Everyone has capabilities that can easily bypass any kind of defense and can move around with at-will teleportation effects, so the whole concept of warfare should be non-existent while everyone points their nuke-equivalents at each other and dares the other side to cause the end of the world.
Except those that see the End as a desirable outcome.

Seriously, with that kind of primacy for offense over defence, combined with the number of either anti-existance factions (Bloodstone, Other, Daemons, part of the demons as well) or incredibly spiteful people (Red Dragon Empire comes to mind), there would be no planar or interplanar powers around anymore.

And that just doesn't seem like a desirable thing for any quest (the world ended 8 millenia before quest-start, nothing to be done).
So I prefer the wonkyness of these things not happening over them happening.

It would have been nice if we as the players had kept to the same gentlemen's agreement not to break the setting with easily available spells, but it seems that ship has sailed. I mean, our conquest of Westeros could be forgiven, they were never going to offer much resistance, but the attack on Ymeri has canonized the idea that all it takes is a superweapon and a sturdy ship to deliver it (or another hard-to-stop deliver mechanism), and then not even a goddess can stop you.
 
Nope. I begged DP to ban them. And then we found a functional Teleportation Circle in Dorne and that was that.

As for the settlements, why would they even be able to exist without protection of a greater power? If there is nothing and no one that can protect you from raiders, how long would it take for a steady stream of bandits coming to plunder it until nothing is left?
Settlements that are regularly raided cease to exist in short order. Or they get themselves a protector. In this case, that would be signing up with some power who can Teleport over enough firepower to make the pirats go splat.
Guess I misremembered that then, I thought they were something we slowly pushed into the setting and not something we just hadn't seen yet.

On the settlement bit, that's exactly what I'd expect to be happening constantly on the borders of major powers like the genies and would make for a great series of levers for them to use for their own imperialism.

The planes being infinite and having certain kinds of inhabitants who can just spontaneously arise from the environment would create an infinite area where little pocket groups could sit on local resource nodes and either grow powerful enough relative to their local environment to protect themselves from these tactics or get consumed by bigger fish without the whole system ever really collapsing.

It's not like we need to justify planar raiders existing literally everywhere, just in chaotic border regions that are constantly expanding into an infinite region of variably soft targets.
 
Except those that see the End as a desirable outcome.

Seriously, with that kind of primacy for offense over defence, combined with the number of either anti-existance factions (Bloodstone, Other, Daemons, part of the demons as well) or incredibly spiteful people (Red Dragon Empire comes to mind), there would be no planar or interplanar powers around anymore.

And that just doesn't seem like a desirable thing for any quest (the world ended 8 millenia before quest-start, nothing to be done).
So I prefer the wonkyness of these things not happening over them happening.

It would have been nice if we as the players had kept to the same gentlemen's agreement not to break the setting with easily available spells, but it seems that ship has sailed. I mean, our conquest of Westeros could be forgiven, they were never going to offer much resistance, but the attack on Ymeri has canonized the idea that all it takes is a superweapon and a sturdy ship to deliver it (or another hard-to-stop deliver mechanism), and then not even a goddess can stop you.
Ymeri was explicitly a god empowering a delivery platform to withstand a god attacking it.

And... yeah... nothing should be able to exist outside the protection of an active divine-grade actor, as their high-level agents can trivially flatten anything in their path.
Guess I misremembered that then, I thought they were something we slowly pushed into the setting and not something we just hadn't seen yet.

On the settlement bit, that's exactly what I'd expect to be happening constantly on the borders of major powers like the genies and would make for a great series of levers for them to use for their own imperialism.

The planes being infinite and having certain kinds of inhabitants who can just spontaneously arise from the environment would create an infinite area where little pocket groups could sit on local resource nodes and either grow powerful enough relative to their local environment to protect themselves from these tactics or get consumed by bigger fish without the whole system ever really collapsing.

It's not like we need to justify planar raiders existing literally everywhere, just in chaotic border regions that are constantly expanding into an infinite region of variably soft targets.
Now you are implicitly spawning infinite people and resources all the time. That makes things even worse, just for the sake of having a few low-level pirates.
 
Now you are implicitly spawning infinite people and resources all the time. That makes things even worse, just for the sake of having a few low-level pirates.
I don't care about the pirates, just resolving the world building issue. I'm all for the cleanest solution to the problem we can make fit with what's happened on screen already, including just getting rid of them.

We've already had them show up at least a few times before, so we need at minimum a justification for why those specific people existed.
 
I don't care about the pirates, just resolving the world building issue. I'm all for the cleanest solution to the problem we can make fit with what's happened on screen already, including just getting rid of them.

We've already had them show up at least a few times before, so we need at minimum a justification for why those specific people existed.
Not really going to happen.

You could argue that the Salamanders revolting opened a brief window of opportunity for pirates, but then the question shifts back to how the Salamanders could revolt. If they can't defend themselves from pirates, then how could they survive more than 10 minutes against an irate Sultan sending some actual troops to Teleport over?

That's the issue when the ability to project power is so comically outsized. The Salamander rebellion should have gone over exactly as well as the Westeros campaign went for Tywin.

This is the whole problem. Westeros shows how high-magic eradicates any notion of warfare, with the sole question becoming who has more magic-nukes and can deliver them faster. We could invent actual nuclear weapons next turn and it would not throw the worldbuilding any more out of whack than it already is. Especially not since Lanna could cast 9th level spells. That pretty much means that the Warlocks of Qarth should also be that powerful (they had millenia to learn after all) and it makes you wonder why they didn't build an empire with their ability to trivially remove cities from the map.
 
Not really going to happen.

You could argue that the Salamanders revolting opened a brief window of opportunity for pirates, but then the question shifts back to how the Salamanders could revolt. If they can't defend themselves from pirates, then how could they survive more than 10 minutes against an irate Sultan sending some actual troops to Teleport over?

That's the issue when the ability to project power is so comically outsized. The Salamander rebellion should have gone over exactly as well as the Westeros campaign went for Tywin.

This is the whole problem. Westeros shows how high-magic eradicates any notion of warfare, with the sole question becoming who has more magic-nukes and can deliver them faster. We could invent actual nuclear weapons next turn and it would not throw the worldbuilding any more out of whack than it already is. Especially not since Lanna could cast 9th level spells. That pretty much means that the Warlocks of Qarth should also be that powerful (they had millenia to learn after all) and it makes you wonder why they didn't build an empire with their ability to trivially remove cities from the map.
Then maybe we should just consider asking DP to retcon the teleport circle in dorne and "discover" some highly unfortunate consequence for abusing demiplane the way we were on a routine basis. It's a bit of the contortion, but it'd let us duck around this problem.

Hell, maybe we don't even need a retcon. We could fluff it as logistically significant teleportation and demiplane abuse being viable pre breaking, but that in its aftermath persistent connections of this type tend to explode with demons/far realms juice/void taint with prolonged use due to the damage done effecting how the planes interact.

That would also explain why Viserys legitimately thought a teleport network would be a thing; he just dug deep into the dragon dreams and got caught in the ages of familiarity with the concept.

Something to that effect would also flesh out the particulars of the various disasters the inner planar powers/empire of the dawn were facing during the breaking too, which would be nice.

edit: dropped a word
 
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Then maybe we should just consider asking DP to retcon the teleport circle in dorne and "discover" some highly unfortunate consequence for abusing demiplane the way we were on a routine basis. It's a bit of the contortion, but it'd let us duck around this problem.

Hell, maybe we don't even need a retcon. We could fluff it as logistically significant teleportation and demiplane abuse being viable pre breaking, but that in its aftermath persistent connections of this type tend to explode with demons/far realms juice/void taint with prolonged use due to the damage done effecting how the planes interact.

That would also explain why Viserys legitimately thought a teleport network would be a thing; he just dug deep into the dragon dreams and got caught in the ages of familiarity with the concept.

Something to that effect would also flesh out the particulars of the various disasters the inner planar powers/empire of the dawn were facing during the breaking too, which would be nice.

edit: dropped a word
That doesn't solve anything though. Teleporting Outsiders are still a thing and so is the Terminus. Those things keep working and they keep having the same effects on the world.

Edit: To be clear. The issue is D&D itself. This is the Typpiverse Problem and nothing else. The one thing we don't have is spell-traps generating infinite food, so the periphery still has a reason to exist in the first place, but it solely exists to serve the central hub that provides protection through nuclear deterrence.

Edit2: And if you go as far as eliminating all mortal forms of teleportation and divination, then you just turn the entire Prime Material into a colony for Outsiders who have these abilities innately. The cancer is Teleportation, Divination and overpowered magic in general. Even ECL 6 doesn't fix that, though it makes it easier to ignore if you keep the Planes largely off-screen and implicitly nerf their abilities.

Edit3: I mean, I recall a time when people promoted the idea of just recruiting the infinite legions of the Upper Planes to fight the Long Night for us, before the whole reveal of how these planes are screwed. Likewise, the whole idea with contacting the Gith was so that they can remove the Illithid for us.
 
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Part MMMDCCLXXXIV: Year 294 AC/Year 1 IC Third Quarter
Year 294 AC/Year 1 IC Third Quarter

Each Ministry has three (3) Actions available:

Ministry of Administration

Concerned with the smooth functioning of the state and the day to day tasks of governance the Ministry of Administration is perhaps the broadest in its remit to see the wheels of empire turn. Generally speaking actions by the Ministry of Administration is seen well by all but the most factious local elites as it is concerned more with the spreading of funds than with the gathering of taxes or the enforcing of norms of the state. On the other hand the local populace might resist if the action causes economic disruption as they have less of a buffer than the wealthy and titled.

[] Organize Elections: Though it is the obligation of the local nobility to organize the elections for the Vox, that does not mean the state cannot help. This action is likely to be welcomed by lords who favor the implementation of Imperial Law and be seen more hesitantly by those lords who are liable to see it as a Imposition
-[] Write in up to two neighboring Dukedoms

DC: 5

[] Settle Land Disputes: The bane of many a westerosi king and far more smallfolk land disputes are fortunately not likely to be a problem at the Ducal level and most likely not at the county level either, but the lower you go the more tangled it gets with barons waving around decisions given to their ancestors not just by the Dragon Kings, but also by the Old Crowns before Aegon first set foot on Westerosi shores . Of the knights it is best not to speak of least we wake the quarrels beast with a thousand heads
-[] The Reach
-[] The Westerlands
-[] The Riverlands


DC: 10

[] Survey of Marginal lands: There are in every province of the realm, even in those parts of the Reach that have been tilled for long ages beyond the span of history lands that have a lord but no owner to see to them, ones that are too poor, too stony, too parched or too prone to flooding. In the case of the Vale there are lands that were seen as too Imperiled by their endless war. A proper accounting of these lands will be of great use in deciding which can be made fertile by magic or put to some other use. While no lords will object to such a survey there will come an expectation that something is to be done with them soon
-[] Write in up to two neighboring Dukedoms

DC: 30/60

[] Build up colonial administration: There are in the Imperium lands where the availability of trained manpower lags behind physical infrastructure, this could be due to physical isolation, perceived physical danger or something as simple as a lack of a widely spoken common language
-[] Naath
-[] Stony Shore
-[] Sallosh

DC: Automatic

[] Raise a Trade City with a Harbor near the Twins and expanding the harbor at Saltpans: This will vastly extend the reach of trade in the Riverlands, finally creating a city that by all rights should have been there for centuries, if not for the fractious Riverlords and the wars that so often flowed over the land

DC: Automatic

Ministry of Diplomacy

Concerned with the outward facing affairs of the Empire the Ministry of Diplomacy is everything from the open hand of friendship to the velvet glove into which the steel fist of the inquisition can slip into. It allows one to prepare provinces for assimilation destabilize foes and give economic or arcane aid to allies

[] Share Arcane Lore with the Genie Realms: While there have been many transcriptions of libraries and brief exchanges of experts with the djinn and the shaitan, none of them have taken a holistic approach to the lore of the Garden such as you have been able to rediscover and by the same token your acquisition of genie lore has been just as piecemeal. All that can change with a concerted academic and diplomatic effort to spread the lore that has been deemed acceptable to do so
-[] The Peerless Empire
-[] The Domain of the Djinn


DC: 20

[] Eyes in the South: The coronation has made a good beginning towards vassalizing one of the realms of the Summer Islands at least, though a combination of gifts, favorable trade deals and personal connections you can come closer to drawing the islands into the Imperial Sphere

DC: 50

[] Normalizing Relations: you do not have any diplomatic presence in the last two great Free Cities not under your control Qohor and Norvos, however given the economic and military might you can bring to bear it should be possible to change that and prevent the situation in either city from decaying further. Given the nature of Qohor's decay however it has been judged to be by far the most perilous
-[] Qohor
-[] Norvos


DC: ???/25

[] City at the Gates of the World: The Warlocks of the House of the Undying have promised you Qarth, but not all of its lands will fall simply because that ancient order wills it so. Further efforts among its secular and military elite would allow for a smoother transition.

DC: 38

[] Lord of Grim Carcosa: There is in the city of Carcosa at the edge of what could be counted part of Yi Ti at its height a sorcerer lord who claims to be the last of the Yellow Dynasty and true emperor of the Golden Empire. Though his reputation is grim indeed, you have dealt in peace with such despots before and you know better than most that reputation can be deceiving

DC: ???

[] Trade with the Dead: Not all of Sarnor has bent the knee to the Imperium, and those who have not are among the most wealthy and the most skilled of the scions of the Dead lands. Seeing what they are and what they are not willing to trade and for what price could be of great use not only to Imperial coffers, but also to the libraries and lore vaults of the throne. It is of course useful that many of their fellow Sarnori are Imperial Citizens... though it is less helpful that they are of other ages in a history strewn with war as much as with alliance and friendship.

DC: 35

[] Navigating the Broken Realm: Even in the midst of civil war Yi Ti is a land rich in opportunities for trade, though the political and cultural midfield of its present conditions means that it would behoove the ministry to look into how to trade with one side or the other without giving offense or having to take poor deals
-[] Orange 'Empire'
-[] Azure Throne in Yin

DC: 10/33

[] Formian Trade: Your relations with the Formian Hive which was the principal ally of the Lannisters are chilly to say the least, but you are not at war and trade could still be of mutual aid

DC: 65

[] Princedoms of Flame: You are vanishingly unlikely to actually make a profit from trade with the princedoms of the Salamanders, caught as they are on the front line of the war of the Three Spheres and any goods will make your way to your markets eventually though genie middlemen, but in trading with them directly you might be able to prop them up against the Efreeti more, by giving them access to markets and resources they did not have before

DC: 56

Ministry of Education

Perhaps the most novel of all the arms of the Imperium, more so than even that ministry which concerns itself with arcane matters. After all in far off Yi Ti there are yet ministers concerned with regulating the arcane, but in no earthly realm you know is there a branch of the government that is concerned with educating the populace on mass, which might say something for the state of the world

[] Traveling Tutors: East and West the span of the Imperium is vast and outside the cities and trade towns there is yet little change to be seen for how people learn. Magic is a thing of distant wonder, or ominous rumor, the strange sages which people the streets of Sorcerer's Deep, of Volantis, Braavos, Lys or Mantarys might as well be tales from the Age of Dawn. Yet the building of schools and the training to teachers will not be an easy task. So instead Minister Veda proposes setting up a stopgap of sort, a way to clear the way for wide scale schooling, traveling tutors who set up to teach in the off season, when most of the cops are in the ground and there is no need to do much work in the fields. This is different from region to region of course, but if properly administered there should always be work for such teachers. The combination of voluntary admission and teaching skills of practical use should hopefully make the project seem more a boon than a burden to local communities
-[] Write in up to two neighboring Duchies (Westeros is not eligible until A Common Tongue succeeds)

DC: 33 (Slight increase in the level of education in rural areas; greater acceptance for the concept of Education)

[] A Common Tongue: With the Order of Maesters monopolizing most of the learned scholars of the Seven Kingdoms and the faith taking in the few who remained there are actually comparatively few people who both speak the Common Tongue of Westeros and are qualified to teach worthwhile skills. It thus behooves the ministry to Education to Teach the teachers, whether that means taking those who only speak the Valyrian Trade tongues and offer a study of Common, or to offer scholarships to literate Westerosi in a simple common curriculum that would then allow them to impart these skills

DC: 20

[] True Speech Presses: Having access to educational material that is automatically understood by speakers of any tongue, even by those who are not literate is obviously of great use in education so the ministry proposes setting these up in many of the major cities outside the capital. While this would allow far swifter dissemination of the information it would also make it likely that the arcane technology will fall into the hands of private actors as the number of 'mage-scribes', the technicians actually running the presses, increases exponentially

DC: Automatic (Grants a bonus to many future Education and Public Information programs);

[] Noble Studies: Encourage the nobles of the Imperium great and small to send their children for some form of higher education, preferably one that would make them more skilled at their administrative tasks in the future... or which would draw them towards other fields of advancement Either a more competent noble administration to one that would fall into the care of the bureaucracy by default suits the throne

DC: 60

[] Exra-planar Experts: It is a fact widely agreed that among the Spheres there are many with skills that are lacking in this world under the sun, but where making use of those skills directly will forever leave us bound to the teachings of immortals, bidding them to teach these skills will allow us to stand on the stage as them in the fullness of time. Thus may the pinnacle of imperial scholarship be sharpened

DC: 75

Ministry of Health

Likely to be the ministry which will face the least resistance from citizenry and elites alike the Ministry of Health will nonetheless have to chart a difficult path for the same reason setting up as a healer in Braavosi four years ago involved having to turn away a several year old dead body, people are going to expect miracles, more of them than can be provided.

[] Clearing Flea Bottom: King's Landing is the largest city west of the Narrow Sea, it is also what could be considered a centuries long sanitation crises that king after king has failed to see to. See it set to rights as swiftly and thoroughly as can be managed

DC: 40

[] Providing basic training: The means to prevent infection are far more accessible than the means to treat them. Spread the information about boiling and cleaning with alcohol as far and as fast as you can. In the latter case at lest the maesters have laid some of the ground work. Even beyond that a single phoenix can fly far in a day and by its very nature incline local healers to listen and so might other heralds of the state.
-[] Write in two neighboring Duchies

DC: 38

[] Distilling and soap making: In the absence of greater alchemical production, put the organizational efforts of the state into providing soap, alcohol and other easy to make, easy to transport medical supplies

DC: 20

[] Build Halls of Healing: Constructing a proper complex to serve a city or several is by now not a new endeavor for Imperial contractors. That said finding healers who speak the language or training up locals will take time
-[] Write in three cities

DC: Automatic

[] Improve Sanitation: No city in Westeros does as poorly as poorly as King's Landing when it comes to sanitation, but all of them could stand to do better which would improve the health and the mood of their citizenry.
-[] Write in two cities (King's Landing not eligibile)

DC: Automatic

Ministry of Information

If the Ministry of Education forms up the opinions of the next generation than the Ministry of Information is much more concerned with the opinions of the present and insuring that they are both factual where fact is needed and favorably inclined to imperial interest when that is required. The two of course often coincide.

[] Local Papers: The Imperial Times is all well and good to be the voice of the Imperium as a whole but as the realm expands there is room of papers which speak to the concern of each city, east or West and which bring the citizens news closer to their own world views
-[] Write in up to three cities

DC: 18

[] Monster Manual: Among the first numbers of the Imperial times was a warning as to the various dangerous sorts of beings and spirits, from fiends and fey to the creations of the Deep Ones. The Ministry proposed compiling this in far greater detail for the use of local law enforcement as well as concerned citizens

DC: 30

[] Recruitment Drive: The legion and the airforce could always use more recruits, over the next several months you can put the efforts of the ministry towards ensuring they get those recruits

DC: Automatic

[] Imperial Festivals: Pastoral festivals are at the heart of many rural communities, encouraging trade and spreading news of the wider world. Creating new ones, or giving a new face to the old would go a long way to making the Imperium seem less foreign and threatening to people across the realm

DC: 35

[] Fey Helpers: The fey thrive on stories, the fey are stories and these days many are without court or troupe, without purpose so then why not give them one in service of the crown? Thus may the charisma and allure of the deathless spirits be put to good use.
-[] Wild Fey
-[] Bright Fey


DC: 20/60

[] More than Toys: The figurines handed out during the Tourney of Sorcerer's Deep have already traveled from one end of the world to the other. Silver Serpent Sailors have found them as far as Ibb and Nefer. In many places the finely forged steel have been placed in the curio cabinets of nobles, while in cities closer to hand one can sill find them in the hands of children of all ages playing games simple and complex. It is clear they have resonated with people in ways the written word alone cannot do, so the ministry proposes that we make more of them, targeted to local stories and sensibilities these could go a long way to bring Imperial values literally into people's hands

DC: 16

Ministry of Justice

The administrative branch of Imperial law and perhaps its softest touch, while one could not call an intervention by the Ministry of Justice diplomatic it is certainly more concerned with being precise and respecting all details and specificity of the law than either military or Inquisition involvement is likely to be.

[] Bring Imperial Law to the Western Provinces: The crown currently formally reigns over Westeros, and formal is the right word for it, the only power one can be said to expert is though the old feudal contracts, which is so inadequate one hesitates to mention it in. As for the law of the Seven Kingdoms, suffice to say that the last major influence upon it was the late and unlamented Tywin Hill.
-[] King's Landing, Greyport (DC 30)
-[] Whiteharbor, Gulltown, Saltpans, Oldtown, Sunspear (DC Automatic)
-[] Highgarden, Gates of the Moon, Bloody Gate, Crakehall, Riverrun (DC 5)
-[] Twins, Moat Cailin, mouth of the Mander, mouth of the Salmonwater, Dragonstone, Driftmark (DC Automatic)
-[] Control of centers of production such as important mines and major agricultural areas, to ensure proper taxation and protection of commerce (2 Actions Needed DC 30)

[] Bring an Area under full Imperial law
: After finishing with the major cities and areas of great economic Import the law may be brought to even those most distant corners of the former Seven Kingdoms
-[] Westerlands & Iron Islands
-[] Western Reach
-[] Eastern Reach
-[] Crownlands
-[] Stormlands
-[] Dorne
-[] Riverlands
-[] Vale
-[] North


DC: 50 (Decreases if the Preliminary action in the area is taken)

Ministry Of Public Works

If the Ministry of Taxation is about gathering the wealth of the realm for the Imperial Treasury than the Ministry to Public Works is just as enthusiastic in spending it... and it is also quite skilled in ensuring that it is spent most prudently and honestly. Most Lords will welcome a public works project with open arms and even those who might grumble will do so quietly, for it usually comes with high paying jobs for the citizenry at large

[] Upgrade the Kingsroad to Imperial Standard and Building Arterial Roads in the North and Dorne: The Kingsroad is the finest road in all of Westeros, built at great expense of coin and political capital by one of the realm's most celebrated kings, it is also by Imperial Standards, subpar, needing urgent renovations and extension. Worse still, the North and the Vale lack a robust road network to feed into it, the former because of its lack of wealth and population and the latter because of its long feud with the Hill-tribes, making internal trade a dangerous proposition

DC: 10

[] Build up the road Networks in Dorne: Long has Dorne endured as a kingdom apart, in no small part due to the combination of its harsh climate and the scarcity of roads that actually cross the desert expanses. The defenses that served it so well in the past are not hindrances to its property and growth

DC: 17

[] Raise a Trade City with a Harbor near the Twins and expanding the harbor at Saltpans: This will vastly extend the reach of trade in the Riverlands, finally creating a city that by all rights should have been there for centuries, if not for the fractious Riverlords and the wars that so often flowed over the land

DC: Automatic

[] Making Tracks useful for train service: With only a bit more ingenuity one can craft a means to carry cargo across land far more effective than any beast of burden. the time has come to prepare the roads of the Imperium for it.

DC: Automatic

[] Clearing Flea Bottom: King's Landing is the largest city west of the Narrow Sea, it is also what could be considered a centuries long sanitation crises that king after king has failed to see to. See it set to rights as swiftly and thoroughly as can be managed

DC: 40

[] Improve Sanitation: No city in Westeros does as poorly as poorly as King's Landing when it comes to sanitation, but all of them could stand to do better which would improve the health and the mood of their citizenry.
-[] Write in two cities (King's Landing not eligibile)

[] Rowdy Entertainment:
The Circle of Battle has shown its worth time and again in, bringing cheers from the crowds and drawing heroes and champions to Imperial service. The same could be done in other cities, always taking into account local preferences, jousting in Oldtown or Gulltown for instance, the melee in white harbor
-[] Write in up to three cities

DC: 25

Ministry of Magic

Dealing not with the esoteric aspects of the arcane, which falls to the researchers, not with the organization of mages which is the task of the Scholarum the Ministry of magic is instead the means by which large scale magical projects are organized. Its remit it broad in aiding the other ministries in tasks that would otherwise be too complex or too long.

[] Create new Scholarum Branchess: Several new Branches of the Scholarum have been promised in open Curia session, and more to the point several of them are needed in the western provinces where magic is still viewed with suspicion and the remains of many shattered organizations, from the mages of the Faith, to the fey to the Golden Shields and the maesters still linger
[] Write in two Scholarum branches (promises here)

[] Aid in imposing Imperial Law: Match an Imperial law action one for one allowing it to have double action, making available enchantments, rituals, and flesh forged servitors fit for purpose

DC: Same as Base Action

[] Spread low magic rituals to Westeros: You have rituals that can do much hat a trained Scholarum mage could, from healing the sick to finding truth to predicting the weather. Surely there are many in what was the Seven Kingdoms who wish to know and make use of this lore if they are but taught

DC: 55

[] Spread arcane crops and trees: From the duskwood of the shadow fey to the flame clove and the restful birch and many more, there are a variety of magical plants that could be spread across the realm, east and west of the Narrow Sea benefiting from the diverse climate and aiding the local economies
-[] Write in plant and area

DC: Varies

Ministry of Taxation

This ministry likely would not have been liked even before you named a devil minister, now it at least has the distinction of being feared. Still given the sheer mare's nest that is jokingly called 'Westerosi Tax Law' they are at least likely to be thanked for the virtue of clarity.

[] Give Tax breaks for struggling areas: Between the existing development problems of many kingdoms and the reorganization there are some areas of Westeros, particularly the ones under new lords, which could use a break from taxation , but this shall have to be done carefully lest it seems like blatant favoritism
-[] Write in 'Kingdom'

DC 5-20

[] Help with setting up local taxes: The Impeiral Tax code allows for certain local taxes, so long as they are reasonable and not an impediment to trade, however the standard of what that means will not be imediatly obvious to every lord or lady. Better to help smooth that out now than see the matters come to court later
-[] Write in two neighboring Feudal Duchies (Dorne does not need the help)

DC: 22

Ethereal Taxes: Fey do not measure wealth as mortals do, a new song can be worth as much as a pot of gold, a story as valuable as a palace built in a night and gone by next moonrise. It is unlikely that the fey of the former Court of Stars will be as organized as the Orphne after their association with the Iron Bank, but still taxed them must be

DC 75

[] Apply Pressure: The lords can be motivated to do their duties by the census though less gentle means at need, reminding them that their wealth must be taxed and it is the ministry to decides that taxation

DC: 50

Ministry of Trade

Concerned with the development of the economy and preparing the realm for the vast changes that an age of Sorcery will bring the Ministry to Trade is welcomed by those who see this as an opportunity and looked upon wearily by those who depend on old ways of doing things and old connections.

[] Economical Estimates: To prepare for changes one must first understand the status quo and taxation censuses, even once done, are not the same as trade ledgers so the ministry will have to do the job on its own. Fortunately with the help of the House of Mirrors and some statistical estimation it should be possible to get the answers you need much faster for the whole of Westeros

DC: Automatic

[] Supply and Demand: Thanks to the policies of the Iron Throne, such as they were and what there was of them, many lords indicate they have grown harvests much larger than they can sell locally, see to it that everything gets to market and that the next harvests to go in the ground are more likely to fit conditions on the ground. The combination of minor lords thinking they know best and movement of population towards the cities is unfortunately going to make the calculus quite difficult

DC: 40

[] Better Herds: Hard as it is to change the infrastructure of a whole continent there is one sort of infrastructure that grows itself if given the right conditions, herds of beasts which can be safely driven to market
-[] Write in two neighboring Duchies

DC: 15

[] Using Canals: All well and good to carve out canals, but the infrastructure is useless without the people pole along the barges or better yet steam engines to do the job much faster. Setting up a system by which a newly built canal can take advantage of both would be of great use

DC: 3/33 ()

[] Venturer Connection: Work with the Vendurer's guild of Myr and those explorers who have already made long excursions into the Interior of Sothoryos in order to expand a true trade network into the Interior. While the volume of trade will necessarily stay small the value cannot be measured by weight alone

DC: 70

Ministry of War

The Ministry of War is in charge of the administrative aspects of deploying the Imperial Armed forces, it could just as easily be called the Ministry to Logistics and is often the middleman when the military is used internally. When used in law-enforcement capacity it is often irritating to the populace and when used to speed infrastructure construction it may lead to loss of efficiency and perhaps even a greater level of graft and corruption than the Ministry to Public Works in like capacity. Other than actions with directly impact the ministry its actions are necessarily turning a sworn into a tool

[] Build Airbases: It has been pledged in Open Curia that airbases would be built all over Westeros and Essos, providing protection to the realm and also economic aid growth to some of the more isolated parts of the realm
[] Write in Up to Five Airbases (list of Promised airbases here)

[] Upgrade the King's road to Imperial Standard and Building Arterial Roads in the North and Dorne: The King's Road is the finest road in all of Westeros, built at great expense of coin and political capital by one of the realm's most celebrated kings, it is also by Imperial Standards, subpar, needing urgent renovations and extension. Worse still the North and the Vale lack a robust road network to feed into it, the former because of its lack of wealth and population and the latter because of its long feud with the Hill-tribes, making trade internal a dangerous proposition

DC: 25

[] Build up the road Networks in Dorne: Long has Dorne endured as a kingdom apart, in no small part due to the combination of its harsh climate and the scarcity of roads that actually cross the desert expanses. The defenses that served it so well in the past are not hindrances to its property and growth

DC: 17

[] Bring Imperial Law to the Western Provinces: The crown currently formally reigns over Westeros, and formal is the right word for it, the only power one can be said to expert is though the old feudal contracts, which is so inadequate one hesitates to mention it in. As for the law of the Seven Kingdoms, suffice to say that the last major influence upon it was the late and unlamnted Tywin Hill.
-[] King's Landing, Greyport (DC 30)
-[] Whiteharbor, Gulltown, Saltpans, Oldtown, Sunspear (DC Automatic)
-[] Highgarden, Gates of the Moon, Bloody Gate, Crakehall, Riverrun (DC 5)
-[] Twins, Moat Cailin, mouth of the Mander, mouth of the Salmonwater, Dragonstone, Driftmark (DC Automatic)
-[] Control of centers of production such as important mines and major agricultural areas, to ensure proper taxation and protection of commerce (2 Actions Needed DC 30)

[] Bring an Area under full imperial law
: After finishing with the major cities and areas of great economic Import the law may be brought to even those most distant corners of the former Seven Kingdoms
-[] Westerlands & Iron Islands
-[] Western Reach
-[] Eastern Reach
-[] Crownlands
-[] Stormlands
-[] Dorne
-[] Riverlands
-[] Vale
-[] North


DC: 50 (Decreases if the Preliminary action in the area is taken)

The Inquisition

Three (3) Actions + One (1) from Lord Inquisitor Brynden Rivers

The eyes of the Imperium, the whisper in the ear of friends and at need the dagger in the back of foes. The Inquisition is unlikely to be seen well by the elites who are concerned with spies in 'their domain' though the common citizenry is likely to be far less worried, thinking that they are far below the eye of the throne or even welcoming central oversight on the local rulers.

[] Bring Imperial Law to the Western Provinces: The crown currently formally reigns over Westeros, and formal is the right word for it, the only power one can be said to expert is though the old feudal contracts, which is so inadequate one hesitates to mention it in. As for the law of the Seven Kingdoms, suffice to say that the last major influence upon it was the late and unlamented Tywin Hill.
-[] King's Landing, Greyport (DC 30)
-[] Whiteharbor, Gulltown, Saltpans, Oldtown, Sunspear (DC Automatic)
-[] Highgarden, Gates of the Moon, Bloody Gate, Crakehall, Riverrun (DC 5)
-[] Twins, Moat Cailin, mouth of the Mander, mouth of the Salmonwater, Dragonstone, Driftmark (DC Automatic)
-[] Control of centers of production such as important mines and major agricultural areas, to ensure proper taxation and protection of commerce (2 Actions Needed DC 30)

[] Bring an Area under full Imperial law
: After finishing with the major cities and areas of great economic Import the law may be brought to even those most distant corners of the former Seven Kingdoms
-[] Westerlands & Iron Islands
-[] Western Reach
-[] Eastern Reach
-[] Crownlands
-[] Stormlands
-[] Dorne
-[] Riverlands
-[] Vale
-[] North


DC: Automatic (Decreases if the Preliminary action in the area is taken)

[] Apply Pressure: The lords can be motivated to do their duties by the census though less gentle means at need, reminding them that their wealth must be taxed and it is the ministry to decides that taxation

DC: 50

[] Deal with the Brotherhood of Huor: Heretics they may be but the Lord of the Golden Tooth is likely to handle them less gently than might be done under the strictest interpretation of Imperial Law and on the other hand there might be something more insidious to them than meets the eye.

DC: 8

[] Integrate Psionics: With the availability of Psionics to the Inquisition comes the task of deciding who will be granted those powers and in what form. After all the most trusted of its members are also the ones who can be least missed for retraining

DC: Automatic

Research

Three (3) Actions + Two (2) Actions for the Flesh-forges of Lys and Gogososs

[] 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.

DC: 15/45 (Reistance and Immunity respectively)

[] Runic Wards: Create protections not unlike the ancient keeps of Westeros for major Imperial infrastructure

DC: 55

[] 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.

DC: 90

[] Dreamshaping Cost Reduction and Hardening: Shaping the dream is technically possible, it is also ruinously expansive with current methods. That can change with more studies. Still there isn't much point is creating dreamlands infrastructure if the denizens can tear it down with ease. Work on hardening the construction.

DC: 70

[] 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".

DC: 25

[] 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.

DC: 30

[] Create a Fire Elemental Forge: You have the divine alliances and you have the lore and the power to do onto fire as you have done onto water so that you may call fire elemental in service of the Imperium

DC: 20

[] Further improvements in 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.
-[ ] 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).
-[-] 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.) -

DC 33

[] 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.
-[] 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]

DC: Automatic

[] 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.

DC 15 (For the Base Arbiter; all other projects lockedpending the completion of lower tiers)

OOC: The DCs, yes, they are straight d100. I thought it would be better to start the new system with a clean slate so you can accumulate bonuses from here on out.
 
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Since I bitched so much again today, I feel obligated:

[X] Plan Promises and Loose Ends

-[X] Censor - 1 Action
--[X] City at the Gates of the World

-[X] Ministry of Administration - 3 Actions
--[X] Survey of Marginal Lands
---[X] Verdant Vale, Runestone
--[X] Build up colonial administration
---[X] Sallosh
--[X] Raise a Trade City with a Harbor near the Twins and expanding the harbor at Saltpans

-[X] Ministry of Diplomacy - 3 Actions
--[X] Eyes in the South
--[X] Normalizing Relations
---[X] Norvos
--[X] Trade with the Dead

-[X] Ministry of Education - 3 Actions
--[X] A Common Tongue
--[X] True Speech Presses
--[X] Noble Studies

-[X] Ministry of Health - 3 Actions
--[X] Clearing Flea Bottom
--[X] Distlling and Soap Making
--[X] Build Halls of Healing
---[X] Kings Landing, Oldtown, Greyport

-[X] Ministry of Information - 3 Actions
--[X] Local Papers
---[X] Kings Landing, Braavos, Volantis
--[X] Fey Helpers
---[X] Wild Fey
--[X] More than Toys

-[X] Ministry of Justice - 3 Actions
--[X] Bring Imperial Law to the Western Provinces
---[X] King's Landing, Greyport
---[X] Twins, Moat Cailin, mouth of the Mander, mouth of the Salmonwater, Dragonstone, Driftmark
---[X] Whiteharbor, Gulltown, Saltpans, Oldtown, Sunspear

-[X] Ministry of Public Works - 3 Actions
--[X] Upgrade the Kingsroad to Imperial Standard and Building Arterial Roads in the North and Dorne
--[X] Making Tracks useful for train service
---[X] Stepstones, Disputed Lands
--[X] Rowdy Entertainment
---[X] Kings Landing, Greyport, Oldtown

-[X] Ministry of Magic - 3 Actions
--[X] Create new Scholarum Branchess
---[X] Kings Landing, Greyport
---[X] Gulltown, Saltpans
--[X] Fey Helpers
---[X] Bright Fey

-[X] Ministry of Taxation - 3 Actions
--[X] Help with setting up local taxes
---[X] Verdant Vale, Runestone
---[X] The Forks, Greater Darry
--[X] Ethereal Taxes

-[X] Ministry of Trade - 3 Actions
--[X] Economical Estimates
--[X] Supply and Demand
--[X] Using Canals
---[X] The Forks, Greater Darry

-[X] Ministry of War - 3 Actions
--[X] Build Airbases
---[X] Bear Isle, Skagos, Morrogos, Morosh, Ar Noy
---[X] Casterly Rock, Harrenhall, Eyri, The Arbor, Volantis
--[X] Deploy Troops for Invasion
---[X] Qohor

-[X] The Inquisitiuon - 4 Actions
--[X] Bring Imperial Law to the Western Provinces
---[X] Highgarden, Gates of the Moon, Bloody Gate, Crakehall, Riverrun
--[X] Deal with the Brotherhood of Huor
--[X] Integrate Psionics
--[X] Continue operations in Slavers Bay

-[X] Research - 5 Actions
--[X] Runic Wards
--[X] The Bulwark of North
--[X] Forging Paths of the Divine
--[X] Further improvements in permeable Force Effects - Tier 2
--[X] Tireless Steel, by Sorcery Moved - Warlord Pattern armor


@DragonParadox, I used one Minitry of Magic action for herding Fey, since it seems sensible for them to able to do that too.
 
Since I bitched so much again today, I feel obligated:

[X] Plan Promises and Loose Ends

-[X] Censor - 1 Action
--[X] City at the Gates of the World

-[X] Ministry of Administration - 3 Actions
--[X] Survey of Marginal Lands
---[X] Verdant Vale, Runestone
--[X] Build up colonial administration
---[X] Sallosh
--[X] Raise a Trade City with a Harbor near the Twins and expanding the harbor at Saltpans

-[X] Ministry of Diplomacy - 3 Actions
--[X] Eyes in the South
--[X] Normalizing Relations
---[X] Norvos
--[X] Trade with the Dead

-[X] Ministry of Education - 3 Actions
--[X] A Common Tongue
--[X] True Speech Presses
--[X] Noble Studies

-[X] Ministry of Health - 3 Actions
--[X] Clearing Flea Bottom
--[X] Distlling and Soap Making
--[X] Build Halls of Healing
---[X] Kings Landing, Oldtown, Greyport

-[X] Ministry of Information - 3 Actions
--[X] Local Papers
---[X] Kings Landing, Braavos, Volantis
--[X] Fey Helpers
---[X] Wild Fey
--[X] More than Toys

-[X] Ministry of Justice - 3 Actions
--[X] Bring Imperial Law to the Western Provinces
---[X] King's Landing, Greyport
---[X] Twins, Moat Cailin, mouth of the Mander, mouth of the Salmonwater, Dragonstone, Driftmark
---[X] Whiteharbor, Gulltown, Saltpans, Oldtown, Sunspear

-[X] Ministry of Public Works - 3 Actions
--[X] Upgrade the Kingsroad to Imperial Standard and Building Arterial Roads in the North and Dorne
--[X] Making Tracks useful for train service
---[X] Stepstones, Disputed Lands
--[X] Rowdy Entertainment
---[X] Kings Landing, Greyport, Oldtown

-[X] Ministry of Magic - 3 Actions
--[X] Create new Scholarum Branchess
---[X] Kings Landing, Greyport
---[X] Gulltown, Saltpans
--[X] Fey Helpers
---[X] Bright Fey

-[X] Ministry of Taxation - 3 Actions
--[X] Help with setting up local taxes
---[X] Verdant Vale, Runestone
---[X] The Forks, Greater Darry
--[X] Ethereal Taxes

-[X] Ministry of Trade - 3 Actions
--[X] Economical Estimates
--[X] Supply and Demand
--[X] Using Canals
---[X] The Forks, Greater Darry

-[X] Ministry of War - 3 Actions
--[X] Build Airbases
---[X] Bear Isle, Skagos, Morrogos, Morosh, Ar Noy
---[X] Casterly Rock, Harrenhall, Eyri, The Arbor, Volantis
--[X] Deploy Troops for Invasion
---[X] Qohor

-[X] The Inquisitiuon - 4 Actions
--[X] Bring Imperial Law to the Western Provinces
---[X] Highgarden, Gates of the Moon, Bloody Gate, Crakehall, Riverrun
--[X] Deal with the Brotherhood of Huor
--[X] Integrate Psionics
--[X] Continue operations in Slavers Bay

-[X] Research - 5 Actions
--[X] Runic Wards
--[X] The Bulwark of North
--[X] Forging Paths of the Divine
--[X] Further improvements in permeable Force Effects - Tier 2
--[X] Tireless Steel, by Sorcery Moved - Warlord Pattern armor


@DragonParadox, I used one Minitry of Magic action for herding Fey, since it seems sensible for them to able to do that too.
Was just about to post my own plan, but ours are close enough that there wouldn't be much point. I'm glad to see you included Wild and Bright Fey, too.

Any chance you could be convinced to changed the Public Work action for readying the train tracks to improving sanitation instead? It's not a huge issue, but the trains aren't likely to be ready for wide-scale implementation for some time, but the sooner we start working on overhauling the whole continent's attitude toward sanitation and hygiene, the better off everyone will be.

[X] Azel
 
@DragonParadox
One thing about the Fey, we have not yet brought most of the color-coded-courts under our direct control.
That might be worth an action per court, I think we have started negotiations with Azure and Green and Indigo has gone full enemy (what remains of it), but what about the others?

Red is mostly destroyed, Orange was cleaned up by the Squids, Gold seemed relativly intact aside from loosing its ruler, I can't remember what happened to Purple.

Mopping up the remnants of the utterly destroyed ones might be Magic or Admin, negotiating with the semi-intact ones Diplo?
 
@DragonParadox
One thing about the Fey, we have not yet brought most of the color-coded-courts under our direct control.
That might be worth an action per court, I think we have started negotiations with Azure and Green and Indigo has gone full enemy (what remains of it), but what about the others?

Red is mostly destroyed, Orange was cleaned up by the Squids, Gold seemed relativly intact aside from loosing its ruler, I can't remember what happened to Purple.

Mopping up the remnants of the utterly destroyed ones might be Magic or Admin, negotiating with the semi-intact ones Diplo?

The last of the Violet Veil was wiped up by you guys in the Feywild. Will add the diplo actions soon.

Getting rid of inimical courtless fey is not really something that costs an action, that is the dedicated effort of the state indicated from the top.
 
Was just about to post my own plan, but ours are close enough that there wouldn't be much point. I'm glad to see you included Wild and Bright Fey, too.

Any chance you could be convinced to changed the Public Work action for readying the train tracks to improving sanitation instead? It's not a huge issue, but the trains aren't likely to be ready for wide-scale implementation for some time, but the sooner we start working on overhauling the whole continent's attitude toward sanitation and hygiene, the better off everyone will be.

[X] Azel
Trains are ready, or we wouldn't have the option and I don't want to mono-focus on Westeros with everything.

@DragonParadox, one thorny issue that remains is how warfare will be handled henceforth and thus also our troops. I'm kinda not seein much value in all of that these days, since it basically is only relevant to do Imperialism on the yokels. Everything else is matching doomsday weapon for doomsday or dying.
 
Trains are ready, or we wouldn't have the option and I don't want to mono-focus on Westeros with everything.

@DragonParadox, one thorny issue that remains is how warfare will be handled henceforth and thus also our troops. I'm kinda not seein much value in all of that these days, since it basically is only relevant to do Imperialism on the yokels. Everything else is matching doomsday weapon for doomsday or dying.

Since we are not doing major combat this turn I thought we would take it one new system at a time and come up with something by next turn. I would like to test out things on the War of Three Spheres against the Efreeti.
 
Getting rid of inimical courtless fey is not really something that costs an action, that is the dedicated effort of the state indicated from the top.
Sorry, by mopping up I meant the positive version.

As far as I can tell Orange and Red should not have the ability to negotiate as a single entity anymore, but there are propably still surviving Fey we want to peacefully integrate into our realm.
Well, or kill them if that doesn't work.
But still, in neither case it's likely to take Viserys' personal attention.
 
Sorry, by mopping up I meant the positive version.

As far as I can tell Orange and Red should not have the ability to negotiate as a single entity anymore, but there are propably still surviving Fey we want to peacefully integrate into our realm.
Well, or kill them if that doesn't work.
But still, in neither case it's likely to take Viserys' personal attention.

Integration is also below the level of abstraction involved in actions. It is general imperial policy to integrate fey and if they show up asking for it there is nothing for the state to organize
 
Integration is also below the level of abstraction involved in actions. It is general imperial policy to integrate fey and if they show up asking for it there is nothing for the state to organize
Okay, then at least Gold seems to be intact enough to be worth an action, since we already started a similar progress through diplomacy under the old system with Azure and Green?
 
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