*⠋⠇⠁⠊⠇⠎ ⠊⠝ ⠠⠃⠗⠁⠊⠇⠇⠑*
ᛁᛟᚢ ᚨᚱᛖ ᚠᛟᚱᚷᛖᛏᛏᛁᛜ ᚦᚨᛏ ᛁ ᚹᚱᛟᛏᛖ ᚨ ᛈᚱᛟᚷᚱᚨᛗ ᛏᛟ ᛏᚱᚨᚾᛊᛚᚨᛏᛖ ᚨᚱᛒᛁᛏᚱᚨᚱᛁ ᛏᛖᚲᛊᛏ ᛁᚾᛏᛟ ᚠᚢᚦᚨᚱᚲ, ᚹᚺᛁᚲᚺ ᚹᛟᚱᚲᛊ ᛃᚢᛊᛏ ᚠᛁᚾᛖ ᚹᛁᚦ ᛖᚹᛖᚱᛁ ᛚᚨᛜᚢᚨᚷᛖ ᚦᚨᛏ ᚺᚨᛉ ᚷᛖᚱᛗᚨᚾᛁᚲ ᚱᛟᛟᛏᛊ, ᚹᚺᛁᚲᚺ ᛁᚾᚲᛚᚢᛞᛖᛉ ᛖᛜᛚᛁᛊᚲᚺ.
 
Vote closed
Adhoc vote count started by DragonParadox on Sep 21, 2020 at 7:14 AM, finished with 181 posts and 10 votes.

  • [X] Lana has clearly shown her loyalties and thus you will resolve to kill her and prevent all resurrection to ensure that she does not become a powerful rallying point for the surviving Lannisters in particular and hostile Westerosi nobles in general.
    [X] Outsider-summoning report, 2nd Month
    -[X] From living and dead Devils in Slavers' Bay (2nd month):
    --[X] 5 Erinyes (1 Servant of Mammon); 1 Ashmede; 6 Gaavs (2 unaffiliated); 2 Imps
    ---[X] The Erynies allegedly serving Mammon is to be put through extra-thorough check on the account of her name being available through suspect sources. Given she's even willing to turn to our service, of course.
    -[X] 4-steps removed from Devils captured in Slavers' Bay initially, names from Devils summoned in 1st month
    --[X] 5 Salikotals, 2 Ink Devils, 3 Gaavs (all Servants of Asmodeus)
    -[X] Mammon's Devils summoned 1st month
    --[X] 2 Erinyes (Servants of Mammon)
    [X] 2nd Month Industrial Alchemy Expansion
    -[X] New Facilities:
    --[X] Wildfire (Cost: 30,000 IM)
    --[X] Antitoxin (Cost: 30,000 IM)
    --[X] Heatstone (Cost: 30,000 IM)
    --[X] Incendiary Catalyst (Cost: 30,000 IM)
    -[X] TOTAL: 120,000 IM
    [X] Divination questions about the wards of Casterly Rock:
    -[X] Would an alarm be triggered if a creature burrows within the wards, but does not cross the ward boundaries?
    -[X] Are there any detection methods tuned to specific creatures, such as undead, abberations, devils and so on?
    -[X] Are there patrols by Xorn, Shaitan or other extraplanar mercenaries, especially some kind that can Earthglide?
    -[X] Are there any portals that the Lannisters are not guarding?
    -[X] Are there any dangers in the area that are not Lannister aligned?
    -[X] Do the Lannisters have a comprehensive map of the tunnels?
    -[X] Are there any checkpoints or other features that would impede an infiltrator once he entered the area?
    -[X] Are there more exits to the surface then those leading into Casterly Rock?
    -[X] Would the wards detect Necrotic Molds or hinder them from communicating with each other?
    -[X] Try to figure out the rough area covered by the wards.
    [X] Lana has clearly shown her loyalties and thus you will resolve to kill her and prevent all resurrection to ensure that she does not become a powerful rallying point for the surviving Lannisters in particular and hostile Westerosi nobles in general.
 
Part MMMDCXLVIII: Company of Rogues
Company of Rogues

Twenty Ninth Day of the Second Month 294 AC

From what you learned of Marwyn's account of the founder of the Golden Shields she is not one you can afford to have at your back alive, thus you resolve to see her dead and ensure she remains so. Easier said than done of course given what you have learned of the fortress that is Casterly Rock, but there never was a fortress without a few weak points and you know just who to ask about them...

When you enter the temple of Yss the vessel does not rise from the waters as he has done every other time. According to a somewhat nervous-seeming Relor, Yss had business to attend to on other realms, though what that might be the former gambler turned priest does not know. Whether his nervousness stems from contemplating what might drive a god-in-flesh to act or the fact that he must be the vessel for a divination when he is not yet anywhere near knowledgeable enough to pray for himself you do not know.

The voice of the priest drops to a low hiss that seems to echo through your mind as much as through the still air of the chamber, but it is still recognizably his own as he offers answers one after another. Two words only does he speak, but what a difference two words can make.

You learn that no alarm would be raised if a being burrowed through the warded area under the Rock so long as they did not burrow through the ward-line or create a tunnel larger than eighteen inches in diameter behind them. Further, the wards wrought by the First Men long ago would trigger instantly at the presence of beings touched by the Far Realm and the unliving, however Qyburn's soul-forged dead and Xor with his talisman would not trigger them, and there is no ancient ward against devils or others of the Outer Spheres.

There are also mercenaries to be found in the deep places of the Rock and Castamere alike, about a hundred janni and a dozen shaitan who would rather take Lannister coin for guard duty than risk themselves in the War of Thee Spheres, though they are not all present at all items. Unfortunately, there are no portals unguarded, though you suppose you should also thank the diligence that there are no perils in the area on either side of the planar rift that would add dangerous wildcards to the battle.

Though the Lannisters had long since mapped out the area under the Rock comprehensively, there aren't as many checkpoints as you might have feared. Once an infiltrator is past the wards it is only the more secret and restricted halls that have any additional protection; the library, the laboratories and the armory as much as the Hall of Singing Stone where sorcerers of the deep earth are made. Lastly you discover that over the whole five mile network of tunnels surrounding the Rock there is no spell or enchantments that would prevent molds from conversing freely, being as they are creatures of the Green Dream as much as of death.

Yss' absence does make your other task today a touch more difficult. There is nothing quite like a god of life and death in his domain to make even devils quail at the thought of swearing false oaths. But given the nature of their rebellion from Hell and the danger that any lingering loyalties to Asmodeus might pose, Zathir is willing to play the part of witness. Three more join the Sisters of Vengeance in your service and almost a score more prisoners are safely sealed away.

New Subjects:
3 Erinyes (Former Servants of Mammon)

New Prisoner (Former Servants of Asmodeus unless noted):
1 Ashmede
9 Gaavs (2 unaffiliated)
2 Imps
5 Salikotals
2 Ink Devils

***​

You are not sure if Marwyn can smell the lingering brimstone on your robes or perhaps see the fading reflection of Zathir's light in your aura, but he gives you a very deliberate look when you meet again that evening. Whatever the case the former archmaester is full of tales of both his deeds and those of his companions. From the defeating of a hooded man before he could slip back into the realm of the Lady in the guise of an infant to bargaining with the specter of an ancient shadowbinder for his lore only to give it True Death when it sought to betray him, Marwyn's exploits paint a picture of a man who did not hesitate to wade into the darker aspects of magic for power and especially for knowledge.

You get the sense that for all his disdain for 'grey sheep' Marwyn's interest in restoring the seasons in particular and the Age of Dawn in general is rooted in a desire to prove wrong the detractors who claimed magic could never truly improve the lot of the world in the way other fields like healing, architecture or smithcraft could. Though the very notion is absurd on the face of it, of course magic could be as valuable as any mundane field, it could be anything the mind could imagine, you well understand how the stings and burdens of one's youth could shape the present.

Of greater note than past exploits is what Marwyn reveals about his companions. Ashin, you discover, is a renegade sorcerer with a price on his head in his native Asabhad due to his fascination with objects of storied history from which he can coax arcane power in a manner quite unlike anything you have heard of before. Initially Marwyn explains that the Lord of Asabhad took exception to 'stealing the gifts of the kami', though after laying the groundwork he explains that his companion had liberated certain treasures that were moldering in the city's treasury, their potential wasted in the silent darkness.

Vargo by contrast has never been a mage, though he has not let that stop him from pretending so in every city across the breadth and length of Essos. Through lies, trickery and ruthless bargaining he has gained quite the knack for using magic not his own with such skill as to easily best many a lesser mage. You suspect Marwyn respects the older man's sheer dogged determination to harness magic for himself in spite of a lack of natural affinity, a lie told often enough it is almost true.

Last though certainly not least is Sari, who honed her skills as an killer on the streets of Oldtown before joining the Lantern Bearers as part of a brief but but very exciting year facing some of the worst things that lurked beneath the city. Eventually tiring of rules and looking for more money than one could find in Lord Hightower's patronage she fell in with Marwyn, solving many a conundrums that magic alone could not unravel with sharp blades and sharper wits.

  1. Ashin of Asabhad: Occultist (Occult Historian) 15
  2. Marwyn the Mage: Wizard 6/Loremaster 10
  3. Sari of Oldtown: Slayer (Bounty Hunter) 15
  4. Vrgo of the Wide Road: Rogue (Counterfeit Mage) 15

What next?

[] Write in

OOC: And that's a wrap for Marwyn and company.
 
Last edited:
3 Erinyes (Former Servants of Mammon)
Hell yes, all three accepted. :D
  1. Ashin of Asabhad: Occultist (Occult Historian) 15
  2. Marwyn the Mage: Wizard 6/Loremaster 10
  3. Sari of Oldtown: Slayer (Bounty Hunter) 15
  4. Vrgo of the Wide Road: Rogue (Counterfeit Mage) 15
God damn. That is a very powerful party. I'm not sure where to put them beyond extra PCs for important missions.

Ashin seems like he would be a decent researcher, specifically in poking and studying artifacts and ruins for us. Sari and Vargo on the other hand could be good for inquisition assignments?
 
[X] Report: Getting the copy of the clockwork familiar traded for in Hellven during the 1st month.

[X] Report: Three Points, Three Kindred, One People, Part 3

[X] Report: The rest of those economy reports. I think @Crake asked for some?|

Last points before Qohor methinks. Choose the Ending, ME3-style
 
Last edited:
Hell yes, all three accepted. :D

God damn. That is a very powerful party. I'm not sure where to put them beyond extra PCs for important missions.

Ashin seems like he would be a decent researcher, specifically in poking and studying artifacts and ruins for us. Sari and Vargo on the other hand could be good for inquisition assignments?

Just don't put these people anywhere diplomatically sensitive, the lack of a party 'face' is deliberate and reflective of how they operated. They collected a lot of grudges over the years.
 
You learn that no alarm would be raised if a being burrowed though the warded area under the Rock so long as they did not burrow through the Ward-line or create a tunnel larger than eighteen inches in diameter behind them.
Would this ward trigger if someone were to make a hole with Disintegrate?

Their sellswords look promising. They will likely be not all that eager to actually fight a motivated attacker.
 
[X]Egoo

18in, huh. Something could crawl in through a narrow hole and set up a way for us to bypass the alarm then.
 
Last edited:
...I am sorely tempted to send them all at the Devils next month and see them "handle" the problem in a way only a full party of Murderhobos can.
Ah, the missed possibilities... :V

@Azel, ya need Marwyn or Ashin for anything?
A few RAs could use them, with the other two seeming good enough for either Slavers' Bay or fucking with CoS.
(No RAs need them however, so I'm open to assigning them all as one elsewhere).
 
Last edited:
...I am sorely tempted to send them all at the Devils next month and see them "handle" the problem in a way only a full party of Murderhobos can.
Ah, the missed possibilities...

@Azel, ya need Marwyn or Ashin for anything?
A few RAs could use them, with the other two seeming good enough for either Slavers' Bay or fucking with CoS.
(No RAs need them however, so I'm open to assigning them all as one elsewhere).
I'd send Marwyn and Vargo to Operation Woodlouse, since the former knows the wards somewhat and more rouges and diviners would help with this mission.
Sarin and Ashin might do some good in Slavers Bay, so toss them to Salted Earth. Add them to the kill-teams.

I'm overall against using these people in our research projects for the next two months, both because we can use some high-level PCs for all the shit that needs doing and because I would prefer to build some trust to them before we let them have a look at our military projects.
 
Company of Rogues

Twenty Ninth Day of the Second Month 294 AC

From what you learned of Marwyn's account of the founder of the Golden Shields, she is not one you can afford to have at your back. Alas, you resolve to see her dead and ensure she remains so. Easier said than done, of course, given what you have learned of the fortress that is Casterly Rock, but there never was a fortress without a few weak points and you know just who to ask about them...

When you enter the temple of Yss, the vessel does not rise from the waters as he has done every other time. According to a somewhat nervous-seeming Relor, Yss had business to attend to in other realms, though what that might the former gambler turned priest does not know. Whether his nervousness stems from contemplating what might drive a god-in-flesh to act or the fact that he must be the vessel for a divination he is not yet anywhere near knowledgeable enough to pray for himself, you do not know.

The voice of the priest drops to a low hiss that seems to echo through your mind as much as through the still air of the chamber, but it is still recognizably his own as he offers answers one after another. Two words only does he speak, but what a difference two words can make.

You learn that no alarm would be raised if a being burrowed though the warded area under the Rock so long as they did not burrow through the Ward-line or create a tunnel larger than eighteen inches in diameter behind them. Further, the wards wrought by the first men long ago would trigger instantly at the presence of beings touched by the Far Realm and the unliving, though not devils. Fortunately, Qyburn's soul-forged undead and Xor with his talisman would not trigger them, and there is no ancient ward against devils or others of the Outer spheres.

There are also mercenaries to be found in the deep places of the Rock and Castamere alike, about a hundred Janni and a dozen Shaitan who would rather take Lannister coin for guard duty than risk themselves in the War of Three Spheres, though they are not all present at all times. Unfortunately, there are no portals unguarded, though you suppose you should also thank the diligence that there are no perils in the area on either side of the planar rift that would add dangerous wildcards into the battle.

Although the Lannisters had long since mapped the area under the Rock comprehensively, there aren't as many checkpoints as you might have feared. Once an infiltrator is past the wards, it is only the more secret and restricted halls that have any additional protection, the library, the laboratories, and the armory, as much as the Hall of Singing Stones where sorcerers of the deep earth are made. Lastly, you discover that over the whole five mile network of tunnels surrounding the Rock there are no spells or enchantments that would prevent molds from conversing freely, being as they are creatures of the Green Dream as much as of death.

Yss' absence does make your other task today a touch more difficult. There is nothing quite like a god of life and death in his domain to make even devils quail at the thought of swearing false oaths, but given the nature of their rebellion from Hell and the danger that any lingering loyalties to Asmodeous might pose, Zathir is willing to play the part of witness. Three more join the Sisters of Vengeance in your service and almost a score more prisoners are safely sealed away.

New Subjects:
3 Erinyes (Former Servants of Mammon)

New Prisoners (Former Servants of Asmodous unless noted):
1 Ashmede
9 Gaavs (2 unaffiliated)
2 Imps
5 Salikotals
2 Ink Devils

***​

You are not sure if Marwyn can smell the lingering brimstone on your robes or perhaps see the fading reflection of Zathir's light in your aura, but he gives you a very deliberate look when you meet again that evening. Whatever the case may be, the former Archmaester is full of tales of both his deeds and those of his companions. From the defeating the hooded man before he could slip back into the realm of the Lady in the guise of an infant, to bargaining with the specter of an ancient shadowbinder for his lore only to give it True Death when it sought to betray him, Marwyn's exploits paint a picture of a man who did not hesitate to wade into the darker aspects of magic for power, and especially for knowledge.

You get the sense that for all his his disdain for 'grey sheep', Marwyn's interest in restoring the seasons in particular and the Age of Dawn in general is rooted in a desire to prove wrong the detractors who claimed magic could never truly improve the lot of the world in the way other fields like healing, architecture, or smithing could. Though the very notion is absurd on the face of it, of course, magic could be as valuable as any mundane field. It could be anything the mind could imagine, but you well understand how the stings and burdens of one's youth could shape the present.

Of greater note than past exploits is what Marwyn reveals about his companions. Ashin, you discover, is a renegade sorcerer with a price on his head in his native Asabhad due to his fascination with objects of storied history from which he can coax arcane power in a manner quite unlike anything you have heard of before. Initially, Marwyn explains that the Lord of Asabhad took exception at 'stealing the gifts of the kami', though after laying the groundwork he elaborates that his companion had liberated certain treasures that were moldering in the city's treasury, their potential wasted in the silent darkness.

By contrast, Vargo has never been a mage, though he has not let that stop him from pretending so in every city across the breadth and length of Essos. Through lies, trickery, and ruthless bargaining, he has gained quite the knack for using magic not his own with such skill as to easily best many a lesser mage. You suspect Marwyn respects the older man's sheer dogged determination to harness magic for himself in spite of a lack of natural affinity, a lie told often enough it is almost true.

Last though certainly not least is Sari, who honed her skills as an killer on the streets of Oldtown before joining the Lantern Bearers as part of a brief but very exciting year facing some of the worst things that lurked beneath the city. Eventually tiring of rules and looking for more money than one could find in Lord Hightower's patronage, she fell in with Marwyn, going on to solve many a conundrum that magic alone could not unravel, using her sharp blades and sharper wits.

  1. Ashin of Asabhad: Occultist (Occult Historian) 15
  2. Marwyn the Mage: Wizard 7/Loremaster 9
  3. Sari of Oldtown: Slayer (Bounty Hunter) 15
  4. Vargo of the Wide Road: Rogue (Counterfeit Mage) 15

What next?

[] Write in

OOC: And that's a wrap for Marwyn and company. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.
 
Lana has clearly shown her loyalties and thus you will resolve to kill her and prevent all resurrection to ensure that she does not become a powerful rallying point for the surviving Lannisters in particular and hostile Westerosi nobles in general.

Deciding what we do with Lana this early seems to be a very stupid thing to do. She knows little of us, and we know less of her. We've certainly turned far harder targets then she is.
 
From what you learned of Marwyn's account of the founder of the Golden Shields she is not one you can afford to have at your back alive you resolve to see her dead and ensure she remains so. Easier said than done of course given what you have learned of the fortress that is Casterly Rock, but there never was a fortress without a few weak points and you know just who to ask about them...
Could this please be a separate decision, I'm just a little irritated, that a spite vote got tacked on an entirely separate vote.

If the Thread want to kill her then fine, but this Egoo tagged it on a vote about something entirely different shit is annoying.
 
Hell yes, all three accepted. :D

God damn. That is a very powerful party. I'm not sure where to put them beyond extra PCs for important missions.

Ashin seems like he would be a decent researcher, specifically in poking and studying artifacts and ruins for us. Sari and Vargo on the other hand could be good for inquisition assignments?
That brings us to an even 50, IIRC.
I'd send Marwyn and Vargo to Operation Woodlouse, since the former knows the wards somewhat and more rouges and diviners would help with this mission.
Sarin and Ashin might do some good in Slavers Bay, so toss them to Salted Earth. Add them to the kill-teams.

I'm overall against using these people in our research projects for the next two months, both because we can use some high-level PCs for all the shit that needs doing and because I would prefer to build some trust to them before we let them have a look at our military projects.
I wouldn't try to split up Marwyn's party, either, at least not for a few months. They got to high level working together for years. Separating them now would reduce their overall effectiveness and be detrimental to their long term trust in us.

I'm sure there are places we could assign their entire team.
 
So I take it a Medium creature can burrow without triggering it?
Could a Large creature with a serpentine body layout burrow safely?

Yes on the first maybe one the second. While a large creature with a serpentine body plan could squeeze into that space expecting it to do so while carving through solid rock is risky

Could this please be a separate decision, I'm just a little irritated, that a spite vote got tacked on an entirely separate vote.

If the Thread want to kill her then fine, but this Egoo tagged it on a vote about something entirely different shit is annoying.

It was voted on so I felt I had to put it in. It's worth keeping in mind that Viserys is not an automation that can't change his mind if given new information, this reflects his feelings at the moment
 
Could this please be a separate decision, I'm just a little irritated, that a spite vote got tacked on an entirely separate vote.

If the Thread want to kill her then fine, but this Egoo tagged it on a vote about something entirely different shit is annoying.
He didn't "tack it on", he added it and then gave everyone namevoting him a fair heads up. After that people still namevoted him because guess what -- Lanna has made herself an enemy. You're clinging to a hope of recruiting her, but it's just not happening. She's chosen her side.
That brings us to an even 50, IIRC.
Hell yeah. Did we ever build them their own keep in Sorcerer's Deep to chill in?
 
@tarrangar, I tagged everyone who namevoted me fair and square the moment I added it onto my vote.
And people just kept namevoting, having clearly seen it being up there, on top of the vote.

Just deal with it, we are done with that discussion.
I will not respond to any further attempts to create discussion on the matter out of nowhere.

EDIT: thanks, @Duesal. Ninja'ed.
 
Last edited:
Back
Top