@DragonParadox

And for finality's sake, there's the last library numbers, concerning:
[] all of Westeros;
[] Wishing back the books destroyed by the Citadel;
[] Lya reading through Dusk Dancer and the Nairos of the Shrouded Light for all they have.

You've said we'd be getting that by month's end?

Just so we can stop worrying about 'teh bookz' as well.
What about Zathir's altar and lannister loot.
 
Research Actions 6.0 - Probably the last Edition
Assumes all stuff done in the last pre-revamp month, as agreed upon.

Fleshcrafting: Everything concerning fleshcrafting, from upgrading and repairing the Fleshforges, to creating Supersoldiers, to researching exotic creature templates.
[] Frost-Forged: Attempt to splice the essence of Heart Tree with the cold-resistant herbs and vegetation gathered by Djinn, ideally searching to give Heart Trees Immunity to Cold.

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Runelore and the works of the First Men: Everything concerning the Runic language used by First Men - all from wards to Legend-based empowerment.
[] Elder Arts: An in-depth study of Runelore.
-[] Attempt to create advanced wards to protect your places of power (Scholarum, administration, Inquisition, etc…) not unlike those of most ancient castles of Westeros.

[] The Bulwark of North: Take a deeper look into the magics of the Wall, for all the power of enchantment upon it, and long years of its legend, it is not infallible, and you must know the words that will control it before the Enemy marches near it.

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Godcrafting: Everything concerning the creation of "Imperial Deity"
[] Dreamshaping Cost Reduction: Shaping the dream is technically possible, it is also ruinously expansive with current methods. That can change with more studies.

[] Dreamshaping Hardening: There isn't much point is creating dreamlands infrastructure if the denizens can tear it down with ease. Work on hardening the construction.

[] Forging Paths of the Divine: Imperial Steel, creation of Meraxes, may just end up being far more than just an empowered version of the Valyrian creation. Explore the necessary requirements for the material to carry energy and signals - as it may be the only material viable to create the physical base of the "Imperial Deity".

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Necromancy and Negative Energy: Everything concerning the aforementioned, from making Undead that don't "leak" the Negative Energy, to the creation of anti-Undead weaponry.
[] Undead Template Research
-[] Metal-Clad Template (Valyrian Steel): With the bonding of arcane metals to undead bones having been researched, the possibility arises to look into applying Valyria's most enduring legacy to these arts. (Requires Metal-Clad Template (Mythral and Adamantine)

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Psionic Research: Everything concerning with Psionics, from applying templates in Fleshforge to finding weaknesses in Illithid's network
[] The Scourge of Minds - over the years you have faced many enemies that were an anathema to a thinking being. Perhaps it is time to turn all of the knowledge you hold to create a new weapon against the enemy that holds their minds sacred above all else.
-[] Using the:
--[] Int-Draining Shadow captured in the Shadow Tower (Arcane);
--[] the Maelepahant's Breathweapon (Arcane);
--[] The Many's memory-consuming ability (Psionic);
--[] The Nulmind's Int-damage/domination aura (Psionic);
--[] The Wizard Shackle's purely chemical brain-disrupting venom that affects the conscious use of magic (and one can assume it can be used to affect other things, like Intelligence or Psionics, too - if properly retrofitted);
--[] The Memory Moss (Alchemical);
--[] Create a dedicated mind-affecting weapon, with potency, difficulty to block, AoE radius, and ability to make more at demand being the prime goals for the initial effect.

[] Mind's Shackles, by Blood Cast Off: By following along the secrets of Drow Flesh-crafters, attempt to create something the degenerate blood-drinkers only speculated about in their notes - a creature capable of twisting the reality in same and ways so different to magic Aberrations do - yet not bound to Outer realms.
-[] Adds Vampire, Psychic (CR+2) template, as possible creation in Fleshforge. Requires a functioning Flesh-forge.

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Spellcrafting: Everything concerning the creation of new spells, or changing the effects of the existing ones.
[] Weapons for the Dawn:
-[] Ever since you laid eyes upon Mournblade, you saw visions of an army garbed in vestments of light and bearing in their hearts not only mortal defiance but a hope for the Dawn to come. But hopes will not help them battle the Void alone, and it should be They who fear them when the time comes. You will not let your people lay down and die at the last, and this is the testament of that duty you all bear.
(Progress: ?? / Eligible PCs: Lya, Viserys (aid only, special), Melisandre (aid only, special))

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Primordial Magic: Everything concerning the very base structures of magic making up the world, from Pact Primeval to forging elemental spirits from clear energies of elements.
[] Motes of Fire: With the lore Lya uncovered in R'hlor's holy work, the possibility of delving yet deeper into the matter is now open to you.
-[] Create Pyrasta in the Fleshforge, open further research into forging elemental spirits

[] The Scourge of the Abyss: The parasites of the Abyss, the Qlippoths, are naturally connected to Demons in many strange and terrible ways - yet this connection may be exploited to hurt the Demons further. Use Qlippoths to advance ways of detecting Demons and their influence.

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Assorted lore and exotic magic: Everything concerning the topics that don't cleanly fit into other categories
[] The Undeath's End: The secret of the creation of the ancient and extremely potent anti-Undead poison you received from Faceless Men is lost to eons... Yet one of the greatest poison-makers the world knows is in your employ, and few other races have as much intimate knowledge of poisons as the Snake-kin, and the Drow, both of whom you have access to. Recreate the ancient mixture

[] To Reveal the Void: The touch of the Void that corrupted the Winter Fey and much of the other corners of the world is possible to detect... if not exactly easy. Thankfully, you already have someone with an affinity for doing so. Look into Rina's class ability in order to create a method of detecting Void-touched entities.


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Item-crafting and identification, development of armaments:
The War of Tomorrow: The creation of the Legion, the widespread use of alchemy, the increasing use of launchers, and the invention of anti-gravity vessels armed with steam-powered weaponry has changed how war will be conducted in the future, but at the same time, many of these things are still rough and simple, the associated doctrines untested and there is much room for improvement. See about investing more time and effort to improve upon what you have and to fill any gaps left in your military doctrine and technology.

[] Proximity Alarms, Advanced: With the basic alarm items having been a success, it is time to incorporate some other features from things you have encountered over the years, such as the Aberration detecting pearls in use in the Imperium. See about incorporating means into the alarms to trigger different reactions for different kinds of creatures that are noticed by them.
(Requires "Proximity Alarms" to be completed; Progress: 0/33; Cost: 60,000 IM)

[] Proximity Fuses: You have been in the possession of plans for enchantments that trigger an effect when something comes close to it for a while now. At the same time, battlefield reports from the Moonchasers have indicated that one of the core shortcomings of alchemical steam cannon ammunition is that they often only detonate after piercing their target or burying themselves into soft ground, greatly limiting the force they deliver on the enemy. See about incorporating proximity fuses into the shells so that they can detonate before hitting the ground or their target, thus maximizing the impact of their payload.
-[] Air Burst Shrapnel Shells: The new shells made with proximity fuses are proving much more devastating then the simpler designs, but there is already talk about making them even more efficient. Nearly all explosive devices in Imperial use are incorporating dedicated shrapnel in their design, but it is becoming apparent from the new shells that much of that shrapnel is going nowhere useful. See about improving the shell design so that most of the energy and shrapnel is focused forward at the target instead of into all directions.
(Requires "Proximity Fuses" to be completed;

[] High Explosive Armor Piercing Shells: Multiple times you have fought the Efreeti already and while the steam cannons of the Imperial Airforce can pierce the heavy adamantine armor of your enemies with either solid shot or explosives, it still takes quite a few hits to reliably destroy an enemy vessel. The most devastating hits are always those explosive shells that find their way into the much soft innards of a hostile craft, usually by having multiple explosive rounds fired at the same spot until one flies through a hole blasted by earlier hits. However, some cannoneers have proposed to look into a new type of shell that would combine the ability of solid shot to penetrate the armor while also carrying explosives that would trigger once the shell is inside the enemy vessel.

[] Selectively Permeable Force Effects: Allow wards, enchantments and spells to selectively ignore materials passing outward and inward through a Force effect, allowing for more complex structures and materials with further research. Not limited to examples given.
-[ ] Tier 2: Better static wards. (spell creation, Sign of Sealing, Superior: Allows attuned creatures and more complex objects to selectively pass through a static force effect, otherwise as Sign of Sealing, Greater).
--[ ] As a proof of concept, a spell is developed which informs upon the level of understanding one has obtained on this branch of research. The example spell is a static ward bound to a structure, allowing objects with more elements and components or strong auras of enchantment to pass through, but moreover allow properly attuned creatures to move into and out of the barrier intersecting between two planes, but will not allow incorporeal entities to pass through them.
-[ ] Tier 3: Upgraded Spell effects, at-cost. (Example spell conjunction, Brilliant Shield: Allows multiple Brilliant Barrier modules to charge an area-scale force field to keep it continuously deployed, allows larger structures e.g small aircraft to pass through them. Modules may be mounted on any moving or static structure.) - 540,000 IM / 65 Progress
--[ ] Functionally unlimited complexity for objects passing through force effects, and even large structures with overlapping auras of enchantment will pose no problem for them when properly attuned. In the example given, Force effects must to some degree still be segmented, layered in hexes, etc., once a certain surface area is reached, otherwise power becomes an increasingly limiting factor.

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Armor Development: Everything concerning research into new and unique armor types, be it advancing the ideas of the subdermal armor found on Varys, or something entirely new.
[] 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)
-[] Develop the basic chassis of the Imperial Powered Armor systems - and create the Warden Pattern armor.
-[] Continue the research into the creation of unstoppable war-gear - develop Warlord Pattern armor [requires Warden Armor developed]
-[] Reach the peak of what is possible in the field without the direct Divine intervention - develop Titan Pattern armor [requires Warlord Pattern armor developed]

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Inquisitorial Armaments Projects: [REDACTED]
[] Inquisitorial Armaments > Black Projects: Inquisition faces challenges beyond those that can be reasonably solved with mundane equipment. As the realm grows, so does the need to supply Inquisitors with the tools to solve such problems. This line of projects intends to create a whole new tool, that, given a certain level of secrecy, will guarantee a significant rise in Inquisitors' effectiveness (Tiered research, each development requires previous tiers)

[] Inquisitorial Armaments: Black Project "Arbiter": Create a modified version of a Launcher, the "Arbiter"-class Launcher, a modular weapon and a base for further technological improvement, yet an effective weapon all in of itself.
-[] Inquisitorial Armaments: Black Project: "Heavy Arbiter" and FIrefield: Further develop the concept of "Arbiter"-class Launcher for use in missions requiring precise devastation of targets, with no mage of sufficient power available. Develop the "Heavy Arbiter"-class Launcher. As further development of the concept, "Firefield"-class Launcher would serve in situations when overwhelming firepower and total destruction of the target is necessary, but no sufficient source of fire support is available.

[] Inquisitorial Armaments: Black Projects: "Dragon's Fang" and "Viper's Kiss": As a tool for a very particular sort of missions where direct engagement isn't possible, "Dragon's Fang"-class Launcher would serve as a long-range engagement or assassination. "Viper's Kiss"-type Alchemical Dart would further enhance the performance by allowing unnoticeable delivery of poisons over extreme distances.
-[] Inquisitorial Armaments: Black Project: "Deathstrike Projector": Further develop on of concepts applied by "Dragon's Fang"-class Launcher and "Viper's Kiss"-type Alchemical Dart, creating a unique completely magic-based long-range engagement/assassination weapon - the "Deathstrike Projector".

[] Inquisitorial Armaments: Black Project: "Lawgiver": The pinnacle of Launcher-based weaponry - the peak of efficiency and the project of utmost secrecy - "Lawgiver"-class Launcher would be one of the most powerful personal weapons known to Imperium, and one made to serve only the best of Inquisition's field agents, bound to them ritually, and crafted by the only person who could be trusted with it - Wisdom Lya herself.
 
@DragonParadox, feel free to lift from here and expand upon, I guess. I've cut most of the too-granular stuff that wouldn't have ever mattered. Remaining ones are pure fluff.
Everything else we started assumed done

@Azel, do take note of the god-development and the military development matters, I've not written them out after the last discussion and can't bring myself to now.
Also Psionics should have been researched this passed month, so feel free to start thinking up creative and weird shit.
 
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Psionics should definitely be done. We have Qyburn and he kept the living brain of the Illithid mage captured in the time-warp as reference material.
 
You've not answered the questions asked, DP.
I rightly don't care for them anymore, but one is a fucken adventure crossed with an RA, one is Psionics, one's critical to Azel's creature-making creativity, and one's a strategic matter.
C'mon, at least give a definitive 'yes, done' to that.

Same as to Library-stuff, are we finished with grabbing books everywhere and adding to scholarum?

Imma slep now.
 
You've not answered the questions asked, DP.
I rightly don't care for them anymore, but one is a fucken adventure crossed with an RA, one is Psionics, one's critical to Azel's creature-making creativity, and one's a strategic matter.
C'mon, at least give a definitive 'yes, done' to that.

Same as to Library-stuff, are we finished with grabbing books everywhere and adding to scholarum?

Imma slep now.
  1. Psionics worked out, I did promise. Will do an update with it today
  2. Canons are done
  3. Pocking the Crucible is left to the new system since it was so vague, and because I would like to actually explore that under the new system
 
[] Weapons for the Dawn:
-[] Ever since you laid eyes upon Mournblade, you saw visions of an army garbed in vestments of light and bearing in their hearts not only mortal defiance but a hope for the Dawn to come. But hopes will not help them battle the Void alone, and it should be They who fear them when the time comes. You will not let your people lay down and die at the last, and this is the testament of that duty you all bear.
(Progress: ?? / Eligible PCs: Lya, Viserys (aid only, special), Melisandre (aid only, special))
I explicitly suggested linking the spell itself to this research action because @DragonParadox isn't going to remember the purpose of a research action beyond a surface level understanding as demonstrated earlier unless you give a clear outline. You even moaned about having anyone who suggested an action do their own write-up, why truncate what they wrote up if you're just going to ignore that?

Anyway, here.

Legion of Light
Transmutation
Level: Shaman 9, Sorcerer/Wizard 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: Weapons carried by allies
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You imbue all manufactured weapons carried by allies within range with the conceptual properties of the morning sun, granting each weapon a +1 enhancement bonus on attack rolls and damage rolls, as well as the Void Bane property, conferring an additional +4 enhancement bonus to attack rolls and damage rolls versus creatures and objects tainted by the influence of the Void as well as +4d6 damage.

Mythic: Each weapon glows brightly enough to see by within a 60-foot radius: bright light to 30 feet and dim light in another 30 feet. Creatures with light sensitivity take twice the usual penalty when they are within 30 feet of the object. The arms of this legion brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Dawn's light counters or dispels any darkness spell or magical effect, excepting Utterdark.
  • Augment (3rd Tier): You can expend two uses of Mythic power to have the properties above fully mirror Celestial Brilliance in effect, including the radius and the damage it deals, and creatures tainted by the influence of the Void are additionally treated as if they had light sensitivity in the presence of this corona of Dawn's light.
  • Augment (9th Tier): By expending nine uses of Mythic Power, this corona of dawn's light playing across the arms of the Legion also acts as per the spell Blinding Glory as far as its range extends, but only against creatures and objects tainted by the touch of the Void. It cannot be negated or dispelled by Utterdark, Mythic variant or otherwise.
If anyone with Legion of Light in effect upon their equipment falters by a non-magical means, both Mythic effects will immediately end for them, and they cannot be replicated again on that creature for a day and night. Magical fear effects will interrupt this effect only so long as it has a hold on the weapon's bearer.
 
I explicitly suggested linking the spell itself to this research action because @DragonParadox isn't going to remember the purpose of a research action beyond a surface level understanding as demonstrated earlier unless you give a clear outline. You even moaned about having anyone who suggested an action do their own write-up, why truncate what they wrote up if you're just going to ignore that?

Anyway, here.
I may or may not have (accidentaly) nuked that when half-heartedly editing RAs a month ago/
sorre
 
Part MMMDCCLXXXIII: Of the Mind
Of the Mind

Thirtieth Day of the Fifth Month 294 AC

It is with a shiver of lingering dread that you recall the first time you had witnessed the powers of the mind, most commonly called psionics in the formal manner. It is a weapon in the hand of foes from beyond the farthest spheres, a magic that was not yours to master and would never be so. Worse, far worse to know that than the strange forms that spin from sea to sky, the endless multiplicity of form which in the fullness of time you had learned to imitate thanks to the legacy of the Valyrians and the aid of the Old Gods. In a sense these subtle and terrible arts offered you a glimpse into the eye of one without the skill and the inclination for magic, the unreachable and ethereal, all the more perilous for being unknown.

Yet as with most boundaries this world, there is more than one way to ford them...

An image of the human form yet not floats above the serpentstone crystal. As far as you can tell everything that should be there is, the bones and muscles, the organs and the skin over it all, the delicate pathways of the mind that spin from the brain down into every corner of it, but there is also more. Organs that exist in more dimensions than three are nestled in the brain, endlessly repeating fractals of silver light go up and down the spine, if up and down have any meaning to something that is turned at an angle to every single observable dimension.

Qyburn's notes make it clear that the body would only look like that if you actually turned all the higher-dimensional organs to align with the one of the ordinary axis, which he hastens to add would kill the subject messily if they were fortunate. If not the touch of the Far Realm would express in a far more obvious way in the 'dross of matter' and cause growths and witherings that cannot be anticipated.

The template by which Jeyne's current body was made is a work of genius, but it is not without its flaws. For one no one gifted with it shall ever be able to master arcane magic and the capacity to commune with the divine is limited to say the least. A deity would practically have to spend a portion of its might to enact a minor possession of such an individual to gift them with any of its powers.

Of greater note is the fact that an individual who takes up the pattern or is gifted it at birth cannot be reincarnated by divine will, which is by far the simplest means of escaping old age available to citizens of the Imperium. The forge in Gogossos could rebuild their bodies and transfer their souls, though not easily and not without risk. As Lady Saenena Caleris said, it is for the forge akin to a man trying to do complicated mathematical permutations in the grip of vertigo.

That said there are no quality of life issues noted, as Jeyne herself has shown in addition to the simulations. The training of such individuals should be, if anything, a touch easier than training arcane sages as the mind instinctively gropes towards psionic perceptions, what your githzerai allies call the First Enlightenment. The final noted process is not at this time compatible with the changes that are made to the Preatori, but then that had been a shot in the dark if ever there was one. It will take more time and more study to adapt such powers to those beyond the base human form.

Now the questions is which humans would you trust with the magics of the Far Realm?

[] Keep Psionic use for the Inquisition, a tool few others in the realm can match

[] One more string to the Scholarum's bow, elevate likely students who are proven to be loyal and reliable

[] Write in


OOC: Still busy with adding actions to the turn vote, but here are the psionic results.
 
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Of the Mind

Thirtieth Day of the Fifth Month 294 AC

It is with a shiver of lingering dread that you recall the first time you had witnessed the powers of the mind, most commonly called psionics in formal manner, a weapon in the hand of foes from beyond the farthest sphere, a magic that was not yours to master and would never be so. Worse, far worse, to know that than the strange forms that spin from sea to sky, the endless multiplicity of form which in the fullness of time you had learned to imitate, thanks to the legacy of the Valyrians and the aid of the Old Gods. In a sense, these subtle and terrible arts offered you a glimpse into the eye of one without the skill and the inclination for magic, the unreachable and ethereal, all the more perilous for being unknown.

Yet as with most boundaries in this world, there is more than one way to ford them...

An image of the human form yet not floats above the serpentstone crystal. Oh, as far as you can tell everything that should be there is where it belongs, the bones and muscles, the organs and the skin over it all, the delicate pathways of the mind that spin from the brain down into every corner of it, but there is also more. Organs that exist in more dimensions than three are nestled in the brain, endlessly repeating fractals of silver light go up and down the spine, if up and down have any meaning to something that is turned at an angle to every single observable dimension.

Qyburn's notes make it clear that the body would only look like that if you actually turned all the Higher-dimensional organs to align with the one of the ordinary axis, which he hastens to add would kill the subject messily, if they were fortunate. If not, the touch of the Far Realm would express in a far more obvious way in the 'dross of matter' and cause growths and witherings that cannot be anticipated.

The template by which Jeyne's current body was made is a work of genius, but it is not without its flaws. For one, no one gifted with it shall ever be able to master arcane magic and the capacity to commune with the divine is limited to say the least. A deity would practically have to spend a portion of its might to enact a minor possession of such an individual to gift them with any of its powers.

Of greater note is the fact that an individual who takes up the pattern or is gifted it at birth cannot be reincarnated by divine will, which is by far the simplest means of escaping old age available to citizens of the Imperium. The forge in Gogossos could rebuild their bodies and transfer their souls, though not easily and not without risk. As Lady Saenena Caleris explained, it is for the forge akin to a man trying to do complicated mathematical permutations in the grip of vertigo.

That said, there are no quality of life issues noted, as Jeyne herself has shown. In addition, the simulations and the training of such individuals should be, if anything, a touch easier than training arcane mages as the mind instinctively gropes towards psionic perceptions, what your githzherai allies call the First Enlightenment. As a final note, the process is not at this time compatible with the changes that are made to the Preatori, but then that had been a shot in the dark if ever there was one. It will take more time and more study to adapt such powers to those beyond the base human form.

Now the questions is which humans would you trust with the magics of the far realm.

[] Keep Psionic use for the inquisition, a tool few others in the realm can match

[] One more string to the Scholarum's bow, elevate likely students who are proven to be loyal and reliable

[] Write in


OOC: Still busy with adding actions to the urn vote, but here are the psionic results. Not yet edited.
Here's an edited version of the chapter, DP.

Neat way to separate psionic from magic, IMO. I also like the distinction made between them and normal people in not only how they cannot normally learn Arcane magic, but how removed they are from the Divine. That just goes to.show how aberrant Qyburn is that he has mastered both magic and psionics, but then again, he's about as far from Human as you can get nowadays.
 
@DragonParadox, regarding the Imperial Deity:
This commentary chain me-Azel is the single most detailed description mechanically we had.
That should be the end-point of that particular research. Once we can nest demi-planes into layers, we can use that to make a fake divine realm. The only other thing we would need to do is growing them a whole damn lot bigger then the spel allows to, but that's ultimately just a question of throwing enough deity juice at it.

This would also be the final step. We skipped a lot of the hard work by having Meraxas make the material itself.

The lore that got lost in a misunderstanding between DP and me is that Imperial Steel is a conceptual solid. It exists on the Prime Material, the Dreamscape and the Astral Plane, which is why it got integrated, unsurpressable Ghost Touch. It's also why it hurts Fey so much, as part of their resilience comes from them being creatures of stories and thus "suffering only flesh wounds" so to speak. Their nature blunts the damage of mundane weapons, but Imperial Steels metaphysical solidity leaves them no wiggle room.

That and the fact that it's highly magical makes it such a perfect conductor for energy. It makes also the perfect connector, due to being able to serve as a backbone for permanent constructs in the Dreamscape.

Heart Trees are done. We now just need to find a way to replicate their connection to each other with Imperial Steel. See the action directly above.

This has multiple dimensions:
1. Once the conduit research is done, we will use Dreamscaping to create "collectors" so to speak that accumulate power from rituals, thoughts, dreams and symphatethic actions.
2. Once we got conduit research done and have a network to build on, we could research wardings to start taking control of the dreamscape.
3. Collecting souls will likely require more dreamscaping, but it's hard to say right now. We definitely need the Stillborn God actually functional and the afterlife plane ready before we can really start working on the soul collection and reforging research.

Mind that this research should carry over to other highly-morphic planes, so we might also be able to do stuff in Limbo, the Astral or the Feywild with it.
The two actions present there are just general cost / effort reductions. Expect the work I've outlined above to be hard, expensive and eating up a lot of time and effort.

On another note: We should also look into getting a special Terminus built to allow people to physically enter the Dreamscape. The Inquisition could get a lot of mileage out of that, both for work and training.

We figured out by that action how the energy is created. The conduit research will allow us to direct it to somewhere (namely the demi-plane resting under the Imperial Palace). This research is what we will need to store and use the power.

Once we got a pool to work with, we'll also likely find additional things to research. It would, for example, be neat to have the ability to make spell-completion items directly from divine juice. Healing and buff potions. Pseudo-scrolls that can be used by anyone. Stuff like that. Would be really neat for our healthcare efforts if we can just store a Regeneration spell as a small, divine ember and ship it to wherever it is needed.

1. Redesign demi-plane to provide multiple layers:
-- 1. Entrance Area
-- 2. Afterlife
-- 3. Training Facilities
-- 4. Prison
-- 5. Admin Lounge
-- 6. Energy Storage
2. Lay conduits and establish energy collection infrastructure.
3. Dump a ton of energy into the storage to start powering everything.
4. Fight off a heavy assault by literally every enemy we ever made, either because they want to hijack our creation (Brass Bastard) or definitely do not want us to wield divine power (Tiamat, Others).
5. Press "START"
6. Hold a monologue about your plan.
7. Profit.

No, that's roughly the shape of it.
Pointing it out for you just in case.
Spell it out in more detail in the new system than just the RAs I wrote up, or don't, but read _through_ these comments.
The more they are understood, the less we have sudden needs to go and retcon stuff time and time again.
Thanks.


Also, as to the libraries:
The North
The Riverlands
The Vale
The Westerlands
The Stormlands
The Reach
The Crownlands
The Iron Islands -- Or just whatever Rodrik the Reader managed to collect
Dorne -- We already got their library, I'm just listing them for the sake of completeness
The Citadel -- Whatever the maesters didn't burn at least
Qarth
Lhazar
+ Wish'ing back the books destroyed by the Citadel
+ Lya taking every bit of lore and knowledge from the two captured and bookified Fey-lords, and putting it down on paper.

Just so we're done with books, and keeping track of those, for... however long it takes us to get an equally sized haul somewhere off-plane or from Valyria.
Hopefully ever.
 
[X] Keep Psionic use for the inquisition, a tool few others in the realm can match

I would rather keep psionics more closely controlled for now. With the Deep Ones remaining a significant enemy, it's nice to have the additional option available but if we make psionics too common, we risk compromising our ability to use the detection of them as a sign of enemy action. We also risk getting too many false positives, which could lower our people's readiness to respond when they are found.
 
[X] One more string to the Scholarum's bow, elevate likely students who are proven to be loyal and reliable

why would we keep psionics for the inquisiton. We need to spam psionic casters so we can have our own core of casters when the ithilid war happens.

limiting it to the inquisiton is pointless. There are spells that do basically the same sort of things that they need.

it seems to be decidedly sub optimal choice to limit it.
 
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