Part of the stabilizing intelligent undead is to stop the NE leakage.
The problem with most undead being crazy bastards is that they are using too much NE, leaking it all over the place, while having inconsistent supply for their basic functions. Imagine having to control your sleep cycle by having to take sleeping tablets and coffeine tablets at just the right time, since you would die without any of those. But you don't have a watch, the tablets seem to kick in at wildly different speeds, depending on the package you are currently using, and sometimes you can't get either the sleeping tablets or the coffeine and have to substitute by carefully measuring out tiny dosages of heroin or meth. That's basically how normal undead are. A constant state of imbalance, which sometimes swings wildly in different directions. Higher quality undead, such as a well made mummy or a Lich, are obviously less affected by this then some cheap skeleton some crazy level 5 wannabe necro raised from some random grave while high on his own power.
This being the rationale behind the entire line of Qyburns research, with the Soulforging enabling mindless undead to regulate their own energy flow, while sentient undead need a different process so that their soul can properly control NE such as it controlled their PE in life.
It's definitely a statement he would wholly endorse.
The thing with Necromancy is that it's pretty easy and cheap. A 5th level caster can raise a dead peasant as a zombie for 5 IM. If you have a nearby graveyard, you can make dozens of undead for the price of a PfE amulet. My headcanon has always been that the ease, cheapness and thus easily obtained power is attracting a certain kind of individual. Mentally troubled, socially isolated, maladapted to society, and with a chip on their shoulder.
In the real world, these people would get high on conspiracy theories and start posing with their guns in anticipation of the Holy Race War. In D&D, they start raising peasants and start their own war.
It's definitely a statement he would wholly endorse.
The thing with Necromancy is that it's pretty easy and cheap. A 5th level caster can raise a dead peasant as a zombie for 5 IM. If you have a nearby graveyard, you can make dozens of undead for the price of a PfE amulet. My headcanon has always been that the ease, cheapness and thus easily obtained power is attracting a certain kind of individual. Mentally troubled, socially isolated, maladapted to society, and with a chip on their shoulder.
In the real world, these people would get high on conspiracy theories and start posing with their guns in anticipation of the Holy Race War. In D&D, they start raising peasants and start their own war.
Adhoc vote count started by DragonParadox on Aug 9, 2020 at 5:13 PM, finished with 65 posts and 11 votes.
[X] Significant cultural artifacts which hold no innate value past what a collector might appraise them at will be returned to their point of origin, likely for display in a local museum in the case of Imperial historical articles, or in the case of Sarnor remanded between the cities they trace the most direct point of origin to, to be discussed between those City States you have established contact with as a gesture of good will and cooperation.
[X] Magical items and artifacts found will be remanded into the custody of those who had taken the risk in claiming them, given they have strategic value, with the caveat that those items may be traded for materials or wealth of equal value, pending negotiation, if they have a point of origin for the party in question (past things like sentimental significance, they might be vital for research the polity was conducting before the Doom or be related to magics practiced in the time of legends).
[X] Material wealth (bullion, gems, rare material components and reagents) will be split evenly. More as a gesture of good will than anything else, and the fact that they will need the capital if they wish to fund soul transference on a large scale. [X] Lay specific claim to the body and equipment of the Charnel God & the Rat King as they fell mostly by your own hand. -[X] Negotiate with Queen Namaaru for the bulk corpses of the foes slain in battle to feed to the Forges, though of course her own dead are unquestionably hers.
Comrade @Azel, could you answer how your wonderful omak ended? Or it's not over yet, and a great continuation awaits us all? I must say that your look at Lord Bolton is magnificent!
I've never written the last part, since it would have been pure battle and any dangling plot threads it could have sparked had been dropped for unrelated reasons.
Canonically, Roose wins and drops off the shards of the ice creature, which are still living, in Gogossos. That's the delivery that Ramsay made, which resulted in the boy staying around more or less and acting as Qyburns Igor.
I've never written the last part, since it would have been pure battle and any dangling plot threads it could have sparked had been dropped for unrelated reasons.
Canonically, Roose wins and drops off the shards of the ice creature, which are still living, in Gogossos. That's the delivery that Ramsay made, which resulted in the boy staying around more or less and acting as Qyburns Igor.
Adhoc vote count started by DragonParadox on Aug 9, 2020 at 5:13 PM, finished with 65 posts and 11 votes.
[X] Significant cultural artifacts which hold no innate value past what a collector might appraise them at will be returned to their point of origin, likely for display in a local museum in the case of Imperial historical articles, or in the case of Sarnor remanded between the cities they trace the most direct point of origin to, to be discussed between those City States you have established contact with as a gesture of good will and cooperation.
[X] Magical items and artifacts found will be remanded into the custody of those who had taken the risk in claiming them, given they have strategic value, with the caveat that those items may be traded for materials or wealth of equal value, pending negotiation, if they have a point of origin for the party in question (past things like sentimental significance, they might be vital for research the polity was conducting before the Doom or be related to magics practiced in the time of legends).
[X] Material wealth (bullion, gems, rare material components and reagents) will be split evenly. More as a gesture of good will than anything else, and the fact that they will need the capital if they wish to fund soul transference on a large scale. [X] Lay specific claim to the body and equipment of the Charnel God & the Rat King as they fell mostly by your own hand. -[X] Negotiate with Queen Namaaru for the bulk corpses of the foes slain in battle to feed to the Forges, though of course her own dead are unquestionably hers.
It is a thankfully straightforward business to partition the spoils of Sarnor. You get the sense that by reason of character that long precedes her passage into unlife that Queen Naamaru is not unduly invested in the cultural heritage of cities other than Sathar, but she appreciates the offer to see them restored for the sake of politics and perception. On the matter of enchantments and arcana the discussion proves a touch more murky, hinging upon the definition of 'significant strategic worth' when to her mind sorcerous research is more often than not an arrow in the dark.
However as you come to the matter of your own studies, many of them rooted in the ancient past, she nods along with the point. "Flesh Forges. Strange that such would survive when so much else that is a better fit for the world was lost."
"Whatever one might think of the ethics of their creators they did not craft without skill and an eye to the future," Lya interjects. "As for fitting in with the world... well, the Old Gods have helped with that."
From there the conversation wanders surprisingly enough to questions of theology. How are the gods of your realm defined, what are their spheres and their interests, and most tellingly of all what is their stake in allowing your studies into matters of the soul? From the shape of the queen's questions you suspect the gods of Sarnor took a more proprietary notion to the idea of mortal souls and the forging thereof.
Ironically enough Anu-Simung was the most permissive of such studies, and it was by his will that the first servitors and constructs were forged. How he eventually would have had to accept even the warforged of Sallosh the queen does not know, though perhaps that is a secret you can draw from the rubble of the cursed idol.
When it comes to those remains specifically Queen Naamaru readily agrees that they are yours by right of victory, though she is obviously interested in the dead god's panoply, particularly in the mantle that seems woven with patterns that speak to the stately dance of moments and the order of the cosmos. "I am curious as to its function. If you should be inclined to sell it do let me know for I suspect there might be a affinity to one of my own prized possessions."
"The scepter?" Lya asks, at the nod received in return she adds. "I do not think that is so. The cloak seems to impose the natural movement of time all around the bearer without excluding the bearer."
What follows is a recitation of the various virtues and powers of the three treasures gained from the corpse of He Who Was The Sky-Smith, touched with no small amount of regret at the knowledge lost that even these faint echoes of his craft should shine so bright.
Skyforger:
The true version of this hammer would be an instrument of creation beyond anything mortal magic can create, but this feeble remnant of a deity merely managed to will a copy suited for destruction into existence.
The large Returning +5 Starmetal Warhammer has a range-increment of 50ft when thrown and suffers no penalty when used as a thrown weapon.
Once per day the wielder may call on the hammer's full power and throw it to unleash and explosion of thunder and lightning on impact, dealing 6d6 Electricity and 6d6 Sonic damage to everything in a 30ft radius around the impact. Targets can make a Fortitude save (DC 25) to take half damage and avoid being deafened for 1d4 minutes.
Panoply of the Startamer:
In Sarnor's myths the Great Smith ordered the stars in the sky, but to do so he first had to catch them. After he was burned near to death in the first attempt and was only restored by his sister's healing arts he forged a suit of armor that would stand up to the immesurable heat of the sun and the stars.
This large +5 Starmetal Fullplate grants the bearer immunity to Fire and has a Mettle-like ability, allowing him to ignore the effect of any spell or ability with the Fire descriptor he successfullly saved against, even if it would usually have some lesser effects even on success.
Cloak of Order (+6 Resistance bonus on all saves):
The Skymaker has ordered the movement of celestial bodies and thus given Time meaning and men the ability to measure it. Drawing from this part of his legend no alterations to the stream of time can be taken in a 50ft radius around the bearer of the cloak, causing Celerity, Timestop and similar spells (or Martial Initiator moves) to fail automatically.
Caster Level: 25 (All)
You do not have long to linger upon the past one way or another however for there is still much to do in Sarnor even with the great battles having found their end.
What do you do next?
[] Travel to Mardosh to negotiate a more permanent agreement with the Lord Protector
[] Travel to Saath, you suspect the city will be less coy about swearing power now that the threat of Sarnath is at an end
[] Write in
OOC: Bodies, XP and the rest of the loot will be tomorrow, it's too late to do the math right now.
[X] Travel to Saath, you suspect the city will be less coy about swearing power now that the threat of Sarnath is at and end
Lord Protector can wait right now, imo.
And I think we'd better make a joint meeting on the matters of trade, body-transfer, and clean-up of the territory from mindless Undead with all the leaders of the remaining Sarnori.
It is a thankfully straightforward business to partition the spoils of Sarnor. You get the sense that by reason of character that long precedes her passage into unlife, Queen Naamaru is not unduly invested in the cultural heritage of cities other than Sathar, but she appreciates the offer to see them restored for the sake of politics and perception. On the matter of enchantments and arcana the discussion proves a touch more murky, hinging upon the definition of 'significant strategic worth', when to her mind sorcerous research is more often than not an arrow in the dark.
As you come to the matter of your own studies, however, many of them rooted in the ancient past, she nods along with the point. "Flesh Forges, strange that such would survive when so much else that is a better fit for the world was lost."
"Whatever one might think of the ethics of their creators, they did not craft without skill and an eye to the future," Lya interjects. "As for fitting in the world, well the Old Gods have helped with that..."
From there the conversation wanders, surprisingly enough, to questions of theology. How are the gods of your realm defined, what are their spheres and their interests, and most tellingly of all, what is their stake in allowing your studies into matters of the soul. From the shape of the queen's questions, you suspect the gods of Sarnor of taking a more proprietary notion to the idea of mortal souls and the forging thereof.
Ironically enough, Anu-Simung was the most permissive of such studies, and it was by his will that the first servitors and constructs were forged. How he eventually came to accept even the warforged of Sallosh, the queen does not know, though perhaps that is a secret you can draw from the rubble of the cursed idol.
When it comes to those remains specifically, Queen Naamaru readily agrees that they are yours by right of victory, though she is obviously interested in the dead god's panoply, particularly the mantle that seems woven with patterns that speak to the stately dance of moments and the order of the cosmos. "I am curious as to its function. Do let me know if you should be inclined to sell it, for I suspect there might be an affinity to one of my own prized possessions."
"The scepter?" Lya asks. At the nod received in return, she adds, "I do not think that is so. The cloak seems to impose the natural movement of time all around the bearer without excluding the bearer."
What follows is a recitation of the various virtues and powers of the three treasures gained from the corpse of He Who Was The Sky-Smith, touched with no small amount of regret at the knowledge lost that even these faint echoes of his craft should shine so bright.
Skyforger:
The true version of this hammer would be an instrument of creation beyond anything mortal magic can create, but this feeble remnant of a deity merely managed to will a copy suited for destruction into existence. The large Returning +5 Starmetal Warhammer has a range increment of 50ft when thrown and suffers no penalty when used as a thrown weapon. Once per day, the wielder may call on the hammer's full power and throw it to unleash and explosion of thunder and lightning on impact, dealing 6d6 Electricity and 6d6 Sonic damage to everything in a 30ft radius around the impact. Targets can make a Fortitude save (DC 25) to take half damage and avoid being deafened for 1d4 minutes.
Panoply of the Startamer:
In Sarnor's myths, the Great Smith ordered the stars in the sky, but to do so he first had to catch them. After he was burned near to death in the first attempt and was only restored by his sister's healing arts, he forged an armor that would stand up to the immeasurable heat of the sun and the stars. This suit of large +5 Starmetal Fullplate grants the bearer immunity to Fire and a Mettle-like ability, allowing him to ignore the effect of any spell or ability with the Fire descriptor he successfully saved against, even if it would usually have some lesser effects on success.
Cloak of Order (+6 Resistance bonus on all saves):
The Skymaker has ordered the movement of celestial bodies and thus given Time meaning and men the ability to measure it. Drawing from this part of his legend, no alterations to the stream of time can be taken in a 50ft radius around the bearer of the cloak, causing Celerity, Time Stop, and similar spells (or Martial Initiator maneuvers) to fail automatically.
Caster Level: 25 (All)
You do not have long to linger upon the past, one way or another however, for there is still much to do in Sarnor even with the great battles having found their end.
What do you do next?
[] Travel to Mardosh, to negotiate a more permanent agreement with the Lord Protector
[] Travel to Saath, you suspect the city will be less coy about swearing power now that the threat of Sarnath is at an end
[] Write in
OOC: Bodies, XP and the rest of the loot will be tomorrow, it's too late to do the math right now. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.
Still really great loot! I'm glad we didn't try any Time Stop shenanigans, too. Thanks for including that line about him bringing the measurement of time to Sarnor. That was enough of a hint that I was wary of any power he might have had over time.
We need to do this. We will need to do something about the city of Gornak too. Its army should be gone, but there should be plenty of undead there still.
We need to do this. We will need to do something about the city of Gornak too. Its army should be gone, but there should be plenty of undead there still.
I doubt the already diminished demiplane of a dead god will remain stable for long, but it's definitely worth checking out.
As for Gornath, I'm pretty sure that we got some indication that the Rat King didn't really have any "civilian" Undead, and that they had all been pressed into service as his army. That would explain the 500+ Bloody Bones and the countless Devouring Mists (which are normally 10ft-ish swarms) being so numerous that they were more like a bloody fogbank than any individual swarms.
[X] Travel to Mardosh, to negotiate a more permanent agreement with the Lord Protector
I think this should be our next stop, since this was the place where we found Void agents actively trying to start some shit. The sooner we bring Mardosh into the fold the better, IMO.
As for Gornath, I'm pretty sure that we got some indication that the Rat King didn't really have any "civilian" Undead, and that they had all been pressed into service as his army. That would explain the 500+ Bloody Bones and the countless Devouring Mists (which are normally 10ft-ish swarms) being so numerous that they were more like a bloody fogbank than any individual swarms.
Mmmkay, with the loot out, I can safely say that we have our sacrifice for Storm God cut carved out for us with the body statue.
I'd rather to sacrifice either the hammer or the armor alongside it though.
Most likely the armor, since the hammer we can at least theoretically try to forge into an instrument again if we get ourselves a craft-God or something.
The armor is really redundant for all of our characters, and would give a nice little boost to SG however.
The time-stopper is neat little safety net if we ever get to engaging those time-manipulating illithid researchers.
Hm.
I wonder if the effect outright kills time-based entities.
Dunno what we should ask SG for in return, besides the obvious with recovering all the lore that is recoverable.
Thought y'all might be interested to know how many mages we're responsible for having trained.
When you compare it to the next largest magical organization which isn't based out of Asshai (which has no more than several hundred mages total) it's pretty goddamn prodigious. Granted we've really only trained around 128 mages who are worth their salt in magic. That's after having opened the doors on the Scholarum in late 292 AC, so less than a year and a half of work.
Class\Level
1
2
3
4
5
6
7
1843,00
693,00
254,00
68,00
81,00
44,00
3,00
Total: 2,986
If we keep up a similar pace, I expect by 300 AC we'll have anywhere from 40,000 to 50,000 mages. Granted, over two thirds of them are likely to be Hedge Mages, Adepts and Magewrights.
If we suppose the average stays fairly regular over a longer time scale, around 5% of the PC classes have the potential to breach the soft cap.
So if you think about it, there's potential for nearly a thousand Paragon (10~) mages in our empire over the next half decade.
And that's just with the current projected numbers, we'll be establishing new branches of the Scholarum in due order, probably increasing the numbers by an order of magnitude.
If we suppose that a mere tenth of a percent (being generous) of every Paragon has the potential to be a PC, for every 1,000 we're responsible for training, there's one Companion grade mage hidden in the pile. So we could create another PC every five years, or if it's a hundredth of a percent, every fifty years.
Realistically speaking, fifty years seems closer to accurate, but then that's having your perspective skewed by the fact that we've uncovered dozens of PCs in the span of five years. Could just be a one-time bonus due to the Reawakening of Magic having some confluence of metaphysical events at its core resulting in dozens of people with some grand destiny converging all at once.