That, to me, seems to make his and Mammon's domains the proverbial "swamp". He doesn't even promise to drain it f or anyone, it's just the swamp he created to allow others to promise to drain it. It poses no strain on his own personal resources, both provide a distraction, one where everything is held together only by a polite fiction of law but virtually anarchy, just like a real ocean, and the other containing so much wealth that it is actually a detriment to its ruler, since he is too distracted by it and everyone else wants it for their own purposes.
Having the positions effectivly "on hold" also means he can make space for a newcomer bringing in her own power and ressources (like the Lady of Spears), without having to kick out someone useful.
If he had to displace a competent ruler with a decent amount of loyal followers he'd have to weight the worth of that against any new aquisition, this way he can give freely.
 
Having the positions effectivly "on hold" also means he can make space for a newcomer bringing in her own power and ressources (like the Lady of Spears), without having to kick out someone useful.
If he had to displace a competent ruler with a decent amount of loyal followers he'd have to weight the worth of that against any new aquisition, this way he can give freely.
I feel like the Lady is too piddly, even for junior league divine soup. I can definitely see her instated over Hellven, though. That place is kind of a quagmire and it doesn't really have any useful resources (except the souls, though I'd argue it's not worth it), but they have to hold onto it. Perfect for someone who needs training wheels.
 
I feel like the Lady is too piddly, even for junior league divine soup. I can definitely see her instated over Hellven, though. That place is kind of a quagmire and it doesn't really have any useful resources (except the souls, though I'd argue it's not worth it), but they have to hold onto it. Perfect for someone who needs training wheels.

You know, the Cold Flame might find that this thing goes against his interests.

We might be able to fan the flames of internal wars in Hellven.
 
I feel like the Lady is too piddly, even for junior league divine soup. I can definitely see her instated over Hellven, though. That place is kind of a quagmire and it doesn't really have any useful resources (except the souls, though I'd argue it's not worth it), but they have to hold onto it. Perfect for someone who needs training wheels.
Eh, she's a real goddess, even if it's a minor one. That makes her propably a bigger deal than all the Archdukes where before their promotion.

In fact I believe that Asmodeus is the only one among them who is a true god independantly from his position in the Infernal Hierarchy.
Having her replace any of the weaker Archdukes is a win for Hell.
 
You know, the Cold Flame might find that this thing goes against his interests.

We might be able to fan the flames of internal wars in Hellven.
Literally the first thing we heard about him is how many heads he sends to Asmodeus for suggesting he could go against Big Red's interests, or that he should rule Hellven himself.

I doubt this attempt would go any better.
 
Literally the first thing we heard about him is how many heads he sends to Asmodeus for suggesting he could go against Big Red's interests, or that he should rule Hellven himself.

I doubt this attempt would go any better.

Which would be true, if loyalty really existed between devils.

When you spend a fuckton of time ruling a place only to be displaced by some barely known minor goddess of eunuchs, that's going to hit hard his pride.
 
Part MMMDLXVII: Swords of Iron
Swords of Iron


Thirtieth Day of the First Month 294 AC

You breathe out a small sigh of relief when the Moonsong's communication officer confirms over the brazier that the ship is back in 'the shallow sky', a term that could only have come from Moonsong herself so soon after their ascension, but which you have no doubt will be on the lips of half the bards in Sorcerer's Deep by sundown and over the Narrow Sea to the Three Daughters by the morrow. According to Lya the engine trouble should not take more than a fortnight to fix, she has some idea of what might be causing it and you know better than anyone how quickly Lya's ideas can become reality.

As dusk begins to settle over Sorcerer's Deep two more reports find their way into your hands, the first from Heremtia accounting for the lead in finding the source for the opposition among the tritons of Vialesk. You suggest that she keep following the money, 'the trail that glitters is hardest to hide' as they say in Braavos.

Lastly there is the report on the integration into imperial forces of the lejnthi, heralds of slaughter and sellswords in the First of all Wars. Though they are not true devils there is enough kinship there that you had hoped you could work with them to the profit of all. The answer to that hope had proven to be... complicated.

Lejnthi are proud beings and will not take lightly to those they consider inferiors upon the field of war, and unlike true devils they are not so bound by their word that they would not make their dislike of 'weak' commanders evident. As long as you have furies to command them or other warriors of exceptional skill and fortitude to lead them the dark spirits will serve well and skillfully. Else they will start testing their limits, often in ways that would prove painful to the ones getting tested.

In a bout of metaphor that could only have been born of frustration Malarys compared the lejnthi to malicious bloodthirsty cats that someone had actually managed to train enough to hunt in packs. In many ways they are as iron to steel compared to the furies, sadistic and brutal as they are skillful in the arts of war and unconcerned with the works of peace.

The furies themselves mostly view them with resignation, more interesting to deal with than library duty, but not by much. "If duty is a pendulum," Mereth writes. "Then there is a stack of books and some fool mangling them on one side and a lejnth asking why she can't torture the captives for the seventh time that day on the other."

While no doubt factually true that might be the closest thing to a jest you have heard out of her, that almost makes asking the question worth it on its own. As you close the study door fort the night you consider what spirits you have summoned this day and where you might assign them...

What Outsiders did you summon on the first month?

[] Write in

OOC: This is a bit awkward to write, but the implication is you summoned at least one lejnth to be able to get the information above.
 
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So basically we've found another way to torment our fallen angels.

Mereth probably sees nothing out of the ordinary with that picture, and Viserys has adopted the zen of seeming too harried to ponder the consequences of his errant suggestions like "wouldn't it be cool if we..." this time ending with "...domesticated murderous housecats in woman form?"
 
Name: Kyla Fairwind
Alias: None
Alignment: Chaotically Neutral
Age: 9
Race: Human (Small Humanoid Child)
Level: 3
Class: Witch 3
Feats: Tomb Tainted Soul; Scribe Scroll; Craft Poppet
Class Features: Patron (Boundries); Hex (Slumber, Cauldron);

HP: 19/19
AC:
10 +3 (DEX) +2 (vs Evil) = 13/15
Initiative: +3 (DEX)
Attack: N/A (BaB +1)
Spell Save: 10 +3 (Wis) + spell level
Weapon Proficiency: N/A
Immunities:
Possession/Mental Control

STATS:
8 (-1) Strength
16 (+3) Dexterity
12 (+1) Constitution
14 (+2) Charisma
12 (+1) Intelligence
16 (+3) Wisdom

SAVES:
FORTITUDE: 1 +1 +2 = 2/4
REFLEX: 1 +3 +2 = 4/6
WILL: 3 +3 +2 = 6/8

SKILLS
Craft (Woodworking): 3 +1 (INT) =4
Concentration: 4 +1 (CON) = 6
Knowledge (Arcana): 6 +1 (INT) = 7
Spellcraft: 6 +1 (INT) = 7
Heal: 5 +4 (WIS) =8
Knowledge (Nobility): 5 +2 (INT) = 7

Spells Known (CL 3):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Ear-Piercing Scream, Ill Omen, Mount, Remove Sickness, Unseen Servant, Darsson's Cooling Breeze, Protection from Evil, Charm Person, Disguise Self, Mage Armor, Ray of Enfeeblement, Enlarge Person, Comprehend Languages, Sleep, Shocking Grasp, Burning Hands, Unseen Crafter, Keep Watch, True Strike, Shield
Level 2: Make Whole, Summon Little Helpers (re-skinned Vomit Swarm), Glitterdust, Mirror Image, Invisibility, Detect Thoughts, Animalistic Power, Fox's Cunning, Eagle's Splendor, Protection from Arrows

Spells Prepared (CL 3):
Level 0: Light (x2), Mending, Message;
Level 1: Ill Omen (x2), Mount
Level 2: Make Whole, Summon Little Helpers (re-skinned Vomit Swarm)

Supernatural Abilities:

Sleep (Hex): Once per day a witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell Sleep (DC 14)

Equipment: Amulet of Protection from Evil

Familiar: Soulbound Doll (Jorel)
 
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So basically we've found another way to torment our fallen angels.

Mereth probably sees nothing out of the ordinary with that picture, and Viserys has adopted the zen of seeming too harried to ponder the consequences of his errant suggestions like "wouldn't it be cool if we..." this time ending with "...domesticated murderous housecats in woman form?"
I think we know what happened to all of the surviving Big-Titted Catgirls when the Doom struck Valyria. They went feral and became the Lejnthi.
 
Which would be true, if loyalty really existed between devils.

When you spend a fuckton of time ruling a place only to be displaced by some barely known minor goddess of eunuchs, that's going to hit hard his pride.
Loyalty might exist.
Some of these devils did follow Asmodeus all the way from Heaven and through eternal war, even if most grew disillusioned over time, that's still a foundation forged in adamant.

And on the opposite side to the oldest comrades you have the new ones, who worshipped Him as a god back when they where mortal and remain fanatics as Devils. Born long after the Fall and the last time Asmodeus seemed faillable.

Yes, the average Devil is cynic and either nihilistic or overambitious beyond any notion of loyalty, but you can't assume that all are, particularly among the unique ones.
 
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Name: Ser Benjicot Brown
Alias: The Dragonsworn Knight
Titles: Shield-Captain
Age: 47
Alignment: Lawful Good
Race: Augmented Human, Large-sized (Giant, Praetorian)
Level: 12
Class: Human Paragon 3/Fighter 4/Strategist 4/Marshal 1
Feats: Agile Shield Fighter, Bonded Mind, Mounted Combat, Ride-by-Attack, Shield Ward, Spirited Charge, Saddleback, Improved Shield Bash, Shield Specialization, Skill Focus (Diplomacy), Shield Charge, Shield Slam
Class Features: Adaptive Learning [Knowledge: War], Challenge 2/Day, Mount, Tactician, Order of the Dragon, Cavalier's Charge, Drill Instructor, Minor Aura (Over the Top)
Senses: Darkvision (120 ft), Scent
Languages Spoken: Westerosi Common, High Valyrian, Low Valyrian (Stepstones)

HP: 3d8 (17) + 9d10 (50) + 84 (CON) = 151
AC: 10 + 3 (DEX) + 10 (Natural Armor) + 13 (Warden Armor +3) + 6 (Animated Extreme Shield +3) + 1 (Dodge; Channel Vigor) + 5 (vs Ranged) + 2 Deflection (vs Good/Evil); +2 vs Undead OR +4 vs Incorporeal Undead
  • Normal: AC 43
  • vs Ranged Attacks: AC 48
  • Special Cumulative Modifiers: +2 AC (Deflection) vs Good or Evil creatures, +2 AC vs Undead (increases to +4 AC vs Incorporeal Undead)
Speed: 30 ft. + 30 ft. (Boots) = 60 ft
Initiative: +3 (DEX) + 2 (PR) = +5
Attack: +12/+7/+2 (BAB) + 9 (STR) +1 (Channel Vigor); Imperial Steel Praetorian Blade: +4 (Enhancement; ignores Silver, Cold Iron, and Adamantine-based DR)
  • Imperial Steel Praetorian Blade (+4): 3d8 + 4 (Enhancement) + 13 (STR x 1.5) +1d6 damage against Undead & acts as a Ghost Touch weapon
    • Normal: +26/+26/+21/+16 [3d8 + 17; 18-20/x2]
    • w/Challenge: +26/+26/+21/+16 [3d8 + 21; 18-20/x2]
Weapon Proficiency: Simple and Martial Weapons
Special: Hardened Body, Arcane Resilience, More than Human, Enhanced Senses, Heart of Flame
Immunities: Possession/Mental Control, Baleful Polymorph [Single use], Mind-Affecting Effects, Divination, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects
Resistances: Acid 15, Cold 15, Fire 15
Spell Resistance: 19
DR: 2/-- (Praetorian) + 5/-- (via Armor) = DR 7/--
DR: 10/Chaotic

STATS:
23 + 4 + 2 = 29 (+9) Strength
12 + 4 = 16 (+3) Dexterity
21 + 4 = 25 (+7) Constitution
12 + 4 = 16 (+3) Intelligence
12 + 4 = 16 (+3) Wisdom
14 + 4 = 18 (+4) Charisma

SAVES: +4 against Mind-Affecting Effects
FORTITUDE: 6 + 7 (CON) + 5 (Resistance) = 18
REFLEX: 3 + 3 (DEX) + 2 (PR) + 5 (Resistance) + 1 (CV) = 14
WILL: 5 + 3 (WIS) + 5 (Resistance) = 13

SKILLS:
Bluff: 0 + 4 (CHA) + 6 (CV) = 10
Diplomacy: 15 + 4 (CHA) + 3 (SF) + 4 (SYN) = 26
Handle Animal: 5 + 4 (CHA) = 9
Intimidate: 13 + 4 (CHA) + 6 (CV) = 23
Knowledge (Local): 5 + 3 (INT) + 4 (CV) = 12
Knowledge (Nobility): 5 + 3 (INT) + 4 (CV) = 12
Knowledge (War): 15 + 3 (INT) + 4 (CV) = 22
Listen: 0 + 3 (WIS) + 2 (PR)/4 (CV) = 7/9
Ride: 12 + 3 (DEX) = 15
Sense Motive: 10 + 3 (WIS) = 13
Spot: 0 + 3 (WIS) + 2 (PR)/4 (CV) = 7/9
Swim: 2 + 9 (STR) = 11

Secondary Skills:
Knowledge (Geography): 3 + 3 (INT) + 4 (CV) = 10
Knowledge (History): 3 + 3 (INT) + 4 (CV) = 10

Praetorian Abilities:
  • Spell-Like Abilities (Sp): 1/Day; 12th Caster Level: Cure Light Wounds, Remove Disease
  • Hardened Body (Ex): You benefit from Light Fortification (25%) and whenever the check for this ability fails, you gain Fast Healing 3 for 7 rounds (CON modifier rounds). The duration of the Fast Healing can be extended if the Light Fortification fails before the effect ends. Additionally, all Unarmed Attacks you make can deal Lethal damage.
  • Smite Chaos (Su): 1/Day as a Swift Action, you can choose one target within sight to Smite. If this target is Chaotic, you add your Charisma bonus to your attack rolls and your character level to all damage rolls made against the target of your smite. Regardless of the target, Smite Chaos attacks automatically bypass any Damage Reduction the creature might possess. In addition, while Smite Chaos is in effect, you gain a Deflection bonus equal to your Charisma modifier to your AC against attacks made by the target of the Smite. If you target a creature that is not Chaotic, the Smite is wasted with no effect. The Smite Chaos effect remains until the target of the Smite is dead or the next time you rest and regain your use of this ability.
  • Heart of Flame (Su): As a Swift Action, for up to 13 rounds (1 round per 2 Hit Dice + 1 round per CON bonus), you can channel the Draconic flame burning within your heart. This causes your eyes to glow like white hot coals and your body to be wreathed in supernatural flames. Any Unarmed Attacks you make during this time inflict +1d6 Fire damage and your Resistance to Fire damage increases by 10 points. Once the Heart of Flame lapses, or is ended prematurely as another Swift Action, it cannot be rekindled for an amount of time equal to how long it was used.
    • Special: When you wield a melee weapon of Valyrian or Imperial Steel, you may channel the fire generated by your Heart of Flame through the weapon to temporarily imbue it with the Flaming special ability, though there is no additional effect if the weapon already bears this enchantment. A Valyrian or Imperial Steel shield behaves similarly, allowing you to make Flaming shield bash attacks. Valyrian or Imperial Steel armor so affected appears to burst into flames, though these flames only burn those unfortunates who attempt to grapple or successfully strikes you with a Natural or Unarmed Attack.
Special Abilities:
Contingency Spells: Renewal Pact; Stalwart Pact; Contingent(Heal)[Activated on Stun, Feeblemind, Insanity, Confusion, Dazed, Nauseated, or loss of 75+ HP]

Animated Extreme Shield: AC Bonus: +3 + 3 (Enhancement) + 5 (vs Ranged), Weight: 25 pounds
  1. Lesser Crystal of Arrow Deflection: You benefit from a +5 bonus to AC versus ranged attacks.
  2. Animated: Upon command, this shield floats within 2 feet of you, providing protection as if you were using it yourself but freeing up both her hands.
Belt of the Battle Master:
  1. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  3. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  4. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Earring of Arcane Acuity:
  1. Immunity to Blindness and Dazzling effects.
  2. 1/Day: Negate Stun, Daze, Confusion, Fascination (Does not include the effects of Chronomancy)
  3. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Pendant of Warding: +5 Resistance bonus to all saving throws
  1. Constant Protection from Good and Protection from Evil effects
  2. Reinforcement(3 Charges/Day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  3. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Soulfire Bracers of Quickstrike (+1):
  1. Immune to all Death spells, magical Death effects, and Energy Drain, and any Negative Energy effects
  2. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Imperial Steel Praetorian Blade (+4): Damage: 3d8+4 (18-20/x2) w/Dragonskin Grip (+2 to checks vs Disarm attempts)
  • Greater Weapon Crystal of True Death: The sword inflicts an additional +1d6 damage to Undead, functions as a Ghost Touch weapon, and can be used to deliver Sneak Attack and Critical Hits against Undead as if they were living creatures.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
Warden Pattern Construct Armor (+3): Armor Class: +13, Max Dexterity Bonus: +2, Armor Check Penalty: -6, Arcane Spell Failure: 50%, Speed: 30ft, Weight: 100 pounds
  • Special: Wearer benefits from Damage Reduction 5/-- and a +2 bonus to their Strength attribute.
Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Githzerai Tokens
1x Crystal Reddopsi (13th Manifester Level)
1x Crystal Fate of One (13th Manifester Level)
1x Crystal of Null Psionic Field (11th Manifester Level)
1x Crystal Temporal Acceleration (Augmented to 15th Manifester level, 2 round duration)

Alchemical Substances:
30x Alchemist's Kindness
10x Antiplague
10x Antitoxin
3x Auran Mask
15x Fungal Stun Vial
20x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
5x Smokestick
5x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent
Equipment: Animated Extreme Shield (+3), Bead of Newt Prevention, Belt of the Battle Master, Boots of the Battle Charger, Earring of Arcane Acuity, Greater Pendant of Warding, Greater Ribbon of Disguise, Greatreach Soulfire Bracers of Quickstrike (+1), Handy Haversack, Imperial Steel Praetorian Blade (+4), Mind Blank Ring, Muleback Cords (Slotless), Ring of Sustenance (Slotless), Scabbard of the Amoral Edge, Warden Pattern Construct Armor (+3)
 
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I'm conflicted.
I find the elementals and Phoenixes just fluffy, but mechanically useless, filler (former moreso than the latter, even).

And summoning even Daemons, indiscriminately, faced severe tension in-thread before.
And summoning high-CR daemons, while a legit way to weaken them overall (DP-stated), also kinda needs more attention than those below CR of ~14.
:/



[X] 3 Atropocustras (18 HD); 8 Erinyes (72 HD) - Mammon's
-[X] Offer employment from the get-go.
[X] 1 Dogai (14 HD), 7 Magaavs (49 HD), 9 Gaavs (36 HD), 2 Accomplice Devils (12 HD) - Asmodeus'
[X] 5 Salikotals (45 HD), 2 Imps (6 HD), 3 Ink Devils (12 HD) - Unaffiliated
-[X] Offer employment to Salihotals and the Ink Devils given a thorough check shows nothing
[X] Summon Phoenixes for the remaining 845 HD, I guess.
 
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