Lord: "Uhm... bandits..."
Bloodraven: "Alright. I will send the Tax Collection Bomber next month."
Lord: "The what?"
Bloodraven: "I've had a Manticore bomber refitted for the purpose. It has proven very successful at reducing the banditry problem. Even when it just flew over a keep for a few times before picking up the tax chest. Strange, don't you think?"
Funny, but I think Bloodraven would find a way to deliver the same ultimatum but without an actual demonstration. Just a smirk and going "you really wanna do this with me? Just ask your Grandpa how it went for him."

"My Grandfather is dead..."

"Exactly. And who's still here? Talking to you."

"...Y-you, Lord Bloodraven."

 
Funny, but I think Bloodraven would find a way to deliver the same ultimatum but without an actual demonstration. Just a smirk and going "you really wanna do this with me? Just ask your Grandpa how it went for him."

"My Grandfather is dead..."

"Exactly. And who's still here? Talking to you."

"...Y-you, Lord Bloodraven."



For most lords today you would have to add at least one Great before grandfather to get to anyone Bloodraven knew as Hand of the King
 
Jokes aside though, a Manticore for the tax office would help a lot with the transport of physical coinage. It can easily transport everything, using Planeshift to skip most of the distance, and is more than capable of defending itself if something weird happens.

For most lords today you would have to add at least one Great before grandfather to get to anyone Bloodraven knew as Hand of the King
If I'm not mistaken, the travel group that brought Bloodraven and Aemon to the Wall made a stop at the Twins and Walder Prime was six or so at the time.

Kinda expecting Walder to talk with Bloodraven at some courtly function with the words "from one living fossil to another".
 
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Jokes aside though, a Manticore for the tax office would help a lot with the transport of physical coinage. It can easily transport everything, using Planeshift to skip most of the distance, and is more than capable of defending itself if something weird happens.

...why am i picturing Sky Pirates when i think about collecting Taxes in a flying Ship?

*Teleports above the keep, with several Legionaires rappeling down into the Inner Bailey*

Taxman with an Eyepatch: "Aarrrhh, we are here for ya booty! All profits go to the Pirate Imperator!"
 
...why am i picturing Sky Pirates when i think about collecting Taxes in a flying Ship?

*Teleports above the keep, with several Legionaires rappeling down into the Inner Bailey*

Taxman with an Eyepatch: "Aarrrhh, we are here for ya booty! All profits go to the Pirate Imperator!"
...but that's just IRS.
 
Did we ever get that interlude about the bridge between the two continents linking? Or how about one when a steam train crosses two continents?

That would be a nice visual to the Imperial Highway Infrastructure.
 
So after some waffling I decided not to do a third part today. While I think I could bang out a competent update from Viserys' POV that just feels like pushing the wheels on the path of least reisistance. I would rather present all this stuff from the eyes of some lord or another and try to weave in the politics into it.

With that in mind which of the following PoVs would you prefer?
  1. Darry
  2. Redwyne
  3. Loronno Yarah Second Voice of the Republic of Myr and a Populist
 
@DragonParadox, I don't know if it will help you with working out action costs for the various infrastructure improvements, but a long while back we determined the rate a team of workers and engineers could build roads and bridges using a single set of Titan's Tools. I need to update the Armory with our latest commissions, but including them, we now have 41 sets of Titan's Tools. I know we're abstracting costs and time, but this might still serve as a good guide for basic infrastructure actions.

A road crew could create 21.6 kilometers of Imperial standard road from scratch each day, at a cost of 169 IM. The full crew employed 4,320 workers to insure the process was as smooth and efficient as possible.

A bridge crew could create 1 kilometer of bridge each day at a cost of 10 IM, employing a work crew of 50.

A canal crew could construct 0.5 kilometers of canal each day at a cost of 26 IM, employing a work crew of 700.

Roads:
- 4 lanes, two with and two without tracks
- all lanes are 3.5m wide, with a surface of shaped crystal for high endurance
- tracks have a 1.5m gauge and the maximum cart width is 3.3m
- a small drainage ditch on each side

Canals:
- 100m wide
- 15m deep with maximum draught of 10m
- enclosed in 5m layer shaped basalt
- two lanes of untracked road on each side
 
Thanks @Goldfish I'll try to punch those calculations in and see what we get in terms of results. I'm kind of trying to balance what you guys have already done and all the work that has gone into that (from forges to the enchanting to the standardization) with just making things last a reasonable amount of time narratively. What that really means is that I want for instance to be able to write an Eddard Stark that is not in shock, since he looses quite a bit of his complexity when he is reeling like that. For that a scale of months to work with and not just days and weeks would be of great use

That said speaking of enchantments since I know you had an interest in the subject, if you could help write up a master list of magical items in wide scale use in the Imperium for me to just pepper around the narrative that would be great. I mean for instance I have in my notes that you guys have Detect Abberation pearls which you use in check points, but I would have to go to the update in question to tell just how it works, having all that stuff in one place, not with numbers, just qualitatively would be a great use for the transition.
 
Thanks @Goldfish I'll try to punch those calculations in and see what we get in terms of results. I'm kind of trying to balance what you guys have already done and all the work that has gone into that (from forges to the enchanting to the standardization) with just making things last a reasonable amount of time narratively. What that really means is that I want for instance to be able to write an Eddard Stark that is not in shock, since he looses quite a bit of his complexity when he is reeling like that. For that a scale of months to work with and not just days and weeks would be of great use

That said speaking of enchantments since I know you had an interest in the subject, if you could help write up a master list of magical items in wide scale use in the Imperium for me to just pepper around the narrative that would be great. I mean for instance I have in my notes that you guys have Detect Abberation pearls which you use in check points, but I would have to go to the update in question to tell just how it works, having all that stuff in one place, not with numbers, just qualitatively would be a great use for the transition.
@BronzeTongue would be of great help in this.
 
Thanks @Goldfish I'll try to punch those calculations in and see what we get in terms of results. I'm kind of trying to balance what you guys have already done and all the work that has gone into that (from forges to the enchanting to the standardization) with just making things last a reasonable amount of time narratively. What that really means is that I want for instance to be able to write an Eddard Stark that is not in shock, since he looses quite a bit of his complexity when he is reeling like that. For that a scale of months to work with and not just days and weeks would be of great use

That said speaking of enchantments since I know you had an interest in the subject, if you could help write up a master list of magical items in wide scale use in the Imperium for me to just pepper around the narrative that would be great. I mean for instance I have in my notes that you guys have Detect Abberation pearls which you use in check points, but I would have to go to the update in question to tell just how it works, having all that stuff in one place, not with numbers, just qualitatively would be a great use for the transition.
Let's see...

This is what comes to mind.
Imperial Timekeeping - The Arcane Clock
Arcane Clocks consists of a 15 foot diameter by 6 inch thick disk of quartz crystal reinforced with an Adamantine ring and embedded Mithral mesh, all of it magically Hardened for durability and longevity.

Each clock has three distinct sections, an outer ring, a middle ring, and the inner circle.
  • The inner circle has a radius of seven feet, red in color, and divided into 10 segments by Mithral inlays. Every six seconds which passes causes one segment of the inner circle to change from red to black. Each time the inner circle is fully darkened one minute will have passed, which automatically causes it to turn red once more.
  • The middle ring is four feet wide, black in color, and divided into 60 segments by Mithral inlays. With the passage of each minute, or one darkening of the inner circle, one segment of the middle ring changes from black to gold. Each time the middle ring becomes fully gold, one hour will have passed, which automatically causes it to darken once more as well as produce a loud chime.
  • The outer ring is four feet wide and consists of 24 segments, each colored red with a white border. The passage of each hour, or one gilding of the middle ring, causes an outer segment's border to turn red and its color to shift to black, with the exception of a number representing the hour of the day which will remain white. Segments are numbered 1 through 24, starting and finishing at the clock's apex.
  • Multiple Continual Flame enchantments are embedded within each timepiece so that they are brightly illuminated and the time easily discernible regardless of ambient lighting.
  • The timepieces are capable of producing a chime are various intervals of time. When chimes sound out can be changed as needed, but by default they chime hourly.
  • Both faces of the timepiece function as described above.
  • Cost: 380 IM each
This has been in operation for a few months now. Basically, every ship, flying, submerged, or floating on the surface within 10 miles of SD is tracked at all times.

We start with Detect Ship. It's a 3rd level spell that reaches one mile per caster level by default, and while that is a large area, it's not really suitable for our purposes at minimum caster level. Instead, we Enlarge it and rather than use the minimum 7th caster level for the resulting 4th level spell, we instead enchant it at 10th caster level. That raises the radius to 10 miles from the point of origin, which is much more reasonable and falls within the abilities of our hired Master Enchanters (who are all 10th level). A constant 4th level spell effect at 10th caster level will cost us 6,000 IM after taking into account the discount for the base effect having a duration 24 hours and the +50% tax for adding an additional effect to an already existing item.

Then we tie a basic Track Ship effect in with the Detect Ship function. This one allows us to catalog our ships, along with all ships which make port in Sorcerer's Deep, making note of their names, captains, and other relevant information. We can also assign each of them an Imperial Registration Number for ease of reference. Adding this as a constant effect to the system will cost 1,800 IM after taking into account the +50% tax for adding an additional effect to an already existing item. A separate Track Ship system tied to a large nautical chart (or a globe after we get a good orbital view of Planetos) would be used to track ships that move beyond the 20 mile Detect Ship effect.

And tying it all together would be a Mirage Arcana spell at 10th caster level. The Mirage Arcana effect would generate a massive holographic illusion within the tracking chamber using the spell's ten 20-foot cubes to show a scaled down image of Sorcerer's Deep and the surrounding space for a radius of 10 miles, with every ship under the water, floating atop it, or flying overhead represented by a tiny illusory duplicate. This would cost 10,000 IM.

A central operator would rest in a command and control cradle which would magically feed the output from the Detect Ship spell into their mind, allowing them to be simultaneously aware of all ships operating within range. The cradle would grant the operator a +10 Competence bonus to Profession (Sailor) skill checks in order to maximize the effectiveness of the Detect Ship spell (at a cost of 1,000 IM). The operator would be able to mentally manipulate the Mirage Arcana illusion to zoom in one specific areas, such as the port facilities of Sorcerer's Deep, in order to better view all of the ships docked there. A flock of Calligraphy Wyrms and Imperial assistants could help to catalog the information, updating our records and taking some of the load off the central operator.

The total cost for this system would be 18,800 IM.

It wouldn't be able to track troop movements or ground traffic, but we could probably upgrade it with relative ease to use something like specially placed Dragoneye Runes to track individual fliers (Dragons, Erinyes, Heralds, etc).

As far as items go, in addition to the old standbys (Whispering Braziers, Mirrorvision mirrors, Lyres of Building, Titan's Tool, etc) we've got quite a few that are common by now:
  • Arcane Printing Presses (Combines Amanuensis & Instant Portrait to duplicate a document, copying up to 250 words per minute)
  • Spontaneous Search Inspection Stations with linked Control Rod (provides +5 Competence bonus to Search skill checks)
  • Pearls of the Clear Sea: Detect Aberration and other Far Realm influence within 5 ft of bearer.
  • There are two Shrink Item Chambers. They were needed to make storage of the Petrified Demons for our strike against the Court of Stars practical, but they have all sorts of uses for quick and easy, but short-term transport of goods.
    • The base model chamber can shrink items for 5 days, while the Advanced model was created at 10th caster level and uses the Extend Metamagic to increase the duration to 20 days.
  • Magic Aura Obsfuscation Chamber (uses command-activated Magic Aura spell at 8th caster level) - Used to hide the magic auras of items our people are using for up to 8 days at a time. Primarily for undercover work, but will become more useful as people and criminals become increasingly savvy to everyday magic use, especially since so many people in SD who received R'hllor's blessing chose Detect Magic as their 3/Day cantrip option.
  • Traveler's Anytool - We've purchased and enchanted thousands of these by now. They're standard equipment for all Praetorians, all the engineers on our skyships have them, etc. Should be quite common throughout SD by this point, and growing ever more so as time goes by considering how cheap and useful they are.
  • Eldritch Egress - Opens up doorways through walls, as if using a Passwall spell. We've been issuing these to the Inquisition for months now, and the Lawmen should have access to them, too. Not an everyday use kind of item, but one that could be very helpful in certain situations.
  • Foxfire Lantern - Can be set to detect various creatures in a wide area.
  • Whisper Safe - A great tool for information security and for general Inquisition operations. We've been using dozens of these for months now.
  • Heirloom Seal - Used to make documents much more difficult to tamper with or forge.
  • Inquisitor's Redoubt - Used to create extra-dimensional living space for field agents and other assets, can also double as observation posts.
  • Saccadic Prism Spectacles - We've been buying these things in lots of 100+ for months now. Reducing the time it takes to read non-magical documents by 90% is amazing, and everyone in government, education, etc., should want a pair.
  • Spectacles of Understanding - Constant Comprehend Languages with a +5 bonus to Linguistics checks
  • Spectacles of Lip Reading - Another tool for the Inquisition and Lawmen.
  • Various spectacles which use a constant Divination spell to detect various creatures and effects. We've been using these to different degrees for well over a year now and have tons of them. Should be common among the Inquisition and Lawmen, though not ubiquitous. Definitely available on request or for special circumstances, though, and numbers should steadily increase.
  • Psionic Items:
We produce hundreds of Elemental Gems each month. They're great to stockpile for large scale battles and stuff, but they're also great emergency tools for the Inquisition, Lawmen, Legion, etc.
  • Elemental Gems: When crushed, smashed, or broken as a Standard Action, a Large Elemental of a type matching the gem appears as if Summoned by a Summon Nature's Ally V spell at 11th caster level. The Elemental is under the control of whoever broke the gem for the next 11 rounds.
 
Okay, so I can start off with pulling together the most relevant bits of my existing item posts, then add in anything new that qualifies as simple enough to see widespread use afterwards.

Inquisition:
Detect Fiendish Presence: for finding fiends
Detect Charm: for finding mind effecting affects
Shroud of Innocuity: long lasting group buff that makes the subjects look commonplace.
See Beyond: general perception buff with particular focus on finding ethereal, intangible, or invisible things.

Legion:
Tern's Persistence: Endurance buff for marching.
Runic Marker: summons magic landmines.
Abstemiousness: food buff.

Utility:
Weather Eye: actually useful weather forecasting.
Ancient Knowledge: buff for knowledge skills.

Saccadic Focusing Prism: Read 10 times faster than normal at complete comprehension.

Spectacles of Comprehension: +5 to linguistics checks around researching texts and understanding documents. Also allows the user to automatically detect if deliberate obfuscation and/or loopholes are present in contracts they're reading, but not what they specifically are.

Mask of a Thousand Tomes: provides a +10 competence bonus to all knowledge checks while wearing it, but blinds the user while they have it on.

Visualization of the Mind: pick a mental attribute, for the next 24 hours the subject has a +5 bonus to all ability and skill checks related to it. Also allows for the spell to be discharged early for special effects.

Investigative Mind: for 10 minutes/CL the subject can roll twice and take the higher result on all appraise, knowledge, linguistics, and spell craft rolls.

Mechanus Mind: 1 minute/CL. Provides a +4 resistance bonus against Mind effect affects and a +2 competence bonus to all int checks, but a -2 malus to all cha checks.

Combined Talent: Allows 2 creatures to share 1 skill rank/CL up to 10 for a single use of up to 10 minutes.

Figurine of the Dwarven Forge: A portable forge that allows someone with craft magic arms and armor to use a scroll to make items of spells they don't know.

Magecraft: +5 competence bonus on a single craft check representing a day of work.

Gloves of Shaping: The user can work any substance with less than 8 hardness as if it was soft clay, and anything with more than 8 as if it had half of its true hardness.

Fantastic Machine: For 1 minute/CL generate a construct that can perform any simple physical task you can describe in 25 words or less. Hello instant industrial machinery.

Engineer's work gloves CL 5, +5 competence on craft and knowledge for repairing and understanding mechanical devices, plus a 1/day touch based instant diagnostic. Might be useful for engineers trying to find the most effective place to spend repair spells, or if it's bad enough to warrant their use in the first place.

Lesser Talisman: single use items for all kinds of protections and little buffs. They specifically don't require a feat to craft, so I imagine they'd be the first line of defense for the average person/babby adventure and a good magical cottage industry.

Greater Talisman: like the above, but one/day items that cost more and require craft wondrous items to make.

Charm Bracelet: Has 1d4+4 charms on it that may be broken off to create a temporary item base on the form of the particular charm or a similarly thematic magical effect.

Lady's Mercy: A single use item in the form of a small black disk. When the bearer successfully makes a constitution check to stabilize they're healed to 1 hp regardless of their previous total. A bearer can hold more than one disk, but only one will trigger at a time. This isn't exactly dirt cheap, but it's cheap enough that I could see soldiers buying them and anyone with PC levels having one or two around given the opportunity.

Insignia of Alarm
Insignia of Warding
Insignia of Blessing: all three of these are divine spells for providing a lot of people a little buff at long range on a budget, so they're perfect for this.
Beacon of Luck: the way this lets you pack people close to the caster to pick up a buff and then move away for the duration of the spell gives it some utility.

Redirect Spell: This one is very useful in that it does exactly what it says on the tin without letting the caster try to resist it. I'd be reluctant to reply this for the reasons brought up for the shield other item, but this has limits that make it more reasonable.

Curse of Impending Blades: Level 3 spell, medium range, 20ft burst AoE. Anyone caught in it takes -2 to their AC, no save. It does however allow spell resistance.

Divine Protection: Level 2 spell, lasts 1 minute/CL, effects a 20ft burst AoE. Provides a +1 morale bonus to AC to every ally who was within the burst when it went off for the duration of the spell.

Disobedience: Level 3 spell, lasts 1 hour/CL. Any mind controlling spell or ability used on the subject of the spell is suppressed for its duration, and the source of said effects are fine false feedback on their impact.

Whisper Safe: allows for the detection and monitoring of who knows a particular piece of information in the general populace.

Cloak of Secrets: level 1 spell, lasts 10 minutes/CL. Creates a speech filter so that anyone listening in on a conversation hears a different version of the conversation. Will save to notice that this conversation doesn't actually make sense.

Enshroud Thoughts: Level 2 spell, lasts 10 minutes/CL. Blocks certain forms of mind reading subject to a CL check.

Spectacles of Lip Reading: Let the wearer take a DC 0 perception check to understand what is being said by anyone they have line of sight on who is speaking a language they know.

Secret Pen: can be activated using a command word to record all sounds that occur near it for up to an hour a day.

Mask from Divination: Level 5 spell, 24 hour duration. While the subject wears the eyeless mask (that they can nonetheless see through) that is the focus for this spell, they are resistant to most forms of divination that directly or indirectly attempt to gather information on them.

Discretion Charm: Allows the user to simultaneously become invisible and leave behind a programmed image in their place.

Open Book: Level 2 spell that cursed the subject in a way that makes them and their history easier to read.

Detect Anxieties: As detect thoughts, but for fears.

Full disclosure, I'm adding some of this with the idea that they'd be more "things that show up and cause interesting problems" than as entirely useful things.

Visage of the Bound: An elaborate face mask in the form of an outsider. Once a day the wearer can use this item with summon monster to trap the summon inside of the mask instead of simply calling it. For the duration of the spell the wearer can use the summon's SLAs as if they were their own.

Symbol of Sanguine Protection: A holy symbol that makes the wearer's blood count as holy water. Don't go hunting undead without it.

Gloves of the Shortened Path: Allow the user to warp space in such a way that they can touch anything within line of sight for 10 rounds once per day.

Soultether Ring: Traps your soul in your body after you die until someone takes the ring off your corpse or you get resurrected. While bound this way the time limit for spells that raise the dead is suspended. A new must have fashion statement for Curia members. :V

Friendly Face: Level 1 spell, 10 minutes/CL. Provides a subtle glamor that makes the subject seem more personable, providing a +5 bonus to diplomacy and gather information checks on non hostile creatures with a 3+ int score.

Serene Visage: Level 1 spell, 1 minute/CL. Provides an glamor based ephemeral quality that makes the subject seem more trustworthy. This grants an insight bonus equal to 1/2 CL up to 10 on bluff checks.
It's getting close to the wire for the site maintenance cycle, so I'm going to post this now and edit in the rest once the site is up again. I've got enough silly bullshit saved up to run an entire season of Star Trek if you want more than just universally useful stuff as well.
 
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