@Artemis1992, since I'm yet again expanding the unit definitions with a bunch of values, I restructured a bit. Also helped clean up the code a whole lot.
These are the parts of a unit definition as I'm storing them internally.

Unit definition:
JSON:
{
  "Type_ID": "dummy",
  "Unit_Sets": [
    "none"
  ],
  "Accepted_Attachments": [],
  "Movement_Speeds": {
    "Land": 3.0,
    "Air": -999999.0,
    "Tunneling": -999999.0,
    "Water_Surface": -999999.0,
    "Water_Dive": -999999.0,
    "Deep_Strike_Range": -999999.0
  },
  "Maneuverability": 100.0,
  "Readiness": 100.0,
  "Readiness_Regain": 3.0,
  "Organization": 100.0,
  "Organization_Regain": 3.0,
  "Attack_Strength": {
    "Physical": 1.0,
    "Death": 0.0,
    "Psychic": 0.0,
    "Long_Range": 0.0
  },
  "Defense_Percentage": {
    "Physical": 0.0,
    "Death": 0.0,
    "Psychic": 0.0,
    "Long_Range": 0.0
  },
  "Construction_Ticks": 30,
  "Points_Cost": {
    "Wealth": 1.0,
    "Ressources": 0.0,
    "Supplies": 0.0,
    "Mages": 0.0
  },
  "Capacity_Cost": {
    "Administrative": 1.0,
    "Diplomatic": 0.0,
    "Construction": 0.0,
    "Enchanting": 0.0,
    "Research": 0.0,
    "Intelligence": 0.0,
    "Tactical": 0.0,
    "Forge": 0.0
  },
  "Reinforcement_Cost_Factor": 0.5,
  "Supplies_Upkeep": 0.1,
  "Supplies_Combat": 0.1
}

Attachment definition:
JSON:
{
  "Attachment_ID": "dummy",
  "Unit_Sets": [
    "none"
  ],
  "Movement_Speeds": {
    "Land": 0.0,
    "Air": 0.0,
    "Tunneling": 0.0,
    "Water_Surface": 0.0,
    "Water_Dive": 0.0,
    "Deep_Strike_Range": 0.0
  },
  "Maneuverability": 0.0,
  "Readiness": 0.0,
  "Readiness_Regain": 0.0,
  "Organization": 0.0,
  "Organization_Regain": 0.0,
  "Attack_Strength": {
    "Physical": 0.0,
    "Death": 0.0,
    "Psychic": 0.0,
    "Long_Range": 0.0
  },
  "Defense_Percentage": {
    "Physical": 0.0,
    "Death": 0.0,
    "Psychic": 0.0,
    "Long_Range": 0.0
  },
  "Construction_Ticks": 30,
  "Points_Cost": {
    "Wealth": 1.0,
    "Ressources": 0.0,
    "Supplies": 0.0,
    "Mages": 0.0
  },
  "Capacity_Cost": {
    "Administrative": 1.0,
    "Diplomatic": 0.0,
    "Construction": 0.0,
    "Enchanting": 0.0,
    "Research": 0.0,
    "Intelligence": 0.0,
    "Tactical": 0.0,
    "Forge": 0.0
  },
  "Reinforcement_Cost_Factor": 0.5,
  "Supplies_Upkeep": 0.1,
  "Supplies_Combat": 0.1
}

Unit or attachment name:
JSON:
{
  "ID": "DUMMY",
  "Unit_Set": "none",
  "Name": "DUMMY",
  "Description": "DUMMY"
}
 
}, "Construction_Ticks": 30, "Points_Cost": { "Wealth": 1.0, "Ressources": 0.0, "Supplies": 0.0, "Mages": 0.0
Is this part only for construction or would stuff like "supplies" and "mages" also include ongoing costs?

Also what exactly are each of these?
Edit: And also what do the capacity costs mean?
"Unit_Sets": [ "none"
Sets would be things like Imperium or other factions?
 
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Is this part only for construction or would stuff like "supplies" and "mages" also include ongoing costs?

Also what exactly are each of these?
Edit: And also what do the capacity costs mean?

Sets would be things like Imperium or other factions?
Blurgh. Sorry. Forgot the explaining part of the post.

Valid sets are: "imperial", "other", "devil", "illithid", "plane_of_fire", "efreeti"
Or define new ones. I just need to also make a Faction entry to use them.

As for the values:
Construction_Ticks -> how many ticks (days) it takes to create this unit
Points_Cost -> These points are paid up-front when starting the production of a unit.
Capacity_Cost -> For as long as the construction is ongoing, the unit blocks this many capacity points

So "not enough Wealth" means the production can't begin, while "not enough Enchanting Capacity" just means there is no progress made that day.
You could take your 10,000 Wealth points to start chaining the construction of 1,000 Cavalry units, but will only be able to actually raise, say, 5 in parallel, since your Administration Capacity is 10 and they take up 1 AC to work on, with the rest going towards other stuff.

Reinforcement_Cost_Factor -> The cost for healing Readiness damage is: ([Lost Readiness] / [Max Readiness]) * [Reinforcement_Cost_Factor] * [Total Construction Cost]
Factor is usually 0.5, so healing one full bar of Readiness is equivalent to building half the unit anew, but this can switch around. For Wyverns and Manticores, it should be higher, since damage there means material is destroyed and needs replacement. For standard units, 0.5 feels about right to model that you don't actually have to replace everything, but can heal soldiers, mend equipment and so on. Might make sense to make it lower for some special things like Outer Spawn feasting on less valuable members of it's own unit to lower the cost of replenishing their number.

Supplies_Upkeep -> daily supply consumption, if not enough supplies are delivered, the unit can't reinforce, can't reorganize and will ultimately start taking damage
Supplies_Combat -> this is added to Supplies_Upkeep when the unit has fought that tick

To go back to the Greater Devil Host debate, Supplies_Upkeep should be something tiny like 0.01, while Supplies_Combat would be something like 0.02.

Balancing a big work in progress.


Points (Wealth, Enchantment, Ressources) are about the value of 10,000 IM each, while capacities are more vaguely defined. No idea how to define mages, but my idea was to have 2 Mages convert into 1 Enchantment Capacity. Balancing very up the in the air right now.
 
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Reinforcement_Cost_Factor -> The cost for healing Readiness damage is: ([Lost Readiness] / [Max Readiness]) * [Reinforcement_Cost_Factor] * [Total Construction Cost]
Factor is usually 0.5, so healing one full bar of Readiness is equivalent to building half the unit anew, but this can switch around. For Wyverns and Manticores, it should be higher, since damage there means material is destroyed and needs replacement. For standard units, 0.5 feels about right to model that you don't actually have to replace everything, but can heal soldiers, mend equipment and so on. Might make sense to make it lower for some special things like Outer Spawn feasting on less valuable members of it's own unit to lower the cost of replenishing their number.
How would you picture training-time here?
Most armies can be replenished with material and recruits and a bit of work, but things like the Eternal Guard or Greater Devils access a limited pool of highly experienced fighters to work from.

Also about Capacity, how would creating a unit (besides the first prototype) block Diplomatic or Research capacity?

Edit:
about the meaning of the points:
Wealth = Money and things easily bought for it?
Ressources = Ressources we can't get in unlimited amounts of money, stuff like rare metals and plants?
Supplies = something not included in the two others?
Mages speaks for itself.
 
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How would you picture training-time here?
Most armies can be replenished with material and recruits and a bit of work, but things like the Eternal Guard or Greater Devils access a limited pool of highly experienced fighters to work from.

Also about Capacity, how would creating a unit (besides the first prototype) block Diplomatic or Research capacity?
1. Readiness_Regain

2. This is an artifact of using a generic holder object, but I can think of a few reasons:
- Diplomacy -> You need to recruit some very special people, such as high-level Efreeti or high-CR fiends. Could be useful for the Mage orders of the Efreeti or the stronger units of a Demon army, where you can't just requisition a new Pit Fiend for your army from Big Red. Drawing Hedge Knights would also likely take a spot of Diplomacy.
- Research -> Illithid. A few of their units are explicitly failed experiments or gestating monstrosities, so there is a strong overlap between the people doing their research and the people making their advanced units.
 
about the meaning of the points:
Wealth = Money and things easily bought for it?
Ressources = Ressources we can't get in unlimited amounts of money, stuff like rare metals and plants?
Supplies = something not included in the two others?
Mages speaks for itself.
Wealth - yes, gained in many ways
Ressources - yes, traded for or dug from the ground usually
Supplies - those are manufactured goods such as Alchemical substances or mage-smithed +1 armor and weapons, needs some manufactories somewhere to make those from money and ressouces
Mages - yeah, pretty obvious what this is about
 
Winning Vote
Adhoc vote count started by DragonParadox on Mar 16, 2021 at 11:35 AM, finished with 67 posts and 13 votes.

  • [X] Plan the Imperator Givets and the Imprator Taketh Part 2: The Takethning
    -[X] House Lefford of the Golden Tooth
    --[X] If there is a genuine threat of banditry by the reckoning of the Legions general, he should help Lefford in the coming days to root them out.
    -[X] House Lydden of Deep Den
    --[X] No action, but make a note to have the Administration send a noble born representative to his fief to avoid trouble. Lydden will see sense in the coming months or arrangements can be made that he doesn't become a problem.
    -[X] House Marbrand of Ashemark
    --[X] No action. Most Crownlander houses are not in sufficiently good standing with the crown to cause issues with Marbrand and if they do anyway, you will burn that bridge when you come to it.
    -[X] House Payne of Ironwood
    --[X] The law is pretty clear that House Payne are traitors and thus you will seize the fief, voiding the regular inheritance concerns. Both the kinslayer and Lydden can of course make the case why they should be given that fief, but legally you are not required to indulge them. You will dela with this later.
    -[X] House Prester of Feastfires
    --[X] Make a note to have a diplomat carefully prod Prester and the Inquisition to prod him and his people to make sure there are no Illithid surprises hiding in Feastfires. See how the smallfolk and the lord would take to some Imperial undead guarding their shore.
    -[X] House Sarsfield of Sarsfield
    --[X] Send the same group that you had hunted down the Vances with to hunt down the fleeing Golden Shields and to capture them. Aradia and a few Wild Hunt assets will lead the group for this.
    --[X] Reassure the mother that we recognize her son as the heir of the Sarsfield name and title and that we would ask her to come to SD to sort out the future of her, her son and the family.
    ---[X] Once the time is right to make this part official, you will have her formally adopting the Sarsfield name when House Lannister is smote into oblivion.
    ---[X] The keep will be held by Imperial officials in regency until the boy is 20 and you would offer to have him fostered with a good loyalist house or in SD and having the mother living with her son.
    -[X] House Serrett of Silverhill
    --[X] No action needed.
    -[X] House Swyft of Cornfield
    --[X] Arrange it that a Weirwood is grown for the man with sacrifices, preferably items, taken from Inquisition stock.
 
Part MMMDCCXVI: A Dreadful Call
A Dreadful Call

First Day of the Fifth Month 294 AC

Thankfully the remainder of the Westerlander Houses do not require personal attention. Legion attention, yes, often administrative attention, and in one case the hunting squad you sent after the Vances. It is a pity in the abstract to lose potentially useful mages, but something tells you that the Lord of Sarsfield would not have acted so precipitously had he not had some cause to do so, and neither would the mages have been so quick to flee. Whatever the case they are as guilty as sin now, and not just in the eyes of the local nobles. You cannot allow the precedent to stand, and you will need Golden Shied mages to pin for the crimes of their order in the trials to come.

The last note you make is about getting Lord Swyft not just a Weirwood but the sacrifices to grow one. The Westerlands are likely to be a bastion of Seven worship long after they are no longer called that. Having one lord who does not hold to the local creed can only help seed the values of the Imperium into the soil. The Valyrians did not get many things right, but not meddling in faith so long as it did not constitute a threat to the world or the souls of their citizens is one you will admit first among that small group of precedents.

***​

The sun is painfully bright over Kayce, the sound of the waves crashing and lapping upon the shore a soothing hum that you imagine for the man besides you must be as painful as nails on a chalkboard, for empty are the halls of his kin and empty are the corridors he had played in as a boy, yet all frozen, waiting in some sort of cruel mockery. You hear him whisper prayers to R'hllor for the souls of his kin time and again, and once when he reaches the door of his uncle's solar you see the shine of tears in his eyes, though you feign blindness to it, knowing that sympathy is not what he wants from you, it is not what he wants from any of you.

Page by page you piece the history together.

Herrock Kenning, Herrock the Whoreson, was not born to the lands between the mountains and the shore, no he was born to the Iron Islands and raised to its ways. He was bathed in salt water and given to the Drowned God, but when he betrayed the Driftwood Kings for fat land and a high seat at the table of the Kings of the Rock he betrayed the Drowned God just as lightly.

Alas the ones who had made that false god did not so lightly forget. The line of Herrock was precious to them for some cause, valuable in the way a farmer might value a prized steer.

Echo by echo you listen in on what had become of House Kenning.

First the dreams that woke the dreamers screaming yet unable to recall what they had seen, then the unexplained signs of sea water and mold in the corridors, then the fitful babes among the staff and other castle folk, for though the family counted Lord Terance, two of his living brothers, and all of their sons and daughters more than a score in all, none of them had any small children and so he did not mark the hour.

Next came the desecration of the sept and of the crypt which the Golden Shields that came to investigate had counted the work of some petty necromancer, but which Qyburn recognized at once as, in his own words, 'something far less arcane': "They were seeking samples of a purer elder strain to be sure they had the work of their elder experiments. Those whom men called the Deep Ones slumbered long ages, and much they could have lost between the islands and the Western Shore. Perhaps whatever quality they sought for their experiments might even have been lost entirely..."

"Stop that, stop talking about them like they are pieces of meat!" Ser Kennos shouted, his hand flying to his sword hilt on instinct, though at least he did not draw it.

You are reminded of the fact that the man had to run away from Lannisport with the Red Cloaks on his tail over a duel a year ago, but you cannot blame him under the circumstances. "Let's concentrate on finding answers, not fighting amongst ourselves," you cut off Qyburn who was you suspect about to give his thoughts on the matter of men being meat, no doubt erudite but hardly comforting.

"If I were describing a robbery and murder would you like me to leave out the greed, Ser Knight?" The former maester asks in cold tones that ring off the barren walls. "Motivations matter for all we do not understand them fully as of yet."

Whatever the Deep Ones had sought they had also found for over the next several months there had been several disappearances at Kayce, starting with unknown and unrecognized bastards and culminating in one of Kennos younger cousins and then the Call. Like a horn from the depths, a command that everyone in the keep was seemingly helpless to resist. As Lya was quick to point out that was not enchantment generally worked out that way. In a gathering of hundreds someone would have found their voice enough to scream, someone would have been able to break free and flee... and that is not even counting the fact that the lord, the lady, and all of their children had talismans against enchantment.

According to Qyburn the magics of the mind are different but not that much, not unless the Great Mind of the Depths had called to them and that you would have noticed.

In the end you find the answer you have long sought not in the library or the crypts, but in a far humbler place—the kitchens. Remains of the fish that must have been fed to the whole keep over the last several days are revealed after passing through Qyburn's tendrils to be 'psycho-reactive', though he could not say in quite what way after all this time. You could infer at least that this was what had primed the minds of everyone in the keep to hear the call of the horn and obey.

You glance towards Ser Kennos. He is the rightful lord with all his family lost, but would you be doing him any favor to leave him in this tomb of a keep, particularly as you do not yet know what the Deep Ones wanted with him and his kin?

What do you do?

[] Raise up Ser Kennos as the new Lord of Kayce

[] Keep the keep and lands in trust while you study the knight to see what the Deep Ones may want with him and his kin

[] Write in


OOC: And done, and investigation in one update so as not to drag. I did not linger on the specifics on what you divined and who you asked but instead on what you learned. Hope it works.
 
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If you want to see something messy, this is the code deciding if an army should flee and where to:
C#:
public List<Game_Event> Retreat_Phase()
        {
            var events = new List<Game_Event>();

            var units_by_province = this.Unit_Controller.Get_All_Units_By_Province();
            var factions_by_province = units_by_province.ToDictionary(f => f.Key, f => f.Value.Where(g => g.Can_Fight).Select(g => g.Faction_ID).ToHashSet());

            foreach (var prov in units_by_province)
            {
                Dictionary<int, double> current_strength = new Dictionary<int, double>();

                foreach (var current in prov.Value)
                {
                    if (!current_strength.ContainsKey(current.Faction_ID))
                        current_strength.Add(current.Faction_ID, 0d);
                    current_strength[current.Faction_ID] += current.Combat_Value_Strategic;
                }

                Dictionary<int, Tuple<double, double>> faction_ally_opposition_strength = new Dictionary<int, Tuple<double, double>>();
                foreach (var x in current_strength.Keys.ToArray())
                {
                    faction_ally_opposition_strength.Add(x, new Tuple<double, double>(0d, 0d));
                    var enemies = new HashSet<int>();

                    // first pass: get all enemies
                    foreach (var kvp in current_strength)
                        if (this.Faction_Controller.Can_Attack(x, kvp.Key))
                        {
                            enemies.Add(kvp.Key);
                            faction_ally_opposition_strength[x] = new Tuple<double, double>(
                                faction_ally_opposition_strength[x].Item1,
                                faction_ally_opposition_strength[x].Item2 + kvp.Value);
                        }

                    // second pass: get all allies that can assist against every enemy
                    // note that since Can_Aid_Combat returns True for x == kvp.Key && x at war with f, this also adds the strength of x here
                    foreach (var kvp in current_strength)
                        if (enemies.All(f => this.Faction_Controller.Can_Aid_Combat(x, kvp.Key, f)))
                            faction_ally_opposition_strength[x] = new Tuple<double, double>(
                                faction_ally_opposition_strength[x].Item1 + kvp.Value,
                                faction_ally_opposition_strength[x].Item2);
                }

                var retreating = new List<int>();
                foreach (var kvp in faction_ally_opposition_strength.Where(f => f.Value.Item1 < f.Value.Item2 / 2d))
                    retreating.Add(kvp.Key);

                // attempt to retreat from the province
                foreach (var formation in this.Unit_Controller.Get_Formation_By_Province(prov.Key))
                    if (retreating.Contains(formation.Faction_ID) && formation.Get_Final_Province() == prov.Key)
                    {
                        var candidates =
                            this.Map.Get_Neighbours(prov.Key)
                            .Select(f => this.Map.Get_Province(f))
                            ?.Where(f => this.Faction_Controller.Can_Enter_Province(formation.Faction_ID, f.Controlling_Faction)) // must be able to enter province
                            ?.Where(f => // no hostile units can be present
                                !factions_by_province.ContainsKey(f.ID) ||
                                !factions_by_province[f.ID].Any(g => this.Faction_Controller.Can_Attack(formation.Faction_ID, g)))
                            ?.Where(f => // can not enter a hostile province by retreating there
                                !this.Faction_Controller.Can_Attack(formation.Faction_ID, f.Controlling_Faction))
                            ?.ToArray();

                        var fastest = candidates
                            ?.Select(f => this.Map.Get_Path(prov.Key, f.ID))
                            ?.OrderBy(f => f.Sum(f => f.Distance))
                            ?.FirstOrDefault()
                            ?.Peek()
                            ?.Provinces
                            ?.FirstOrDefault(f => f != prov.Key);

                        if (fastest != null)
                        {
                            formation.Is_Retreating = true;
                            formation.Set_Movement(fastest.Value);
                            events.Add(new Event_Retreat() { Formation = formation.Clone(), Source = formation.Adjusted_Province, Target = fastest.Value });
                        }

                        this.Unit_Controller.Upsert_Formation(formation);
                    }
            }

            return events;
        }
 
I can't help but wonder what the quest would've been had we had this army system in place from the start. Or at least since Tyrosh, since we started going full-bore around that time.
 
I can't help but wonder what the quest would've been had we had this army system in place from the start. Or at least since Tyrosh, since we started going full-bore around that time.
Tyrosh was still near 100% character-carried, we didn't have anything close to the armies needed to take a city of hundreds of thousands.

I'd say our first actual battle was for Lys.
 
Tyrosh was still near 100% character-carried, we didn't have anything close to the armies needed to take a city of hundreds of thousands.

I'd say our first actual battle was for Lys.
Yeah, but the army-building started after Tyrosh, is what I meant.

Then there were Lys, fighting Others in Thennlands, the Sarnori...
I am probably missing a bunch of relevant army-sized encounters too.

I bet stuff would've played out very different.
 
[X] Plan Give Him Options
-[X] Off him the choice:
--[X] You hold the keep in trust until you have found out what the Illithid might want from him. You privately recognize him as the Lord of Kayce, but won't do so officially until you can guarantee his safety.
--[X] You name him the lord right here and now under the condition that you will station your own servitors there, Inquisition, undead and flesh-forged mostly. Make no mistake, Kayce would become a trap for the Illithid and everyone within would be bait.
-[X] Either way, you would ask for his participation in some research to figure out what they wanted from his family as it could be helpful to defend the realm or at the very least to better predict the Illithids movements.
 
Not a fan of DnD metaphysics (same with warhammer ones and most other fantasy too, except maybe Tolkien who's alright but not perfect to me), but this quest is truly epic in the quantity of everything and very adequate quality of character exposition/storytelling etc. Quest players' teamplay is also epic.
 
A Dreadful Call

First Day of the Fifth Month 294 AC

Thankfully, the remainder of the Westerlander houses do not require personal attention. Legion attention, yes, often administrative attention, and in one case the hunting squad you sent after the Vances. It is a pity in the abstract to lose potentially useful mages, but something tells you that the Lord of Sarsfield would not have acted so precipitously had he not had some cause to do so, and neither would the mages have been so quick to flee. Whatever the case, they are as guilty as sin now, and not just in the eyes of the local nobles. You cannot allow the precedent to stand and you will need Golden Shield mages to pin the crimes of their order upon in the trials to come.

The last note you make is about getting Lord Swyft not just weirwood but the sacrifices to grow one. The Westerlands are likely to be a bastion of Seven worship long after they are no longer called that. Having one lord who does not hold to the local creed can only help seed the values of the Imperium into the soil. The Valyrians did not get many things right, but not meddling in faith so long as it did not constitute a threat to the world or the souls of their citizens is, you will admit, first among that small group of precedents.

***​

The sun is painfully bright over Kayce, the sound of the waves lapping upon the shore a soothing hum that you imagine for the man beside you must be as painful as nails on a chalkboard, for empty are the halls of his kin and empty are the corridors he had played in as a boy, yet all frozen, waiting in some sort of cruel mockery. You hear him whisper prayers to R'hllor for the souls of his kin time and again, and once when he reaches the door of his uncle's solar you see the shine of tears in his eyes, though you feign blindness to it, knowing that sympathy is not what he wants from you. It is not what he wants from any of you.

Page by page you piece the history together.

Herrock Kenning, Herrock the Whoreson, was not born to the lands between the mountains and the shore. No, he was born to the Iron Islands and raised to its ways. He was bathed in salt water and given to the Drowned God, but when he betrayed the Driftwood Kings for fat land and a high seat at the table of the Kings of the Rock, he betrayed the Drowned God just as lightly.

Alas, the ones who had made that false god did not so lightly forget. The line of Herrok was precious to them for some cause, valuable in the way a farmer might value a prized steer.

Echo by echo, you listen in on what had become of House Kenning.

First the dreams that woke the dreamers screaming, yet unable to recall what they had seen. Then the unexplained signs of seawater and mold in the corridors, then the fitful babes among the staff and other castle folk, for though the family counted Lord Terance, two of his living brothers, and all of their sons and daughters, more than a score in all, none of them had any small children and so he did not mark the hour.

Next came the desecration of the sept and of the crypt which the Golden Shields who came to investigate had counted the work of some petty necromancer, but which Qyburn recognized at once as, in his own words, 'something far less arcane'.

"They were seeking samples of a purer elder strain to be sure they had the work of their elder experiments. Those whom men called the Deep Ones slumbered long ages and much they could have lost between the islands and the Western shore. Perhaps whatever quality they sought for their experiments might even have been lost entirely..."

"Stop that, stop talking about them like they are pieces of meat!" Ser Kennos shouted, his hand flying to his sword hilt on instinct, though at least he did not draw it.

You are reminded of the fact that the man had to run away from Lannisport with the Red Cloaks on his tail over a duel a year ago, but you cannot blame him under the circumstances. "Let's concentrate on finding answers, not fighting amongst ourselves," you cut off Qyburn who was you suspect about to give his thoughts on the matter of men being meat, no doubt erudite but hardly comforting.

"If I were describing a robbery and murder, would you like me to leave out the greed, Ser Knight?" The former maester asks in cold tones that ring off the barren walls. "Motivations matter, for all that we do not understand them fully as of yet."

Whatever the Deep Ones had sought they had also found, for over the next several months there had been several disappearances at Kayce, starting with unknown and unrecognized bastards and culminating in one of Kennos' younger cousins, and then the Call. Like a horn from the depths, a command that everyone in the keep was seemingly helpless to resist. As Lya was quick to point out that was not enchantment, which does not generally work out that way. In a gathering of hundreds, someone would have found their voice enough to scream, someone would have been able to break free and flee... and that is not even counting the fact that, the lord, the lady and all of their children had talismans against enchantment.

According to Qyburn, the magics of the mind are different but not that much, not unless the Great Mind of the Depths had called to them and that you would have noticed.

In the end, you find the answer you have long sought not in the library or the crypts, but in a far humbler place, the kitchens. Remains of the fish that must have been fed to the whole keep over the last several days are revealed, after passing through Qyburn's tendrils, to be 'psycho-reactive', though he could not say in quite what way after all this time. You could infer at least that this was what had primed the minds of everyone in the keep to hear the call of the horn and obey.

You glance towards Ser Kennos. He is the rightful lord with all his family lost, but would you be doing the man any favor to leave him in this tomb of a keep, particularly as you do not yet know what the Deep Ones wanted with him and his kin?

What do you do?

[] Raise up Ser Kennos as the new Lord of Kayce

[] Keep the keep and lands in trust while you study the knight to see what the Deep Ones may want with him and his kin

[] Write in


OOC: And done, and investigation in one update so as not to drag. I did not linger on the specifics on what you divined and who you asked but instead on what you learned. Hope it works. Not yet edited.
Here's an edited version of the chapter, DP.
 
@DragonParadox Did I understand correctly that the members of the main branch of the house of Kayce are dead? Not in captivity, prepared for sacrifice or experimentation, but
uniquely dead?
 
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@DragonParadox Did I understand correctly that the members of the main branch of the house of Kayce are dead? Not in captivity, prepared for sacrifice or experimentation, but
uniquely dead?
This is the assumption, but remember that Aboleths specifically have the ability to give their thralls the ability to breathe in water. A similar practice could be available elsewhere, but the Mind Flayers hiring one to do their scutwork in exchange for some other stuff is reasonable.

Either way though, given where they went and who took them, they might as well be dead. We don't have any reasonable means of penetrating their territory outside of a concentrated PC assault, which A) we don't have time for and B) leaves us open elsewhere.

The Deep Ones have this one thing over most every other faction out there. They have numbers, and they have them spread out WIDE across the Plane. Even assuming what we've got at our top end is enough to crack one of their walnuts wide open, they're basically a full bag of nuts.
 
@DragonParadox Did I understand correctly that the members of the main branch of the house of Kayce are dead? Not in captivity, prepared for sacrifice or experimentation, but dead?
Let's just hope they weren't vivisected before being rendered down for parts or disassembled to extract whatever it is which the Deep Ones are seeking. The Deep Ones are alien monsters and the Mindflayers callously feast on Human brains because they're tasty, but they're generally not cruel unless the cruelty itself serves a given purpose.

[X] Azel
 
@DragonParadox Did I understand correctly that the members of the main branch of the house of Kayce are dead? Not in captivity, prepared for sacrifice or experimentation, but
uniquely dead?

They are dead or worse. Generally speaking there is no possibility of and immediate rescue. When you vanish into the sea following the call of blood and twisted minds older than the gods you do not generally get to come back.
 
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