated rising above the entrance, using the same metal alloys as outside and surrounded by large windows of stained glass, though the actual material used will be transmuted and colored quartz. In the corners are smaller statues above shrines used for religious ceremonies. Lastly, the floor has a mural depicting the seven aspects moving towards the middle, where a seven-pointed star in colored metal is inlaid.
Temple Cost: 20,000 IM


TO BE ADDED:
Great Temple of Zathir
Great Temple of Father Storm
Great Temple of Mother Earth
Great Temple of Meraxes
Great Temple of Syrax

The budget creep on Temples is insane, are we refurbishing or expanding any of the earlier established?
 
Children do indeed die in winter in the Far North, generally of hunger or cold, but the thing to keep in mind is that the process of offering a sacrifice to the Old Gods is painful. If you are the kind of person who can inflict that on your own child even when they are probably going to die anyway other things will come acalling.

By contrast someone abandoning a child in a forest often does so in the hope they will be found (it's no coincidence that so many legends include just that happening).
I thought there was lesser ways of offering to the old gods, that didn't give as much, but still gave something, after all that's why the tradition of beheading criminals before the Heart Tree sprung up, because the old gods will still take the blood spilled, even though the fact that most of the blood stay in the body, mean that merely beheading someone before a Heart Tree, only count for a fraction of what drawing all the blood out does.
 
I thought there was lesser ways of offering to the old gods, that didn't give as much, but still gave something, after all that's why the tradition of beheading criminals before the Heart Tree sprung up, because the old gods will still take the blood spilled, even though the fact that most of the blood stay in the body, mean that merely beheading someone before a Heart Tree, only count for a fraction of what drawing all the blood out does.

The tradition of beheading people before the heart tree does nothing metaphysically, it's just and echo of earlier rituals.

Vote closed.
Adhoc vote count started by DragonParadox on May 27, 2020 at 5:36 AM, finished with 82 posts and 19 votes.
 
Updated the terrain and political maps:

On that note, two corrections:
- Norvos was for some reason marked as part of the Imperium in the previous version of the map
- Morosh was not marked as part of the Imperium, but should be, since it is a colony of Lorath
I thought we controlled the painted mountains?
 
I thought so too, but I updated the political map on the one from @egoo, and his didn't have the Painted Mountains as part of the Imperium.
I've gotten very mixed responses whenever I asked for "what did I miss, again?" about the maps.
...more often than not, no responses whatsoever :/

I'm okay at editing the maps, but I know jack shit about our political/strategic situations by myself.
Ergo, such occurences.
 
I've gotten very mixed responses whenever I asked for "what did I miss, again?" about the maps.
...more often than not, no responses whatsoever :/

I'm okay at editing the maps, but I know jack shit about our political/strategic situations by myself.
Ergo, such occurences.
Fixed easily enough.
 
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