1. I don't think ever since he got hired.
Huh, I wonder what he's been up to.
2. The central section of the Imperial Palace will be mostly finished by the end of the 4th month, though painting, gilding and general decoration will likely take a good while longer. The outer wings should become functional, if plain, by the 5th month. Structural building goes amazingly fast thanks to magic, even our more ambitious steel and glass designs, but you can't rush true art.
I've been trying to find the post in wich the plans for the palace where laid down but i dob't think it was threadmarked. You wouldn't happen to remember where it was, would you?
 
The thing is it's not going to take many months, we're looking at like 6, 7 years, possibly way more than that. The Sarnori under Queen Namaaru number in the hundreds of thousands, IIRC, since there's not just the soldiers but also the normal people. Making a few additional facilities to meet the demand isn't unreasonable, and even then it certainly wouldn't be accomplished overnight.
Was it confirmed that all of those were viable? I didn't think she had that many actual sentient Undead, since she deliberately used all of her mindless Undead as meat(less) shields and spell fodder during the battles in Sarnor.
 
Was it confirmed that all of those were viable? I didn't think she had that many actual sentient Undead, since she deliberately used all of her mindless Undead as meat(less) shields and spell fodder during the battles in Sarnor.
I didn't see reason to believe that every commoner there ended up being nonsentient. There are enough viable ones that they vastly outstrip the capacity of a single production facility, especially since we've also got Mardosh to consider.
 
Huh, I wonder what he's been up to.

I've been trying to find the post in wich the plans for the palace where laid down but i dob't think it was threadmarked. You wouldn't happen to remember where it was, would you?
Sure. Here:

--[X] Imperial Palace
---[X] To be built on the Bazaar - Temple of Unity axis, beyond the Imperial Highway and the small river brook flowing there.
---[X] There are three main segments, the Outer Wings, the Palace Hill and the Palace Proper
---[X] Outer Wings
----[X] There are five wings, each housing mainly governmental functions and some other interests. Outwardly they are identical, with each of them a long oval in shape and pointing away from the Palace Hill like petals from a flower. The buildings will be six stories high and each wing has a inner courtyard that is organized in terraces each two stories high. The courtyards are roofed over with steel and glass, housing parks meant for the relaxation for the people working within each wing. In between the wings, further, public parks will be build.
----[X] When looking to the palace from the Imperial Highway, the first wing to the left will be focused on industry, housing the main offices of administration branches concerned with industrial development, research and regulation, such as the sky-dock administration, the imperial engineering department, relevant regulatory bodies, business tax offices and so on.
----[X] Clockwise follows the wing for trade and logistics, housing the administration of the imperial road and canal network, trade taxation, tariffs and toll administration, the offices for the unified logistics and supply administration of the imperial military and so on.
----[X] When looking to the palace from the Imperial Highway, the first wing to the right will be the wing of education and social development, housing the main offices for the education system, penal system, Scholarium offices, the office for the regulation of faiths and so on.
----[X] Counter-clockwise follows the judical wing, housing the main offices of the lawmen, Inquisition, court offices, the official legal library of the Imperium and attached legal departments of the other wings.
----[X] On the far side of the Palace Hill is the military wing, housing the high command of the Imperial Legions, Imperial Navy and Imperial Airforce, and attached offices for the administration of military installations through the Imperium.
---[X] Palace Hill
----[X] The Palace Hill is an artificial hill in the middle of the wings and on which rests the Palace proper. It is actually hollow and houses archives, libraries, vaults and storage rooms for high value objects, a small prison for political prisoners and the maintenance and supply infrastructure of the Palace Proper.
----[X] The upper floors of the hill are connected by steel and glass bridges to the different wings.
----[X] The outer side of the hill is taken up by glass and steel fronts, beneath which some of the most prestigious and lavish offices of the complex can be found. A constant flow of water from the park atop the hill flows over them and into the lavish fountain arrangement that surrounds the Palace Hill.
----[X] Housed within the depths of the hill are also the following:
---[X] An enormous luxurious kitchen staffed by world or even planar-class chefs and cooks. There will be a literal ice box lined with Blue Ice to keep certain foods cold, and general food storage will be conducted with purification rings in the pantries. It will have numerous ever-burning hearths.
---[X] A War Room which will have the main Gemstone Table as the centerpiece.
---[X] A Treasury (will specify protections later) which will contain your vast mounds of gold, coin and treasures.
---[X] Lya's Library will be moved here, equally huge and with room to grow (will specify protections later).
---[X] Lya's workshop will be moved here, equally well-equipped and with facilities for apprentices (will specify protections later).
---[X] Extensive piping and steamworks, culminating in the creation of an underground artificial hot-spring to feed into opulent baths throughout the residence.
---[X] Palace Proper
----[X] When walking up to the palace, one first enters the Great Plaza. It is overseen by a great balcony from which the Emperor gives public speeches.
----[X] Next comes the front wing of the palace, which houses the offices of the Imperial Council and the throne room. The throne room is laid out as a oval, with the throne sitting on one end of it, while the other half is made from tiered seating akin to a stadium, where the Imperial Council will sit when court is held. Above that, on balconies, visitors can watch the proceedings. Petitioners have to enter the floor and step before the throne, addressing the Emperor directly while standing in the middle of the council.
----[X] The palace then splits into the side wings, which house important guests of state and frame in the inner courtyard. Unlike the outer parks of the Imperial Palace, which are accessible to the public, this park is only accessible by high officials and guests of the crown. In the center of this park is the imperial greenhouse, which is divided into multiple sections and houses plants and small animals from every region of the Imperium and the wider planes.
----[X] Behind this comes the back wing of the palace, where the quarters of the Emperor and certain high state functionaries can be found, such as the Companions, Alinor and Gerold Torchwood, and so on.
---[X] The palace then splits into the side wings, which house important guests of state, rooms for meetings, banquets and balls, and frame in the inner courtyard. Unlike the outer parks of the Imperial Palace, which are accessible to the public, this park is only accessible by high officials and guests of the crown. In the center of this park is the imperial greenhouse, which is divided into multiple sections and houses plants and small animals from every region of the Imperium and the wider planes.
---[X] Included will be an opulent ballroom for hosting grand galas, balls and soirees.
---[X] A large museum to play host to curios, artifacts and trophies of war, mostly foes slain in battle.
---[X] A massive theater with a Mirror Vision display, for entertainment purposes, with a smaller receiver array in a nearby studio for broadcasting ones.
---[X] A Great Hall for hosting feasts.
---[X] Viserys will have a solar that would make even Planar rulers envious. There will be a hardened crystal floor, transparent, beneath which is an aquarium housing flesh forged sea life swimming amidst a colorful reef. This will be partitioned off so that beneath the feet of those within only colorful and, relatively, small sea-life swims. One of the walls will display momentos, volumes of books or ledgers, paintings and facades. Another wall will be a separate but contiguous aquarium housing larger and more predatory sea life, such as an elusive lesser sea serpent, also partitioned between specimens. Both will be maintained by servitors in the background, filtered carefully by magic. The desk will be of rare and expensive weirwood harvested from the island itself, furnishings equally lavish. A bank of floor to wall crystal windows will give a splendid view of the palace grounds below and the city beyond.
---[X] Budget: 2.0 million IM
 
Adhoc vote count started by egoo on Oct 9, 2020 at 1:58 AM, finished with 42 posts and 12 votes.

  • [X] Plan: "Power Armor and Steamed hams Trains, oh My!"
    [X] Steam's Motion Given Form: [Get us steam trains]
    ----[X] Beryl the Strategist (4d6 Progress); Anu of Sallosh (4d6 Progress); SD engineering university (2d6 Progress)
    [X] Tireless Steel by Sorcery Moved: The art of golem-making is ancient indeed... but one has to wonder if it is possible to wring an armor in the same qualities, to create personal defense truly unsurpassable. (Requires the "Layering the Defenses"-Research Action)
    -[X] Develop the basic chassis of the Imperial Powered Armor systems - and create the Warden Pattern armor.
    ----[X] Valeria the Wondersmith (4d6 Progress);
 
Ahkay, this is the first time I'm looking at Westeros maps up-close and I'm as fucking lost as ever.
@Crake, @Azel, whoever the fuck can tell me which cities on the map need "Administrative Facilities"-guard group (see, so far we had them only in places like the Free Cities - actual metropolises of importance, not random bumblefuck villages), which cities we intend to convert use to set up Legion bases (there's a guard squad formation for those too), and whether we are intending on opening Scholarum branches anywhere but in Dreadfort.

Forge Order 4th Month proposal - preparing for taking/defending Westerosi Cities.

"North" [Winterfell, White Harbor, Dreadfort]

"Iron Islands" [Pike, Harlaw?, Banefort?]

"Riverlands" [??? No cities major enough to warrant Fleshforged guard-detail ???]

"Vale" [Eyrie, Gulltown, Runestone,]

"Westerlands" [Crakehall, Lannisport, Castlery Rock]

"CrownLands" [King's Landing; Dragonstone]

"Reach" [Goldengrove, Highgarden, Oldtown, Three Towers? , Blackcrown?]

"Stormlands" [Storm's End]

"Dorne" [Sunspear]
 
For the Orphne Lord's mount, how about we go with a Tiger as a base creature? It's a good base combat chassis, and it would fit in well with the Shadow Fey, IMO.

Using the Advanced, Shadow Animal, and Vahana templates would beef it up and add some nice thematic Shadow-based abilities, along with wings in order to fly. I would also use the Forge to make it Telepathic. That would help it communicate without giving away its position and qualify it for the Mindsight feat.

Then the question becomes how strong do we want the mount to be? What I've detailed above is a nice solid CR 8 creature. I doubt the Orphne Lord would be disappointed with it, but it definitely wouldn't be the best we could manage. I'm in favor of going to the max and adding +18 Racial HD to push it all the way up to CR 15. As a nice benefit, it would also gain additional Shadow-based abilities thanks to having more HD.

If we go for the CR 15 version with the Telepathy upgrade, it'll cost 31,680 IM.
 
Riverrun?

The Eyrie is a pure fortress without attached town so propably not.
Ahkay, gotcha. Addign the first, removing the second.
I genuinely have no context for most of the names wiki gives, and it is even less useful for our quest b/c of how much stuff we did to the poor canon timeline.
Most of the stuff I don't remember b/c fuck Westeros, but whatever, there's a reason I tagged Crake and Azel.
 
For the Orphne Lord's mount, how about we go with a Tiger as a base creature? It's a good base combat chassis, and it would fit in well with the Shadow Fey, IMO.

Using the Advanced, Shadow Animal, and Vahana templates would beef it up and add some nice thematic Shadow-based abilities, along with wings in order to fly. I would also use the Forge to make it Telepathic. That would help it communicate without giving away its position and qualify it for the Mindsight feat.

Then the question becomes how strong do we want the mount to be? What I've detailed above is a nice solid CR 8 creature. I doubt the Orphne Lord would be disappointed with it, but it definitely wouldn't be the best we could manage. I'm in favor of going to the max and adding +18 Racial HD to push it all the way up to CR 15. As a nice benefit, it would also gain additional Shadow-based abilities thanks to having more HD.

If we go for the CR 15 version with the Telepathy upgrade, it'll cost 31,680 IM.
Please look at the chapter where we spent 1.5kk IM on mostly pointless numbers that aren't ever relevant.
Also turn your eye towards the Forge-Order-in-making, one that promises ~8kk IM up to 10kk IM.

What I mean to say, you really, really ought to not consider "price" for any singular creatures as a deterrent anymore. Now, mass-producing, maybe.
But this is a one-off build we are turning in in exchange for Viserys' Shadow.

What, 1.5k XP in it, or smth? Totally worth it.

Let's make it and throw away that stale plothook/.
 
Think we will get any specific interludes with the invasion coming soon? Like a Small Council meeting or someone in Kingslanding interlude. Might possibly be the last one.
 
@egoo:

The North
- Administrative Centers: Castle Black, Last Hearth, Winterfell, Stony Shore, Dreadfort, White Harbor, Moat Cailin, Bear Isle
- Cities: White Harbor
- Military Bases: None

The Vale
- Administrative Centers: Runestone, Northweald
- Cities: Gulltown
- Military Bases: The Eyri

The Riverlands
- Administrative Centers: The Twins, Darry, one location yet to determine
- Cities: Saltpans
- Military Bases: Harrenhall

Iron Isles
- Administrative Centers: Pike
- Cities: None
- Military Bases: None

Westerlands
- Administrative Centers: Greyport, two locations yet to determine
- Cities: Greyport
- Military Bases: The Rock

Crownlands
- Administrative Centers: Kings Landing, Dragonstone, one location yet to determine
- Cities: Duskendale, Kings Landing
- Military Bases: None

Reach
- Administrative Centers: Highgarden, Oldtown, The Arbor, one location yet to determine
- Cities: Oldtown
- Military Bases: None

Stormlands
- Administrative Centers: Storms End, Tarth
- Cities: None
- Military Bases: None

Dorne
- Administrative Centers: Sunspear
- Cities: Sunspear
- Military Bases: None


That's what we got so far. However, a few more military bases wouldn't go amiss to improve our air coverage.
 
Currently we only have Westhaven that is fully set up as a modern military base, which includes landing sites, hangars and runways for aerial assets. In the future, The Rock, the Eyri and Harrenhall will also be converted.

However, that leaves us with a rather anemic network. To illustrate, I've made a map showing what area can be reached within 1 hour by a Wyvern flight going at Mach 1 from each base:


Central Westeros is well covered, but we have a large gap in western Dorne / the southern Reach and the North is not well covered at all. Essos is mostly the same, with Braavos barely in the coverage from the Eyri and everything east of Orange Shore being not covered at all.

I'd propose the following additional locations for major military bases:
- the Prince's Pass in Dorne
- mountains in Stony Shore in the North
- mountain south of Last Hearth in the North
- mountains of Andalos in north-western Essos
- the small island near Volantis
- eastern Painted Mountains

These places are all hard to reach and thus easy to defend against conventional attacks while giving good coverage extensions.
Thoughts?
 
Now this, this is great. Thank you.
Mind, "Administrative Center" in my shitty group-naming ways is, essentially, a "City" already. Basically just the thigns that halp guards keep order in case of more supernatiral shit, or try and slow down any higher-CR enemies by bodypiling and/or noting everyone there's an enemy nearby, because plenty are good sensors in those groups.
Although a few Cities here do need their own Aquatic Defense Groups.
The North
- Administrative Centers: 8x Administrative Facilities -- standard city defense group [Castle Black, Last Hearth, Winterfell, Stony Shore, Dreadfort, White Harbor, Moat Cailin, Bear Isle] (91.900 IM each).
- Cities: White Harbor - 1x Roving Aquatic Patrol (70,630 IM each)
- Military Bases: None

The Vale
- Administrative Centers: 2x Administrative Facilities -- standard city defense group [Runestone, Northweald] (91.900 IM each).
- Cities: Gulltown
- Military Bases: x1 [The Eyri] - 1x Legion Training Centre -- standard defense group (27.940 IM each)

The Riverlands
- Administrative Centers: 3x Administrative Facilities -- standard city defense group [The Twins, Darry, one location yet to determine] (91.900 IM each).
- Cities: Saltpans - 1x Roving Aquatic Patrol (70,630 IM each)
- Military Bases: Harrenhall - 1x Legion Training Centre -- standard defense group (27.940 IM each)

Iron Isles
- Administrative Centers: 1x Administrative Facilities -- standard city defense group [Pike] (91.900 IM each).
- Cities: None
- Military Bases: None

Westerlands
- Administrative Centers: 3x Administrative Facilities -- standard city defense group [Greyport, two locations yet to determine] (91.900 IM each).
- Cities: Greyport 1x Roving Aquatic Patrol (70,630 IM each)
- Military Bases: - 10x Legion Training Centre -- standard defense group [The Rock] (27.940 IM each)

Crownlands
- Administrative Centers: 4x Administrative Facilities -- standard city defense group [Kings Landing, Duskendale, Dragonstone, one location yet to determine] (91.900 IM each)
- Cities: Duskendale, Kings Landing
- Military Bases: None

Reach
- Administrative Centers: 4x Administrative Facilities -- standard city defense group [Highgarden, Oldtown, The Arbor, one location yet to determine] (91.900 IM each)
- Cities: Oldtown
- Military Bases: None

Stormlands
- Administrative Centers: 2x Administrative Facilities -- standard city defense group [Storms End, Tarth] (91.900 IM each)
- Cities: None
- Military Bases: None

Dorne
- Administrative Centers: 1x Administrative Facilities -- standard city defense group [Sunspear] (91.900 IM each)
- Cities: Sunspear
- Military Bases: None


...WIth those in mind, the Forge-Order would look like:
Forge Order proposal, 3rd month:

[] Soulforged Undead to assign at need (until further note and assignment, guarding Gogossos) -- 2.308.100 IM

2000x Spitter Swarms - 60 IM each = 120,000 IM
500x Black Knights with Mobility Upgrade - 560 IM each = 280,000 IM
50x Black Champions - 5,360 IM each = 268,000 IM
25x Black Brutes - 4,700 IM each = 117,500 IM
20x Necro-Crakens - 4,880 IM each = 97,600 IM
500x Necrotic Molds - 450 IM each = 225,000 IM
25x Greater Bloodclot Molds - 28,800 IM each = 720,000 IM
100x Blood Clot Molds - 4,800 each = 480,000 IM

[] Inquisition Forces -- 222.800 IM
30x Watchmoles - 1,320 IM each = 39,600 IM
10x Lindworms - 3,920 IM each = 39,200 IM

[] Braavos Scholarum teachers and guards: -- 116,530 IM
1x Scholarum Branch Defense Group – 30.130 IM
18x Advanced Cleric Creature Lotus Leshy, (2,400 IM each) -- 43,200 IM
18x Advanced Wizard Creature Lotus Leshy, (2,400 IM each) -- 43,200 IM

[] Pentos Schoalrum teachers and guards: -- 58,930 IM
1x Scholarum Branch Defense Group – 30.130 IM-
6x Advanced Cleric Creature Lotus Leshy, (2,400 IM each) -- 14,400 IM
6x Advanced Wizard Creature Lotus Leshy, (2,400 IM each) -- 14,400 IM

[] 21x Roving Aquatic Patrols -- 70.630 IM each -- 1.483.230 IM
[Immediate deployment: Narrow Sea (10x), Goggossos(1x), Braavos (1x), Rhoyne (1x), Old Town (1x), the Iron Isles (1x), Dragonstone (1x)]

[Preparing for invasion, wait in Iron Isles until further notice: Greyport (1x);]
[Preparing for invasion, wait in Dragonstone until further notice: Saltpans (1x), King's Landing (1x)]
[Preparing for invasion, wait in Braavos until further notice: White Harbor (1x)]
[Preparing for invasion, wait in Tyrosh until further notice: the Mander (1x)]

1x Lead-clad Greater Bloodshark - 2,325 IM each - 2,325 IM per unit
1x Lead-clad Black Brute - 4,880 IM each - 4,880 IM per unit
5x Lead-clad Bloodshark - 1,035 IM each - 5,175 IM per unit
20x Lead-clad Advanced Skeletal Narwhale - 220 IM each - 4,400 IM per unit
50x Lead-clad Blood Seal - 45 IM each - 2,250 IM per unit
76x Necrotic Mold - 300 IM each - 22,800 IM per unit
1x Greater Bloodclot Mold - 28,800 IM each - 28,800 per unit

[] 12x Westerosi (Stationary) Aquatic Defense Groups (Reconquest Support and guarding the locations afterwards) - 387.960 each -- 4.655.520 IM
[White Harbor, Gulltown, Duskendale, King's Landing, Greyport and Oldtown, Dragonstone, Driftmark, Bear Island, the Iron Islands, Sunspear, and Storm's End]
[Preparing for invasion, wait in Dragonstone until further notice: Dragonstone (1x), Driftmark (1x), King's Landing (1x), Gulltown (1x) and Duskendale (1x)]
[Preparing for invasion, wait in Iron Isles until further notice: Iron Isles (1x), Greyport (1x) and Bear Island (1x)]
[Preparing for invasion, wait in Sorcerer's Deep until further notice: Sunspear (1x) and Storm's End (1x)]

81x Hunter Jellyfish - 1,800 IM each = 145,800 IM
81x Black Knights with Mobility Upgrade - 560 IM each = 45,360 IM
72x Necrotic Molds - 450 IM each = 32,400 IM
9x Blood Clot Molds - 4,800 IM each = 43,200 IM
9x Advanced Dire Hunter Jellyfish (CR 10) - 4,800 IM each = 43,200 IM
8x Black Brutes - 4,700 IM each = 37,600 IM
8x Necrotic Molds (Black Brute controlling units) - 450 IM each = 3,600 IM
4x Vigilant Kelps (CR 4, 6 HD) - 660 IM each = 2,640 IM
1x Black Champion - 5,360 IM
1x Greater Bloodclot Mold (Black Champion controlling unit) - 28,800 IM

[] Iron Isles Additional Forces: 2x (Stationary) Aquatic Defense Groups - 387.960 each. -- 775.920 IM
81x Hunter Jellyfish - 1,800 IM each = 145,800 IM
81x Black Knights with Mobility Upgrade - 560 IM each = 45,360 IM
72x Necrotic Molds - 450 IM each = 32,400 IM
9x Blood Clot Molds - 4,800 IM each = 43,200 IM
9x Advanced Dire Hunter Jellyfish (CR 10) - 4,800 IM each = 43,200 IM
8x Black Brutes - 4,700 IM each = 37,600 IM
8x Necrotic Molds (Black Brute controlling units) - 450 IM each = 3,600 IM
4x Vigilant Kelps (CR 4, 6 HD) - 660 IM each = 2,640 IM
1x Black Champion - 5,360 IM
1x Greater Bloodclot Mold (Black Champion controlling unit) - 28,800 IM

[] 28x Administrative Facilities -- standard city defense group (Reconquest Support and guarding the locations afterwards) - 91.900 IM each. -- 2.573.200 IM
[Castle Black, Last Hearth, Winterfell, Stony Shore, Dreadfort, White Harbor, Moat Cailin, Bear Isle, Runestone, Northweald, The Twins, Darry, one location yet to determine, Pike, Greyport, two locations yet to determine, Kings Landing, Duskendale, Dragonstone, one location yet to determine, Highgarden, Oldtown, The Arbor, one location yet to determine, Storms End, Tarth, Sunspear]
4x Plant-Imbued Shadow Creature Cats (w/+4 Racial HD) (CR 6, 6 HD) - 4,800 IM total
8x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD) - 38,400 IM total
2x Druid Creature Treants - (CR 10, 7 HD) - 9,600 IM total
30x Verdant Kingfisher (CR 2, 2 HD) - 9.000 IM total
3x Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD) - 3,600 IM total
20x Black Knights (Mobility Upgrade) - 11,200 IM total
20x Tuogou, CR 4 - 12,000 IM total
5x Vigilant Briars (CR 4) - 3,300 IM total

[] 30x Legion Training Centre -- standard defense group (Reconquest Support and guarding the locations afterwards)) - 27.940 IM each. -- 838.200 IM
[x10 The Eyri, x10 Harrenhall, x10 The Rock]

1x Black Champions - 5,360 IM
10x Black Knights (Mobility Upgrade) - 5.600 IM total
20x Spitter Swarms - 1,200 IM total
2x Plant-Imbued Shadow Creature Cats (w/+4 Racial HD) (CR 6, 6 HD) - 2,400 IM total
2x Verdant Wolves - (CR 6, 6 HD) - 2,400 IM total
10x Verdant Kingfisher (CR 2, 2 HD) - 3,000 IM total
1x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD) - 4,800 IM
1x Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD) - 1,200 IM total
3x Vigilant Briars (CR 4) - 1,980 IM total
[] 32x Heart Tree -- standard defense group (Reconquest Support and guarding the locations afterwards) - 13,320 IM each -- 426.240 IM
2x Verdant Wolves - 2,400 IM total
2x Advanced Druid Lotus Leshy - 4,800 IM total
1x Druid Treant - 4,800 IM
1x Watchmole (CR 6) - 1,320 IM
Total: 13.314.680 IM

--------------------------------------------------------------------------------------------
Yeh, the above is a shitshow that is hard on eyes, but I can't really think of a better way rn and wanna go eat.
Also, the IM number is the highest one for a Forge-order yet, I believe?
But, it would cover ~80% of our Westeros-defending purposes from the get-go.

...There's also the Heart Trees to grow in every city (and each needs 13.320 IM worth of guards, to boot), and that would be a challenge in of an itself... before we even think on all the religious shitshow.
But overall, this Forge-Order might just be the last one to be so unreasonable?
Maybe?
...Plz, let it be, God. I'm afraid for our finances by even looking at it.
 
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Interlude CMXVI: Eternal Flame
Eternal Flame

Fourth Day of the Third Month 294 AC

Bealus Manse, Bloodstone Isle, Stepstones

As he walked around the balcony, his fingers trailing upon black marble balustrades, Aelor Caleris could not help but think this was just the sort of place a mirror play would choose for the lair of the nefarious cult bent on blood and madness, at least if the playwright was Braavosi. The grotesques guarding the roof would spring to life and pounce upon our intrepid heroes as they finally uncovered the horrible truth of what went on here. The deep red of the roses guarding the garden paths below, watered with blood and suffering, would surge to try to rip them apart. It would all end with a grand fire that would consume the evil house and its masters, of course, a pyre of righteousness that world set the world aright.

The gargoyles were just stone, though, a tribute to their hosts' Volantene heritage, though much more restrained than most of the palaces of the Old Blood, and the gardens were being watered with clear water by the clever little spirits of the Green, a sign of the Dreaming Gods favor to Reva and Liset as well as an extra bit of protection away from Sorcerer's Deep.

Yet there was more of the spirit of Old Valyria here than could be wrought in stone or flower's petal. Tonight, behind these walls and beneath this roof, there would be fire and blood and dragons that were stone would fly again.

"Aelor, are you up here? We are waiting," the voice of his sister floated up the stairs and through the glass doors behind him.

Finally, the boy thought relived, taking the stairs down with what his mother might have called unseemly haste if she could see him. He had excused himself from the round of after dinner conversation, not feeling like he could measure up to the political and arcane lore of his mother or Lord Justice Vanor, or even the twins' habit of pulling gods-given insight from empty air without thinking about it. But now it would happen at last. Four centuries late and a gulf of death and misery the mind could barely span, but he would get his dragon.

Four sacrifices lashed tightly to stakes around the godswood, drugged into unconsciousness and doused in alchemist's flame. They wouldn't feel a thing, supposedly, though Aelor was not sure what the point of giving them a painless death was, given where their souls would be going in death. All were unwavering servants of a minor daemonic cult.

Aenie could obviously read the thoughts on his face. "They choose their gods, and they choose poorly."

"So do you believe in the fundamental fairness of the Spheres and the passage of souls?" he asked with faux-ingenuousness that got him a sharp look from his mother. "Look, I didn't mean it like that..." he stuttered a little. "Just... death isn't really fair to anyone with the world being what it is."

"So then..." Liset began. "Don't die," Reva continued as they stepped forth beside their sacrifices, placing their eggs carefully at their feet. "Ever," the twins spoke as one.

"Er..." Aelor glanced at the pale tree with its scowling face. "Don't gods usually object to that sort of talk?"

"Other gods maybe," Reva replied calmly. "They remember us in death and we become them. It's really a lot fairer than other gods."

"You should try it," her sister added with a cheery smile.

The image of a smiling tree flashed through Aelor's mind. No thank you, he thought stifling a shiver of unease and offering instead a nod and a smile of his own. It still paid to be polite to his peers after all.

Aenie cleared her throat. "Is everyone ready?" Arcane fire flickered in three palms, a spark to light an inferno, a moment later she joined them herself.

Each rider-to-be stepped beside their sacrifice, chanting a spell derived from ancient spells but not of them. It was not the Fourteen who would be called to witness here and ensure no malignancy of the Old World touched them, but the Dreaming gods in their place of power. They would watch over their seers and in the doing so too would Aelor and Aenie be guarded.

Four sorcerers reached out and where the prisoners had been there were only five pillars of flame roaring towards the sky. Ash and sparks rose towards the heavens in arcane spirals, crimson and grey among the pale branches that feared no mortal fire. With slow grace they settled lower and lower, twisting around the eggs like serpents of smoke and of fire. Aelor's world narrowed to just the egg in front of him...

Crack.

The shell shattered in a shower of shards as though the dormant life inside the egg could hardly wait to get out. A dragon coiled in his arms, his scales sparking with specks of gold that mirrored the sparks in the air. He was just a little too warm for comfort, especially after the heat of the now dying pyre, but Aelor hugged him anyway. Gaelenys, Clever Companion in the tongue of his birth.

His sister, Aelor noticed, had already set her dragon on her shoulder, the deep green of its scales looking quite nice against her crimson robes, but it was the twins that looked strangest.

Both of them were just looking at their dragons without blinking, hardly seeming to breathe, as though both mages and dragons had been turned again to stone. Then Liset's dragon took to the air, looking a little clumsy. Was something wrong with it...?

"Not now silly, she's hungry," her sister scolded and only then did Aelor realize that she was possessing the dragon, what they called warging in the Sunset Lands, and for a moment he was overcome by a flash of jealousy. They would get to fly far sooner than he would.

He shook off the thought, that would just mean he would have all the more chance to show them off when their dragons were big enough to ride, since the girls would be spending most of their time being the dragons and unused to riding. "Er... what did you call your dragons?"

"Skepsi," Reva replied. Thought. Coming back to herself her sister added. "Anamnisi." Memory.

Liset and Reva have completed their initial training (Druid 5)

What are the twins to study from now on?

[] Runecraft and other works of the First Men in Sorcerer's Deep to take advantage of their connection to the Old Gods

[] Valyrian magics at the Mysterium to honor their heritage as Dragon Riders

[] Ritual Magic with Melisandre to craft rand works of sorcery

[] Mind Arts with Jeyne, to polish and empower the first of their magics

[] Write in


OOC: And here we are finally done, you now have wargs with baby dragons which means the twins are going to be spending a lot of their time flying their dragons around. If they had proper vocal cords they would probably try to take lessons like that.
 
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[] Runecraft and other works of the First Men in Sorcerer's Deep to take advantage of their conection to the Old Gods

[] Valyrian magics at the Mysterium to honor their heritage as Dragon Riders

[] Ritual Magic with Melisandre to craft rand works of sorcery

[] Mind Arts with Jeyne, to polish and empower the first of their magics
Plz decypher, @DragonParadox.

Is "Mind arts" giving them Psionic classes? Or is it just further Druid training in some other branch than the "Runecrafting"-option is?
Is "Ritual Magic" Sorcerer classes? What classes is "Valyrian Magic", then?

Kinda hard to make an informed decision.
Unless we don't know IC either?
 
[] Runecraft and other works of the First Men in Sorcerer's Deep to take advantage of their conection to the Old Gods

[] Valyrian magics at the Mysterium to honor their heritage as Dragon Riders

[] Ritual Magic with Melisandre to craft rand works of sorcery

[] Mind Arts with Jeyne, to polish and empower the first of their magics
1. Runecaster ?
2. Arcane Hierophant
3. ???
4. Pionic Theurge?

Edit: 3 might be Ritualist, but I don't connect that to Mel at all?
 
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Plz decypher, @DragonParadox.

Is "Mind arts" giving them Psionic classes? Or is it just further Druid training in some other branch than the "Runecrafting"-option is?
Is "Ritual Magic" Sorcerer classes? What classes is "Valyrian Magic", then?

Kinda hard to make an informed decision.
Unless we don't know IC either?
  1. Mind arts is better warging, telepathy, no psionics they are not far-touched
  2. Ritual magic is just learning rituals from Mel and ways they can function in low magic environments, they might pick up mysteries though they are not likely to
  3. Rune crafting is what it says on the tin, trying to learn runes, it would probably incline them to become crafters
  4. Valyrian magic is the only one that inclines them towards a class specifically it inclines them to sorcerer so they can grab arcane herophant like bloodraven
 
Once the Forge order is finalized, @egoo, I'll go through it and handle discounts from using corpse HD. That should reduce the cost significantly.
 
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