Thankfully all our under-the-table diplomacy means that the pacification of the Western Provinces is going to be a swift affair. I shudder to think the loses we could suffer if our Cold War against the Deep Ones became hot while trying to militarily subjugate an entire continent.

I'm sure that if we don't end the Lannisters in a few days the Deep ones will hit us with everything they've got, and when it's obvious that Tywin days are numbered I can see the Deep Ones, and possible the Others making him an 'offer'. We have any idea if he'd betray humanity for a chance of taking us out?
 
Since the Deep Ones have debuted their anti-Undead unit, I'll go ahead and mention what I came up with last week (stat sheet pending me being able to set up my PC).

We start with a Sunflower Leshy, add the Sublime template, then increase their Racial Hit Dice by +12.

This will create a CR 6 servitor we can grow for free using corpse HD. I call them Dawnbloom Leshy and they are going to make our armies so much more difficult to defeat. Not only will they be devastating against Undead, they're able to provide powerful healing over a large area, making it possible for our forces to fight for much longer before succumbing. I want to grow several hundred of them with our next Forge order.

As Sublime creatures with 14 Racial HD, they will be able to use to Channel Positive Energy as if they were 14th level Pathfinder Clerics. That means they'll be able to release bursts of Positive Energy in a 30 foot radius as a Standard Action which will heal all living beings for 7d6 damage, or inflict that much as damage to Undead. With a Charisma attribute of 26, they'll be able to use this ability 11 times per day.

They'll also have five feats we can use to further enhance their Channeling.

Channel Ray will let them use their ability as a Ranged Touch Attack up to 210 feet away, healing allies or melting Undead. This also allows other Channeling abilities to be used at range, such as Channeled Revival and Turn Undead.

Channeled Revival will let them duplicate the effects of a Breath of Life spell to potentially bring recently slain allies back to life.

Selective Channeling will let them choose to only heal their allies rather than also affecting enemies they might be fighting nearby. It will also let them damage enemy Undead without affecting our own Undead.

Channel Endurance will let them 1/day grant everyone within a 30 foot radius the benefits of Endure Elements. A lot of Legion soldiers can squeeze into that large of an area, and if we assign enough of these guys to each Legion, which we definitely should, they will always be protected from the most harmful effects of naturally occurring weather.

Turn Undead will allow them to send Undead fleeing, breaking up large hordes which would otherwise be extremely dangerous and making them easier pickings for the Legion. Obviously they wouldn't be as effective against the upper tier stuff the Others can field, but they would be very effective against most of the Undead the Legion could be expected to fight.
 
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Since the Deep Ones have debuted their anti-Undead unit, I'll go ahead and mention what I came up with last week (stat sheet pending me being able to set up my PC).

We start with a Sunflower Leshy, add the Sublime template, then increase their Racial Hit Dice by +12.

This will create a CR 6 servitor we can grow for free using corpse HD. I call them Dawnbloom Leshy and they are going to make our armies so much more difficult to defeat. Not only will they be devastating against Undead, they're able to provide powerful healing over a large area, making it possible for our forces to fight for much longer before succumbing. I want to grow several hundred of them with our next Forge order.

As Sublime creatures with 14 Racial HD, they will be able to use to Channel Positive Energy as if they were 14th level Pathfinder Clerics. That means they'll be able to release bursts of Positive Energy in a 30 foot radius as a Standard Action which will heal all living beings for 7d6 damage, or inflict that much as damage to Undead. With a Charisma attribute of 26, they'll be able to use this ability 11 times per day.

They'll also have five feats we can use to further enhance their Channeling.

Channel Ray will let them use their ability as a Ranged Touch Attack up to 210 feet away, healing allies or melting Undead. This also allows other Channeling abilities to be used at range, such as Channeled Revival and Turn Undead.

Channeled Revival will let them duplicate the effects of a Breath of Life spell to potentially being recently slain allies back to life.

Selective Channeling will let them choose to only heal their allies rather than also affecting enemies they might be fighting nearby. It will also let them damage snowmelt Undead without affecting our own Undead.

Channel Endurance will let them 1/day grant everyone within a 30 foot radius the benefits of Endure Elements. A lot of Legion soldiers can squeeze into that large of an area, and if we assign enough of these guys to each Legion, which we definitely should, they will always be protected from the most harmful effects of naturally occurring weather.

Turn Undead will allow them to send Undead fleeing, breaking up large hordes which would otherwise be extremely dangerous and making them easier picking for the Legion. Obviously they wouldn't be as effective against the upper tier stuff the Others can field, but they would be very effective against most of the Undead the Legion could be expected to fight.
 
Iron Isles
1x (Roving) Aquatic Patrol
3x
(Stationary) Aquatic Defense Groups

Unique Defenses:
10x Vigilant Briars (CR 4)
2x Vigilant Hunters (CR 10)
15x Vigilant Kelps (CR 4)

---Defense units ---
600x Spitters
120x Black Knights

---Heavy Assault Unit "Squidbuster"---
2x Necro-Kraken
3x Swarmhost Titanoboas
2x Greater Bloodsharks
6x Swarmhost Hetkoshu
16x Bloodsharks
8x Snatching Terrors
2x Greater Blood Clot Molds - Control unit for the Necro-Kraken
5x Blood Clot Molds - 3 Control units for the Swarmhost Titanoboas, 2 for Greater Bloodsharks
22x Necrotic Molds - 6 Control units for Swarmhost Hetkoshou, 16 for Bloodshark, 8 for Snatching Terrors
48x Aquatic Spitter Swarm
16x Paralyzing Snatcher
12x Advanced Skeletal Narwhal
@Crake, ya sure about moving defense forces from there?
We have a fuckload of the above, sans the losses, up there right now.

Aquatic Defense groups aren't foolproof (sheer numbers can overwhelm, kk) but they aren't easy to make fuck off, either. Even with the forces illithids have.
(Stationary) Aquatic Defense Group – 504.960 IM each --
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
50x Large Water Elementals - 45,000 IM total
10x Greater Water Elementals (CR 9) - 36,000 IM total
5x Elder Water Elementals (CR 11) - 36,000 IM total

Also, while I keep sleeping, @Azel please make a clause to pay off all the losses and make the forged creatures.
I'd hate to edit the lists of who's assigned where more than necessary
[X] Azel

Also, we can re-focus on making non-undead aquatic forces.
We have a boatload already, too. They aren't doing anything right now. Literally.
----Aquatic Forces-----
41x Plant-Imbued Coral Drake (CR 10, 11 HD)
20x Aquatic Cleric Creature Jesulan (CR 10, 12 HD)
850x Advanced Plant-Imbued Giant Hippocampus (CR 6, 2 HD)
20x Advanced Plant-Imbued Sea Drake (CR 10, 7 HD)
90x Advanced Plant-Imbued Orca (CR 8, 9 HD)
18x Advanced Plant-Imbued Druid Creature Orca (CR 10, 9 HD)
30x Amphibious Quickling Vinespawn (CR10, 12 HD)
10x Advanced Sorcerer Creature Kelpie (w/+12 Racial HD) (CR 10; 4,800 IM)
567x Advanced Plant-Imbued Gigantean Manta Rays (CR 6, 12 HD)
523x Plantblood Bladeleaf Sea Cats (CR 6, 6 HD)
621x Advanced Druid Creature Seaweed Leshy (CR 6, 4 HD)
595x Plant-Imbued Electric Eel (w/+6 Racial HD) (CR 6, 10 HD)
545x Advanced Aquatic Snapdragon Leshy (w/+4 Racial HD) (CR 6, 10 HD)
500x Advanced Kelpie (w/+4 Racial HD) (CR 6; 9 HD)
5x Aureate Seawyrms - Advanced Half-Dragon Sea Serpent (CR 15, HD 15)
8x Seawyrms
4x Shadebreacher Sperm Whales - Advanced Shadow Animal Sperm Whales (CR 12, HD 15)
9x Grand Dragon Turtles - Giant Mighty Dragon Turtles (CR 15, HD 12) -

And so j slep.
 
To be fair: We haven't been to that many Valyrian blacksites yet. We never went to Valyria proper so far to steal whatever technology they used to control the 14 fires and to suckle magic straight from the Ley Lines.
The things we could do with a giant Valyrian Steel spike designed to siphon the vary magic from the ground... Imagine the rituals we could power with that.

Alas, empire building is time consuming.
 
The things we could do with a giant Valyrian Steel spike designed to siphon the vary magic from the ground... Imagine the rituals we could power with that.

Alas, empire building is time consuming.
I have significantly more drastic ideas then that, involving a certain plinth, the Imperial Pseudo Deity and something the tonnage of the Dauntless or above to carry the result.
 
The things we could do with a giant Valyrian Steel spike designed to siphon the vary magic from the ground... Imagine the rituals we could power with that.

Alas, empire building is time consuming.
The sad thing is that the Valyrians almost certainly designed them to facilitate some weird kink.

There are, after all, only two constant in Valyrian engineering; that there will be dragons involved somehow, and that the end result will be criminally underutilized to fuel someone's fetish.
 

 
Cool.

Any cool capital warship isn't really complete without the token Wave Motion Cannon.
 
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