A Warlock of Maelor could go against him, like many Warlocks who work against their patrons.
A Cleric of Viserys can do as he is told or be turned into a muggle.
In DP's setting it seems very easy for a skilled Cleric to go goddless and keep his magic, if he looses favor.

See the R'hllor priests early in Dorne, see the Drow priestress, see Malarys and Dany...
 
In DP's setting it seems very easy for a skilled Cleric to go goddless and keep his magic, if he looses favor.

See the R'hllor priests early in Dorne, see the Drow priestress, see Malarys and Dany...
Would probably still take some bit of effort to happen and it's exceedingly unlikely that Viserys would leave alone someone be whom he deemed worthy of getting his powers cut. The most likely scenario is that Viserys would use the fundamental connection to that person for a quick Scry & Die.
 
Would probably still take some bit of effort to happen and it's exceedingly unlikely that Viserys would leave alone someone be whom he deemed worthy of getting his powers cut. The most likely scenario is that Viserys would use the fundamental connection to that person for a quick Scry & Die.
This. A cleric of Viserys deemed unworthy of the magic has probably done something deserving execution at that point.
 
Edit: Maybe switch Beyond Morality for a reskinned Divine Source that allows him to empower Warlocks.
I thought about this one, too. Seems like it would be really neat, IMO.

Instead of Divine Source it could be called something like Power Broker or Pact Maker.
Edit: To be honest, if I didn't know that @Goldfish would lynch me for seriously suggesting it, I'd see Maelor more in the Rogue Path as the Archmage Path anyway.
Yep.

Now where did I leave the holy water and blessed nails...
Some of the Trickster abilities do seem like a decent fit. How about taking a few of these?
  • Master Dilettante (Ex) (Mythic Adventures pg. 46): You are passingly familiar with almost every subject and have dabbled in numerous fields and activities. You gain a competence bonus equal to your tier on all untrained skill checks. You can attempt all skill checks untrained, even if the skill normally cannot be used untrained.
    • The idea here is to give him some hope of eventually matching Viserys' ridiculous number of skill points.
  • Subtle Magic (Ex) (Mythic Adventures pg. 46): Whenever you cast a spell or activate a spell trigger or spell completion magic item, you can attempt a Bluff skill check opposed by a Sense Motive check from anyone that can see you. Those who fail the opposed check don't know that you cast a spell or activated an item unless it has an obvious effect that emanates from you. In addition, the magical auras of magical effects on you and magic items you carry (except for artifacts) can't be detected.
  • Mirror Dodge (Su) (Mythic Adventures pg. 48): When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.
Here are two more which require Mythic Tier 3 or higher:
  • Perfect Lie (Ex) (Mythic Adventures pg. 48): When telling a lie, you can expend one use of mythic power to make the lie indiscernible from the truth by both Sense Motive and magic. Obvious proof of your falsehood still reveals the lie for what it is, but in absence of proof, those who hear your lie believe it.
  • Sardonic Wit (Su) (Mythic Adventures pg. 48): You know exactly when to lighten the mood and help shake off the doldrums. As a move action, you can expend one use of mythic power to remove a single mind-affecting effect from one creature within 30 feet. This ability doesn't work on effects with an instantaneous or permanent duration.
A couple of those wouldn't be awful picks, but there are too many other more appropriate magic-related options from the Archmage path that I don't see Maelor ever getting enough Mythic ranks to be able to pick any of these up without sacrificing a lot of power.
 
I thought about this one, too. Seems like it would be really neat, IMO.

Instead of Divine Source it could be called something like Power Broker or Pact Maker.

Yep.

Now where did I leave the holy water and blessed nails...

A couple of those wouldn't be awful picks, but there are too many other more appropriate magic-related options from the Archmage path that I don't see Maelor ever getting enough Mythic ranks to be able to pick any of these up without sacrificing a lot of power.
Adding my support for Power Broker or Pact Maker for Maelor getting Warlock minions.
 
Military Overview
Military Overview

Imperial Military Forces (IMF)
The Imperial Military Forces (IMF) refers to the totality of all military forces and assets of the Imperium, with Imperator Viserys Targaryen as it's supreme commander. He is aided in this by the Imperial High Command, which advises him on strategic concerns and organizes the daily operations of the imperial military.

Imperial High Command (IHC)
This body is made up of all Marshalls of the realm and concerned with the administration and operational planning of the entire Imperial military.
The current members are:
  • Marshall Gerold Torchwood
    Former sellsword, who was one of the leading officers of the Imperial military since its inception. Before his promotion, her served as commander of the 1st Legion.

  • Marshall Netzachel
    A Codex Archon and veteran of the Rape of Paradise during the Sundering. He has since gathered military knowledge and all planes of existence, learning much from old allies and enemies alike, though at the price of becoming a source of fiendish taint.

  • Marshall Vaerios Ghad
    Essosi born soldier who rose through the ranks of the rapidly expanding Legions and used to command the 8th Legion. An outspoken believer in the Lord of Light and due to his prominence one of the leading proponents that the Imperator is Azor Ahai reborn.

  • Marshall Hazhak mo Zhoa
    Once an officer in the Lockstep Legions of New Ghis, he was hired as a trainer and helped to build the Imperial Legions from the ground up. Formerly the General of the 3rd Legion.

  • Marshall Benedict
    Before swearing allegiance to the Imperium, he was Archmaester of Warcraft in the Citadel, and is mostly known as a theorist.

  • Air Marshall Tirael
    A Lantern Archon who had joined to then young Imperial Air Force and earned recognition as the captain of the Moonchaser-class gravjammer IAF Dawnstar.

Imperial Legion (IL)
The ground troops of the Imperium. Details can be found here.

Imperial Air Force (IAF)
The aerial troops of the Imperium. Details can be found here.

Strategic Reserves
Special military assets that are not currently assigned to a task.
Ressource Number Note
Boundary Wardstone (Tier 2 / 20km) 1  

Mechanical Information / Combat System
In strategic combat, opponents try to capture or destroy places of interests and military installations, which are warded by Wardstones. Without such Wardstones, the use of teleportation, divination or the deployment of archmages can easily capture or destroy any installation without much difficulty, which is why army scale combat only occurs under these special circumstances. Generally, an attacker will open Gates outside the defenders ward range to bring in materials and troops, first and foremost his own Wardstones to defend his own troops, while the defender will anticipate these attacks through use of Boundary Wards and prepare his own reinforcements and supplies. Thus, most battles will quickly turn into fights between neighbouring military installations, the attacker building up field fortifications and local assets while trying to grind down those of the defender.

Supplies
Supplies represent an abstract amount of rare materials, alchemical products and enchanted items, which is needed to build, maintain and repair military units and installations. Supplies are produced by Manufactories and stored in a Supply Storage. The amount of supplies that can be spent per turn is capped by the available Supply Storages.

Wardstones
These are special magical items that have been enchanted to create a protective effect over a wide area. To operate them, at least one spellcaster needs to actively concentrate on them and usually there is an entire team that operates in shifts to ensure that the ward is active at all times. The stones are very valuable and can usually only be found in the possession of major nations, powerful archmages, archfiends or their agents.
Phase Ward
This type of ward-stone inhibits Teleportation, planar travel and some special movement types within it's area of affect.

When either the start or endpoint of a Teleportation effect is within a Phase Ward, there is a 5% chance for every 5 ft. traveled that the spell fails and deposits the subject in a random location anywhere within the travel distance. Attempting to move 200 ft. or more by Teleportation instead has the spell fail automatically.

Casting effects such as Planeshift, Calling spells, most Summoning spells, Gate or similar automatically fails. However, when a ward-stone is activated in an area with an existing, permanent effect such as an open Gate, or an active ward-stone is moved so that it's area of effect covers such, then the existing effect is not dispelled. Some Summoning spells such as Summon Monster can still be cast within a Phase Ward, as they don't transfer a physical being, but create a temporary body from raw magic. Which Summoning spells still work is determined by the DM.

Ethereal, astral and earthglide travel in the area are similarly inhibited, with a 5% chance for the effect to fail for every 5 ft. a creature moves, even if the effect could normally not be negated, such as a Xorns or an Ethereal creatures movement. Such creatures suffer the same effects that a corporal creature without their special abilities would under these circumstances, such as being ejected from solid matter, but their innate abilities can be used again the next turn.

A creature or magical item can be attuned to a Phase Ward-Stone in a ritual that takes 5 minutes. Once completed, it is no longer inhibited by the specific Phase Ward. Take note that other Phase Wards affecting the same area might still prevent that creature or item from using it's abilities.

Phase Ward-Stones usually have a range of 1km to 10km.
Uncertainty Ward
This type of ward-stone enhances the innate unpredictability of sentient life to foil attempts to use Divination to predict events in its area of effect. Any Divination spell that has a failure chance and is used while within an Uncertainty Wards area of effect or to predict something happening within that area of effect has a 1% higher chance of failure for every creature with an Intelligence score of at least 3 within the are of effect. These ward-stones are often used to protect armies or hidden bases that are too large to be hidden by other means from being found by divination.

Uncertainty Ward-Stones usually have a range of 1km to 10km.
Dispersal Ward
Designed to inhibit the powers of archmages, greater fiends and the abilities of artifacts, these ward-stones allow a mage to perceive the disturbances in the ambient mana of a large area and to use the stones might to disrupt any magical effects. While technically capable of suppressing even the meanest cantrip in that fashion, even the greatest of archmages would be hard pressed to perceive the minuscule echo of such a casting, let alone fast enough to prevent it. In practice, these ward-stones are usually tended to by a small coven of minor to middling mages, who monitor the area for massive spell effects such as time manipulation, large combat spells, ritual spellcasting or the activation of divine artifacts, as these effects are easy to perceive and to cancel.

When directly under attack though, the mages attuned to a Dispersal Ward can leverage it's power much more precise. When having line of sight to the ward-stone, a mage attuned to it can spend a Full Round Action to prepare himself for counter-spelling. At any time until his next turn, the mage can cancel any one active magical effect to which he has line of sight without needing a check, or use the spells Greater Dispel Magic or Chain Dispel at a Caster Level of 20.

To attune himself to a Dispersal Ward, the mage most perform a ritual that lasts 1 hour and which must be repeated once every month.

Dispersal Ward-Stones usually have a range of 500m to 5km.
Boundary Ward
Developed long ago from the mechanics of a Dispersal Ward and as an answer to Uncertainty Wards, a Boundary Ward allows an attuned mage to perceive the boundaries between the planes and to detect disturbances in them caused by the opening of Gates, mass Teleportation, the presence of larges groups of Outsiders or similar events. While unable to directly perceive the areas warded against Divination in this fashion, the Boundary Ward can instead pick up the ripples of these events when they leave the warded areas, allowing it to predict with some precision in which general area and in which general timeframe an event will happen.

To attune himself to a Boundary Ward, the mage most perform a ritual that lasts 1 hour and which must be repeated once every month.

Boundary Ward-Stones usually have a range of 10km to 100km when operated by a mage of average skill, but in theory their range is infinite and only limited by the skill of the operator and the magnitude of the event. For example, an uncontrolled planar breach could be easily predicted by a Boundary Ward at any place on one of the affected planes.

Units
All units have Hitpoints, representing how much damage they can take before destruction, and Attack and Defense statistics, expressed as dice, which denote how much the presence of that unit will aid the overall attack and defense of the faction deploying it. The size steps for these dice are 1, 1d2, 1d4, 1d6, 1d8, 1d10, 1d12, 1d12 + 1, 1d12 + 2 and so on. Units are constructed and repaired by spending Supplies, with the amount needed given in their statistics. Furthermore, each point of Supply spent on building or repairing also requires to have the appropriate type of crafting capacity. If a unit requires multiple types of capacity, it needs an equal amount of each. So a unit that requires 5 Supplies to construct and needs the types Training and Construction will consume 5 points of Supplies and block 5 points of Training and Construction capacity in the turn that it is created. A unit can not fight in the turn it is being constructed, but it can fight while being repaired. Lastly, Units require Barracks or other acomondations provided by specific buildings.

Battles are resolved in 3 Rounds each Turn, with each Round representing roughly one month of fighting. All involved units take 1 HP of attrition damage for each Round of combat, and 2 HP per Round if they don't have appropriate quarters available to them. To act in combat, a Unit must receive sufficient Supplies and if not enough is available, it can not add it's dice to the fight. In each round, the Attack and Defense dice of all combat capable units are taken together and rolled. The difference between one sides Attack result and their enemies Defense results is the amount of damage that enemy takes for this round, with the damage being randomly allocated among all units and buildings on their side.
Unity Type HP Attack Defense Battle Upkeep Repair Cost Construction Cost Traits
Infantry Batallion 6 1d4 1d2 1 1 Supply / 6 HP 2 Supply  
Cavalry Batallion 4 1d4 1 1 1 Supply / 4 HP 2 Supply Cavalry, Suppression
Light Undead Batallion 10 1d6 1d4 1 1 Supply / 4 HP 5 Supply Fleshforged, Undead, Submarine
Heavy Undead Batallion 15 1d8 1d8 1 1 Supply / 3 HP 10 Supply Fleshforged, Undead, Submarine
Fleshcrafted Batallion 10 1d12 1d8 1 1 Supply / 2 HP 20 Supply Fleshforged
Praetori Batallion 10 1d8 1d6 2 1 Supply / 4 HP 10 Supply Augmented
Mechanized Praetori Batallion 20 1d12+1 1d10 4 1 Supply / 1 HP 40 Supply Augmented, Aerial, Submarine, Mechanized, Suppression
Wyvern Squadron 8 1d12 1d6 12 2 Supply / 1 HP 32 Supply Aerial, Submarine, Small Gravjammer, Suppression
Manticore Squadron 16 1d12+1 1d10 8 3 Supply / 2 HP 48 Supply Aerial, Submarine, Small Gravjammer, Suppression
Gladius-class Destroyer 32 1d10 1d12+1 6 1 Supply / 4 HP 15 Supply Aerial, Submarine, Capital Gravjammer
Moonchaser-class Multirole Craft 24 1d12 1d10 6 1 Supply / 2 HP 18 Supply Aerial, Submarine, Capital Gravjammer, Wardstone Carrier
Illustrious-class Carrier 26 2d10 2d10 14 1 Supply / 2 HP 50 Supply Aerial, Submarine, Capital Gravjammer, Wardstone Carrier, Suppression
Dauntless-class Cruiser 96 4d10 4d10 26 1 Supply / 4 HP 50 Supply Aerial, Submarine, Capital Gravjammer, Wardstone Carrier
Close-Range Steam Cannon Battery 10 1d12 1d6 6 1 Supply / 4 HP 5 Supply Immobile
Long-Range Steam Cannon Battery 15 1d10 1d8 6 1 Supply / 4 HP 6 Supply Immobile
Dispersal Wardstone (Tier 1 to 10) - - - - - 5 Supply per Tier Wardstone
Uncertainty Wardstone (Tier 1 to 10) - - - - - 3 Supply per Tier Wardstone
Phase Wardstone (Tier 1 to 10) - - - - - 3 Supply per Tier Wardstone
Boundary Wardstone (Tier 1 to 10) - - - - - 2 Supply per Tier Wardstone
Traits
Cavalry Malus when fighting in difficult terrain.
Undead Immune to mindcontrol and various battlefield conditions, such as poison gas. Requires no quarters.
Submarine Unit can fight underwater.
Aerial Unit can fight in the air.
Mechanized Unit requires both a point of Hangar Capacity and of Barracks Capacity to be maintained, and both Construction Capacity and Training Capacity for repair and construction. Can retreat without a Gate connection.
Small Gravjammer Can not fight in tunnels or gain bonuses from fortifications. Requires Hangar Capacity instead of Barracks Capacity and Construction Capacity instead of Training Capacity. Can fight and retreat without Gate connection to the base it is stationed at.
Capital Gravjammer Can not fight in tunnels or gain bonuses from fortifications. Requires Berth Capacity instead of Barracks Capacity and Construction Capacity instead of Training Capacity. Can fight and retreat without Gate connection to the base it is stationed at.
Suppression Unit can cover large areas and fight effectively against irregular combatants.
Immobile Can not be moved. Requires no quarters.
Wardstone Carrier Can carry one or more Wardstones. If the unit is destroyed, so are all carried Wardstones.
Fleshforged Requires Fleshforge Capacity instead of Training Capacity.
Augmented Unit requires both Fleshforge Capacity and Training Capacity for repair and construction.

Bases and Buildings
A military base is an assortment of connected buildings in a given area. The base can always use all resources and limits, such as Barracks, Supply Storages or Training Centers, it has available itself, and can also freely use the resources of any other base that it is connected to by an active Gate. When not actively being attacked, all bases of a faction can freely share and transfer Supplies and Units, but when under attack, a base can not receive reinforcements or materials unless it has a Gate connection to a base which is not being attacked. All buildings in a base count against the limits of its Wardstones. Buildings are built and repaired like units, but do not require any construction capacity. Buildings, except for Fortifications, do not take Attrition damage.

Should a base be under attack and have insufficient ward coverage, for example because a Wardstone was lost, it will immediately lose buildings at random (except for Wardstone Chambers) until it is below the limit. For every building lost in this fashion, there is a 20% chance that the enemy can capture them, provided he has the necessary ward capacity. Should any one ward coverage fall to zero, the base is lost and the attacker can decide to either destroy it (causing massive damage to all remaining troops in the process) or capture it. In the first case, the winner of the battle can roll a regular Attack and the result is applied to the loser as damage without allowing an opposed Defense roll. In the latter case, both sides roll Attack and Defense, with the Defense result of the winner being halved, but all damage being applied to the buildings of the losing side. The loser can allocate this damage as he pleases, which usually means that he will destroy valuable buildings. Should the loser have no active Gates left through which his units can evacuate, all units are immediately destroyed unless they have a special trait that allows them to flee without a Gate. As long as at least one Unit of the loser is still alive and can flee, there is a 80% chance for each wardstone remaining in the base to be evacuated, otherwise the winner can capture them all.
Building Type HP Repair Cost Construction Cost Function
Field Fortification 5 1 Supply / 5 HP 1 Supply Can shelter a unit. Damage through enemy attacks is deducted from Fortification, not the Units HP. Takes Attrition damage.
Light Fortification 10 1 Supply / 4 HP 2 Supply Can shelter a unit. Damage through enemy attacks is deducted from Fortification, not the Units HP. Takes Attrition damage. Increase Defense of Unit by 1 step. When at or below 5 HP, turns into Field Fortification.
Medium Fortification 20 1 Supply / 3 HP 5 Supply Can shelter a unit. Damage through enemy attacks is deducted from Fortification, not the Units HP. Takes Attrition damage. Increase Defense of Unit by 2 steps. When at or below 10 HP, turns into Medium Fortification.
Heavy Fortification 40 1 Supply / 2 HP 10 Supply Can shelter a unit. Damage through enemy attacks is deducted from Fortification, not the Units HP. Takes Attrition damage. Increase Defense of Unit by 3 steps. When at or below 20 HP, turns into Heavy Fortification.
Barracks 5 1 Supply / 5 HP 1 Supply Increases Quarter Capacity of a base by +1.
Hangar 5 1 Supply / 5 HP 1 Supply Increases Hangar Space of a base by +1.
Docking Berth 10 1 Supply / 5 HP 2 Supply Increases Berth Space of a base by +1.
Gate Room 5 1 Supply / 5 HP 1 Supply Increase Gate Capacity of a base by +1. (Take note that an active Gate deducts capacity from both bases that are connected by the Gate in question.)
Supply Storage 5 1 Supply / 5 HP 1 Supply Increases Supply Storage Capacity by 10 and Supply Usage Capacity by 5.
Wardstone Chamber 10 1 Supply / 5 HP 2 Supply Can house a Wardstone. If this building is destroyed, so is the Wardstone it contained.
Light Reinforcement x2 Base HP x0.75 x2 Base Cost Increases hitpoints of a building, but makes it more costly to repair.
Medium Reinforcement x5 Base HP x0.5 x5 Base Cost Increases hitpoints of a building, but makes it more costly to repair.
Heavy Reinforcement x10 Base HP x0.25 x10 Base Cost Increases hitpoints of a building, but makes it more costly to repair.
Training Facility 25 1 Supply / 5 HP 5 Supply Provides 5 Training Capacity.
Construction Yard 25 1 Supply / 2 HP 25 Supply Provides 5 Construction Capacity.
Fleshforge 25 2 Supply / 1 HP 50 Supply Provides 5 Fleshforge Capacity. Note: Existing Fleshforges can be expanded, but no new ones built.
Manufactory 25 1 Supply / 2 HP 25 Supply Produces 5 Supplies.
 
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Imperial Legions
Imperial Legions

Unit Stationed HP Attack Defense Battle Upkeep Repair Cost Notes
1st Legion 'Torchbearers' Kings Landing 16 / 16 3d4 2d2 + 1 3    
- 1st Infantry Batallion Kings Landing 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 2nd Infantry Batallion Kings Landing 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 1st Cavalry Batallion Kings Landing 4 / 4 1d4 1 1 1 Supply / 4 HP  

2nd Legion 'Chainbreakers' Morrogos 16 / 16 3d4 2d2 + 1 3    
- 3rd Infantry Batallion Morrogos 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 4th Infantry Batallion Morrogos 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 2nd Cavalry Batallion Morrogos 4 / 4 1d4 1 1 1 Supply / 4 HP  

3rd Legion 'Brightscales' The Arbor 16 / 16 3d4 2d2 + 1 3    
- 5th Infantry Batallion The Arbor 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 6th Infantry Batallion The Arbor 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 3rd Cavalry Batallion The Arbor 4 / 4 1d4 1 1 1 Supply / 4 HP  

4th Legion 'Steel Tigers' The Rock 16 / 16 3d4 2d2 + 1 3    
- 7th Infantry Batallion The Rock 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 8th Infantry Batallion The Rock 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 4th Cavalry Batallion The Rock 4 / 4 1d4 1 1 1 Supply / 4 HP  

5th Legion 'Silver Sentries' Sorcerers Deep 16 / 16 3d4 2d2 + 1 3    
- 9th Infantry Batallion Sorcerers Deep 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 10th Infantry Batallion Sorcerers Deep 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 5th Cavalry Batallion Sorcerers Deep 4 / 4 1d4 1 1 1 Supply / 4 HP  

6th Legion 'Astral Hounds' Harrenhall 16 / 16 3d4 2d2 + 1 3    
- 11th Infantry Batallion Harrenhall 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 12th Infantry Batallion Harrenhall 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 6th Cavalry Batallion Harrenhall 4 / 4 1d4 1 1 1 Supply / 4 HP  

7th Legion 'Doom Wardens' Gogossos 16 / 16 3d4 2d2 + 1 3    
- 13th Infantry Batallion Gogossos 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 14th Infantry Batallion Gogossos 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 7th Cavalry Batallion Gogossos 4 / 4 1d4 1 1 1 Supply / 4 HP  

8th Legion 'Dawn Guard' Lys 16 / 16 3d4 2d2 + 1 3    
- 15th Infantry Batallion Lys 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 16th Infantry Batallion Lys 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 8th Cavalry Batallion Lys 4 / 4 1d4 1 1 1 Supply / 4 HP  

9th Legion 'Lambent Liberators' Westhaven 16 / 16 3d4 2d2 + 1 3    
- 17th Infantry Batallion Westhaven 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 18th Infantry Batallion Westhaven 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 9th Cavalry Batallion Westhaven 4 / 4 1d4 1 1 1 Supply / 4 HP  

10th Legion 'Storm Walkers' Volantis 16 / 16 3d4 2d2 + 1 3    
- 19th Infantry Batallion Volantis 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 20th Infantry Batallion Volantis 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 10th Cavalry Batallion Volantis 4 / 4 1d4 1 1 1 Supply / 4 HP  

11th Legion 'Thunderers Triumphant' Braavos 16 / 16 3d4 2d2 + 1 3    
- 21th Infantry Batallion Braavos 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 22th Infantry Batallion Braavos 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 11th Cavalry Batallion Braavos 4 / 4 1d4 1 1 1 Supply / 4 HP  

12th Legion 'Drakes Defiant' Westhaven 16 / 16 3d4 2d2 + 1 3    
- 23th Infantry Batallion Westhaven 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 24th Infantry Batallion Westhaven 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 12th Cavalry Batallion Westhaven 4 / 4 1d4 1 1 1 Supply / 4 HP  

13th Legion 'Fortune's Favored' Bear Isle 16 / 16 3d4 2d2 + 1 3    
- 25th Infantry Batallion Bear Isle 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 26th Infantry Batallion Bear Isle 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 13th Cavalry Batallion Bear Isle 4 / 4 1d4 1 1 1 Supply / 4 HP  

14th Legion 'Sunset Shields' Qohor 16 / 16 3d4 2d2 + 1 3    
- 27th Infantry Batallion Qohor 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 28th Infantry Batallion Qohor 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 14th Cavalry Batallion Qohor 4 / 4 1d4 1 1 1 Supply / 4 HP  

15th Legion 'Dire Avengers' The Eyri 16 / 16 3d4 2d2 + 1 3    
- 29th Infantry Batallion The Eyri 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 30th Infantry Batallion The Eyri 6 / 6 1d4 1d2 1 1 Supply / 6 HP  
- 15th Cavalry Batallion The Eyri 4 / 4 1d4 1 1 1 Supply / 4 HP  
 
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Imperial Airforce
Imperial Air Force

Unit Type Stationed HP Attack Defense Battle Upkeep Repair Cost Notes
1st Air Wing     32 / 32 3d12 + 1 1d10 + 2d6 32    
- 1st Fighter Squadron 'Knights of the Blue' Wyvern Westhaven 8 / 8 1d12 1d6 12 2 Supply / 1 HP formerly commanded by Lucerys 'Skywalker' of Tataelos
- 2nd Fighter Squadron 'Cloud Chasers' Wyvern Lys 8 / 8 1d12 1d6 12 2 Supply / 1 HP  
- 1st Bomber Squadron Manticore Gogossos 16 / 16 1d12+1 1d10 8 3 Supply / 2 HP  

2nd Air Wing     24 / 24 2d12 + 1 1d10 + 1d6 20    
- 3rd Fighter Squadron Wyvern Westhaven 8 / 8 1d12 1d6 12 2 Supply / 1 HP  
- 4th Fighter Squadron Wyvern             lost in the Day of Wrath attack
- 2nd Bomber Squadron Manticore Morrogos 16 / 16 1d12+1 1d10 8 3 Supply / 2 HP  

1st Battlegroup   Sorcerers Deep 186 / 186 8d10 2d12 + 6d10 + 2 52   commanded by General Aran Stassah
- IAF Dauntless Dauntless-class Cruiser Sorcerers Deep 96 / 96 4d10 4d10 26 1 Supply / 4 HP commanded by General Aran Stassah
- IAF Illustrious Illustrious-class Carrier Sorcerers Deep 26 / 26 2d10 2d10 14 1 Supply / 2 HP  
- IAF Gladius Gladius-class Destroyer Sorcerers Deep 32 / 32 1d10 1d12+1 6 1 Supply / 4 HP  
- IAF Spatha Gladius-class Destroyer Sorcerers Deep 32 / 32 1d10 1d12+1 6 1 Supply / 4 HP  

2nd Battlegroup   Harrenhall 154 / 154 6d10 2d12 + 4d10 + 2 38    
- IAF Valiant Dauntless-class Cruiser Harrenhall 96 / 96 4d10 4d10 26 1 Supply / 4 HP  
- IAF Paramerion Gladius-class Destroyer Harrenhall 32 / 32 1d10 1d12+1 6 1 Supply / 4 HP  
- IAF Makhaira Gladius-class Destroyer Harrenhall 32 / 32 1d10 1d12+1 6 1 Supply / 4 HP  

IAF Moonchaser Moonchaser-class Multirole Craft Sorcerers Deep 24 / 24 1d12 1d10 6 1 Supply / 2 HP commanded by Colonel Moonsong

IAF Dawnstar Moonchaser-class Multirole Craft Volantis 24 / 24 1d12 1d10 6 1 Supply / 2 HP  

IAF Duskrunner Moonchaser-class Multirole Craft             commanded by Colonel Sepet the Sharp
lost in the Day of Wrath attack
 
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Military Bases and other Installations
Military Bases and other Installations

"
Location Building Number HP Attack Defense Battle Upkeep Repair Cost Notes
Sorcerers Deep / Imperial Palace (City) Barracks 15 75 / 75       1 Supply / 5 HP Barracks Capacity +15
Hangar 5 25/ 25       1 Supply / 5 HP Hangar Capacity +5
Docking Berth 5 50 / 50       1 Supply / 5 HP Berth Capacity +5
Gate Room 2 10 / 10       1 Supply / 5 HP Gate Capacity +2
Supply Storage 20 100 / 100       1 Supply / 5 HP Supply Storage Capacity +200, Usage Capacity +100
Lightly Reinforced Wardstone Chamber 4 40 / 40       1 Supply / 3.75 HP  
- Dispersal Ward (Tier 10)             Dispersal Capacity +100
- Uncertainty Ward (Tier 10)             Uncertainty Capacity +100
- Phase Ward (Tier 10)             Phase Capacity +100
- Boundary Ward (Tier 5)              
Medium Fortification 6 120 / 120       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 4 40 /40 4d12 4d10 24 1 Supply / 4 HP  
- Long-Range Steam Cannon Battery 2 30 / 30 2d10 2d12 12 1 Supply / 4 HP  
Manufactory 16 400 / 400       1 Supply / 2 HP Supply Production +80
Royce Alchemy Works, enchanting manufactories
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
5th Legion 'Silver Sentries'
1st Battlegroup
IAF Moonchaser
  Barracks: 9 / 15
Hangar: 0 / 5
Berth: 5 / 5
0 / 2 Production: 80
Storage: 40 / 200
Usage: 0 / 100
Dispersal: 73 / 100
Uncertainty: 73 / 100
Phase: 73 / 100

Westhaven Barracks 30 150 / 150       1 Supply / 5 HP Barracks Capacity +30
Hangar 4 20 / 20       1 Supply / 5 HP Hangar Capacity +4
Gate Room 3 15 / 15       1 Supply / 5 HP Gate Capacity +3
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Lightly Reinforced Wardstone Chamber 7 70 / 70       1 Supply / 3.75 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
- Phase Ward (Tier 2)             Phase Capacity +20
- Boundary Ward (Tier 2)              
Medium Fortification 4 80 / 80       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 4 40 /40 4d12 4d10 24 1 Supply / 4 HP  
Training Facility 5 125 / 125       1 Supply / 5 HP Training Capacity +25
Construction Yard 7 175 / 175       1 Supply / 2 HP Construction Capacity +35
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
9th Legion 'Lambent Liberators'
12th Legion 'Drakes Defiant'
1st Fighter Squadron
3rd Fighter Squadron
Training: 25
Construction: 35
Barracks: 10 / 30
Hangar: 2 / 4
0 / 3 Storage: 10 / 50
Usage: 0 / 25
Dispersal: 65 / 70
Uncertainty: 65 / 70
Phase: 65 / 70

Gogossos Barracks 5 25 / 25       1 Supply / 5 HP Barracks Capacity +5
Hangar 1 5 / 5       1 Supply / 5 HP Hangar Capacity +1
Gate Room 1 5 / 5       1 Supply / 5 HP Gate Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Lightly Reinforced Wardstone Chamber 4 40 / 40       1 Supply / 3.75 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Boundary Ward (Tier 5)              
Medium Fortification 2 40 / 40       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 2 20 /20 2d12 2d10 12 1 Supply / 4 HP  
Training Facility 1 25 / 25       1 Supply / 5 HP Training Capacity +5
Fleshforge 2 50 / 50       2 Supply / 1 HP Fleshforge Capacity +10
Manufactory 8 200 / 200       1 Supply / 2 HP Supply Production +40
bio-reactors
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
7th Legion 'Doom Wardens'
1st Bomber Squadron
Training: 5
Fleshforge: 10
Barracks: 5 / 5
Hangar: 1 / 1
0 / 1 Production: 40
Storage: 20 / 50
Usage: 0 / 25
Dispersal: 29 / 50
Uncertainty: 29 / 50
Phase: 29 / 50

Lys (City) Barracks 10 50 / 50       1 Supply / 5 HP Barracks Capacity +10
Hangar 1 5 / 5       1 Supply / 5 HP Hangar Capacity +1
Gate Room 1 5 / 5       1 Supply / 5 HP Gate Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Lightly Reinforced Wardstone Chamber 4 40 / 40       1 Supply / 3.75 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Boundary Ward (Tier 5)              
Training Facility 1 25 / 25       1 Supply / 5 HP Training Capacity +5
Fleshforge 2 50 / 50       2 Supply / 1 HP Fleshforge Capacity +10
Manufactory 4 100 / 100       1 Supply / 2 HP Supply Production +20
bio-reactors
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
8th Legion 'Dawn Guard'
2nd Fighter Squadron 'Cloud Chasers'
Training: 5
Fleshforge: 10
Barracks: 3 / 10
Hangar: 1 / 1
0 / 1 Production: 20
Storage: 13 / 50
Usage: 0 / 25
Dispersal: 23 / 50
Uncertainty: 23 / 50
Phase: 23 / 50

Qohor (City) Barracks 4 20 / 20       1 Supply / 5 HP Barracks Capacity +1
Hangar 2 10/ 10       1 Supply / 5 HP Hangar Capacity +2
Docking Berth 1 10 / 10       1 Supply / 5 HP Berth Capacity +1
Supply Storage 1 5 / 5       1 Supply / 5 HP Supply Storage Capacity +10, Usage Capacity +5
Lightly Reinforced Wardstone Chamber 4 40 / 40       1 Supply / 3.75 HP  
- Dispersal Ward (Tier 10)             Dispersal Capacity +100
- Uncertainty Ward (Tier 10)             Uncertainty Capacity +100
- Phase Ward (Tier 10)             Phase Capacity +100
- Boundary Ward (Tier 2)              
Fleshforge 1 25 / 25       2 Supply / 1 HP Fleshforge Capacity +5
Currently inoperable. Requires research action.
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
14th Legion 'Sunset Shields'   Barracks: 3 / 4
Hangar: 0 / 2
Berth: 0 / 1
  Storage: 0 / 10
Usage: 0 / 5
Dispersal: 3 / 100
Uncertainty: 3 / 100
Phase: 3 / 100

Bear Isle Barracks 5 25 / 25       1 Supply / 5 HP Barracks Capacity +5
Hangar 1 5 / 5       1 Supply / 5 HP Hangar Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
- Phase Ward (Tier 2)             Phase Capacity +20
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
13th Legion 'Fortune's Favored'   Barracks: 4 / 5
Hangar: 0 / 1
0 / 1 Storage: 10 / 50
Usage: 0 / 25
Dispersal: 16 / 20
Uncertainty: 16 / 20
Phase: 16 / 20

The Arbor Barracks 5 25 / 25       1 Supply / 5 HP Barracks Capacity +5
Hangar 1 5 / 5       1 Supply / 5 HP Hangar Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
- Phase Ward (Tier 2)             Phase Capacity +20
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
3rd Legion 'Brightscales'   Barracks: 4 / 5
Hangar: 1 / 1
0 / 1 Storage: 10 / 50
Usage: 0 / 25
Dispersal: 16 / 20
Uncertainty: 16 / 20
Phase: 16 / 20

Morrogos Barracks 5 25 / 25       1 Supply / 5 HP Barracks Capacity +5
Hangar 1 5 / 5       1 Supply / 5 HP Hangar Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
- Phase Ward (Tier 2)             Phase Capacity +20
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
2nd Legion 'Chainbreakers'
2nd Bomber Squadron
  Barracks: 4 / 5
Hangar: 1 / 1
0 / 1 Storage: 10 / 50
Usage: 0 / 25
Dispersal: 16 / 20
Uncertainty: 16 / 20
Phase: 16 / 20

Skagos Barracks 5 25 / 25       1 Supply / 5 HP Barracks Capacity +5
Hangar 1 5 / 5       1 Supply / 5 HP Hangar Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
base was mothballed   Barracks: 0 / 5
Hangar: 0 / 1
0 / 1 Storage: 0 / 50
Usage: 0 / 25
 

Morosh Barracks 5 25 / 25       1 Supply / 5 HP Barracks Capacity +5
Hangar 1 5 / 5       1 Supply / 5 HP Hangar Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
base was mothballed   Barracks: 0 / 5
Hangar: 0 / 1
0 / 1 Storage: 0 / 50
Usage: 0 / 25
 

Ar Noy Barracks 5 25 / 25       1 Supply / 5 HP Barracks Capacity +5
Hangar 1 5 / 5       1 Supply / 5 HP Hangar Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
base was mothballed   Barracks: 0 / 5
Hangar: 0 / 1
0 / 1 Storage: 0 / 50
Usage: 0 / 25
 

Castle Black (Wall) Barracks 6 30 / 30       1 Supply / 5 HP Barracks Capacity +6
Supply Storage 2 10 / 10       1 Supply / 5 HP Supply Storage Capacity +20, Usage Capacity +10
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Boundary Ward (Tier 10)              
Light Fortification 3 30 / 30       1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
    Barracks: 0 / 6   Storage: 10 / 20
Usage: 0 / 10
Dispersal: 15 / 50
Uncertainty: 15 / 50
Phase: 15 / 50

Stone Door (Wall) Barracks 3 15 / 15       1 Supply / 5 HP Barracks Capacity +3
Supply Storage 1 5 /5       1 Supply / 5 HP Supply Storage Capacity +10, Usage Capacity +5
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
- Phase Ward (Tier 2)             Phase Capacity +20
- Boundary Ward (Tier 10)              
Light Fortification 2 20 / 20       1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
    Barracks: 0 / 3   Storage: 5 / 10
Usage: 0 / 5
Dispersal: 10 / 20
Uncertainty: 10 / 20
Phase: 10 / 20

Rimegate (Wall) Barracks 3 15 / 15       1 Supply / 5 HP Barracks Capacity +3
Supply Storage 1 5 /5       1 Supply / 5 HP Supply Storage Capacity +10, Usage Capacity +5
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
- Phase Ward (Tier 2)             Phase Capacity +20
- Boundary Ward (Tier 10)              
Light Fortification 2 20 / 20       1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
    Barracks: 0 / 3   Storage: 5 / 10
Usage: 0 / 5
Dispersal: 10 / 20
Uncertainty: 10 / 20
Phase: 10 / 20

The Rock (City) Barracks 10 50 / 50       1 Supply / 5 HP Barracks Capacity +10
Hangar 3 15 / 15       1 Supply / 5 HP Hangar Capacity +3
Docking Berth 1 10 / 10       1 Supply / 5 HP Berth Capacity +1
Reinforced Gate Room 1 20 / 20       1 Supply / 2.5 HP Gate Capacity +1
Supply Storage 10 50 / 50       1 Supply / 5 HP Supply Storage Capacity +100, Usage Capacity +50
Lightly Reinforced Wardstone Chamber 4 40 / 40       1 Supply / 3.75 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Boundary Ward (Tier 5)              
Light Fortification 2 20 / 20       1 Supply / 4 HP  
Medium Fortification 4 80 / 80       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Training Facility 1 25 / 25       1 Supply / 5 HP Training Capacity +5
Construction Yard 1 25 / 25       1 Supply / 2 HP Construction Capacity +5
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
4th Legion 'Steel Tigers' Training: 5
Construction: 5
Barracks: 4 / 10
Hangar: 0 / 3
Berth: 0 / 1
0 / 1 Storage: 20 / 100
Usage: 0 / 50
Dispersal: 37 / 50
Uncertainty: 37 / 50
Phase: 37 / 50

Harrenhall Barracks 10 50 / 50       1 Supply / 5 HP Barracks Capacity +10
Hangar 5 25 / 25       1 Supply / 5 HP Hangar Capacity +5
Docking Berth 5 25 / 25       1 Supply / 5 HP Berth Capacity +5
Gate Room 1 5 / 5       1 Supply / 5 HP Gate Capacity +1
Supply Storage 15 75 / 75       1 Supply / 5 HP Supply Storage Capacity +150, Usage Capacity +75
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Boundary Ward (Tier 2)              
Light Fortification 6 60 / 60       1 Supply / 4 HP  
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Training Facility 1 25 / 25       1 Supply / 5 HP Training Capacity +5
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
6th Legion 'Astral Hounds'
2nd Battlegroup
Training: 5 Barracks: 4 / 10
Hangar: 0 / 5
Berth: 3 / 5
0 / 1 Storage: 30 / 150
Usage: 0 / 75
Dispersal: 48 / 50
Uncertainty: 48 / 50
Phase: 48 / 50

The Eyri Barracks 6 30 / 30       1 Supply / 5 HP Barracks Capacity +6
Hangar 3 15 / 15       1 Supply / 5 HP Hangar Capacity +3
Docking Berth 1 5 / 5       1 Supply / 5 HP Berth Capacity +1
Gate Room 1 5 / 5       1 Supply / 5 HP Gate Capacity +1
Supply Storage 10 50 / 50       1 Supply / 5 HP Supply Storage Capacity +100, Usage Capacity +50
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Boundary Ward (Tier 2)              
Light Fortification 4 40 / 40       1 Supply / 4 HP  
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
15th Legion 'Dire Avengers'   Barracks: 4 / 6
Hangar: 0 / 3
Berth: 0 / 1
0 / 1 Storage: 20 / 100
Usage: 0 / 75
Dispersal: 30 / 50
Uncertainty: 30 / 50
Phase: 30 / 50

Kings Landing / Red Keep (City) Barracks 4 20 / 20       1 Supply / 5 HP Barracks Capacity +4
Supply Storage 2 10 / 10       1 Supply / 5 HP Supply Storage Capacity +20, Usage Capacity +10
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 10)             Dispersal Capacity +100
- Uncertainty Ward (Tier 10)             Uncertainty Capacity +100
- Phase Ward (Tier 10)             Phase Capacity +100
- Boundary Ward (Tier 5)              
Light Fortification 6 60 / 60       1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
1st Legion 'Torchbearers'   Barracks: 3 / 4   Storage: 10 / 20
Usage: 0 / 10
Dispersal: 16 / 100
Uncertainty: 16 / 100
Phase: 16 / 100

Myr (City) Barracks 4 20 / 20       1 Supply / 5 HP Barracks Capacity +4
Supply Storage 2 10 / 10       1 Supply / 5 HP Supply Storage Capacity +20, Usage Capacity +10
Wardstone Chamber 3 15 / 15       1 Supply / 5 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
Light Fortification 4 40 / 40       1 Supply / 4 HP  
Construction Yard 1 25 / 25       1 Supply / 2 HP Construction Capacity +5
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
  Construction: 5 Barracks: 0 / 4   Storage: 10 / 20
Usage: 0 / 10
Dispersal: 14 / 50
Uncertainty: 14 / 50
Phase: 14 / 50

Tyrosh (City) Barracks 4 20 / 20       1 Supply / 5 HP Barracks Capacity +4
Supply Storage 2 10 / 10       1 Supply / 5 HP Supply Storage Capacity +20, Usage Capacity +10
Wardstone Chamber 3 15 / 15       1 Supply / 5 HP  
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
- Phase Ward (Tier 2)             Phase Capacity +20
Light Fortification 4 40 / 40       1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
    Barracks: 0 / 4   Storage: 10 / 20
Usage: 0 / 10
Dispersal: 13 / 20
Uncertainty: 13 / 20
Phase: 13 / 20

Oldtown (City) Barracks 4 20 / 20       1 Supply / 5 HP Barracks Capacity +4
Supply Storage 2 10 / 10       1 Supply / 5 HP Supply Storage Capacity +20, Usage Capacity +10
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Boundary Ward (Tier 5)              
Light Fortification 3 30 / 30       1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
    Barracks: 0 / 4   Storage: 10 / 20
Usage: 0 / 10
Dispersal: 13 / 50
Uncertainty: 13 / 50
Phase: 13 / 50

Mantarys (City) Barracks 4 20 / 20       1 Supply / 5 HP Barracks Capacity +4
Supply Storage 2 10 / 10       1 Supply / 5 HP Supply Storage Capacity +20, Usage Capacity +10
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 5)             Dispersal Capacity +50
- Uncertainty Ward (Tier 5)             Uncertainty Capacity +50
- Phase Ward (Tier 5)             Phase Capacity +50
- Boundary Ward (Tier 5)              
Light Fortification 3 30 / 30       1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
    Barracks: 0 / 4   Storage: 10 / 20
Usage: 0 / 10
Dispersal: 13 / 50
Uncertainty: 13 / 50
Phase: 13 / 50

Volantis (City) Barracks 8 40 / 40       1 Supply / 5 HP Barracks Capacity +5
Hangar 2 10 / 10       1 Supply / 5 HP Hangar Capacity +2
Docking Berth 1 5 / 5       1 Supply / 5 HP Berth Capacity +1
Supply Storage 5 25 / 25       1 Supply / 5 HP Supply Storage Capacity +50, Usage Capacity +25
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 10)             Dispersal Capacity +100
- Uncertainty Ward (Tier 10)             Uncertainty Capacity +100
- Phase Ward (Tier 10)             Phase Capacity +100
- Boundary Ward (Tier 5)              
Light Fortification 6 60 / 60       1 Supply / 4 HP  
Medium Fortification 1 20 / 20       1 Supply / 3 HP  
- Close-Range Steam Cannon Battery 1 10 /10 1d12 1d10 6 1 Supply / 4 HP  
Training Facility 1 25 / 25       1 Supply / 5 HP Training Capacity +5
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
10th Legion 'Storm Walkers'
IAF Dawnstar
Training: 5 Barracks: 4 / 8
Hangar: 0 / 2
Berth: 1 / 1
  Storage: 20 / 50
Usage: 0 / 25
Dispersal: 28 / 100
Uncertainty: 28 / 100
Phase: 28 / 100

Braavos (City) Barracks 7 35 / 35       1 Supply / 5 HP Barracks Capacity +7
Supply Storage 6 30 / 30       1 Supply / 5 HP Supply Storage Capacity +60, Usage Capacity +30
Wardstone Chamber 4 20 / 20       1 Supply / 5 HP  
- Dispersal Ward (Tier 10)             Dispersal Capacity +100
- Uncertainty Ward (Tier 10)             Uncertainty Capacity +100
- Phase Ward (Tier 10)             Phase Capacity +100
- Boundary Ward (Tier 5)              
Light Fortification 2 20 / 20       1 Supply / 4 HP  
Stationed Units Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
11th Legion 'Thunderers Triumphant'   Barracks: 3 / 7   Storage: 20 / 60
Usage: 0 / 30
Dispersal: 19 / 100
Uncertainty: 19 / 100
Phase: 19 / 100

Totals
Production Supplies
Training Construction Fleshforge Production Storage Usage
50 45 20 140 273 / 1220 0 / 610
 
Last edited:
Ongoing Battles
Battle of Brass and Cobalt

Defenders - Imperium
Location Building Number HP Attack Defense Battle Upkeep Repair Cost Notes
Cobalt Scales Capital Barracks 7 35 / 35       1 Supply / 5 HP Barracks Capacity +7
Docking Berth 2 20 / 20       1 Supply / 5 HP Berth Capacity +2
Reinforced Gate Room 1 20 / 20       1 Supply / 2.5 HP Gate Capacity +1
Supply Storage 6 30 / 30       1 Supply / 5 HP Supply Storage Capacity +60, Usage Capacity +30
Reinforced Wardstone Chamber 1 20 / 20       1 Supply / 2.5 HP  
- Dispersal Ward (Tier 4)             Dispersal Capacity +40
Reinforced Wardstone Chamber 1 20 / 20       1 Supply / 2.5 HP  
- Uncertainty Ward (Tier 4)             Uncertainty Capacity +40
Reinforced Wardstone Chamber 1 20 / 20       1 Supply / 2.5 HP  
- Phase Ward (Tier 4)             Phase Capacity +40
Reinforced Wardstone Chamber 1 20 / 20       1 Supply / 2.5 HP  
- Boundary Ward (Tier 2)              
Light Fortification 3 30 / 30       1 Supply / 4 HP  
- Salamander Auxiliaries 2 10 / 10 2d6 2d6 6 1 Supply / 6 HP  
Medium Fortification 3 60 / 60       1 Supply / 3 HP  
- Salamander Auxiliaries 3 15 / 15 3d6 3d8 9 1 Supply / 6 HP  
Training Facility 1 25 / 25       1 Supply / 5 HP Training Capacity +5
Manufactory 1 25 / 25       1 Supply / 2 HP Supply Production +5
forges and foundries
Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
Training: 3 / 5 Barracks: 5 / 7
Berth: 0 / 2
0 / 1 Storage: 32 / 60
Usage: 27 / 30 (15 upkeep, 12 repair)
Dispersal: 29 / 40
Uncertainty: 29 / 40
Phase: 29 / 40

Aerial Support IAF Moonchaser 1 24 / 24 1d12 1d10 6 1 Supply / 2 HP Moonchaser-class Multirole Craft
IAF Gladius 1 32 / 32 1d10 1d12+1 6 1 Supply / 4 HP Gladius-class Destroyer
IAF Makhaira 1 32 / 32 1d10 1d12+1 6 1 Supply / 4 HP Gladius-class Destroyer

Attackers - Brass Scales Clan
Location Building Number HP Attack Defense Battle Upkeep Repair Cost Notes
Forward Base Reinforced Gate Room 2 40 / 40       1 Supply / 2.5 HP Gate Capacity +2
Supply Storage 8 40 / 40       1 Supply / 5 HP Supply Storage Capacity +60, Usage Capacity +30
Lightly Reinforced Wardstone Chamber 1 10 / 10       1 Supply / 3.75 HP  
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
Lightly Reinforced Wardstone Chamber 1 10 / 10       1 Supply / 3.75 HP  
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
Lightly Reinforced Wardstone Chamber 1 10 / 10       1 Supply / 3.75 HP  
- Phase Ward (Tier 2)             Phase Capacity +20
Lightly Reinforced Wardstone Chamber 1 10 / 10       1 Supply / 3.75 HP  
- Dispersal Ward (Tier 2)             Dispersal Capacity +20
Lightly Reinforced Wardstone Chamber 1 10 / 10       1 Supply / 3.75 HP  
- Uncertainty Ward (Tier 2)             Uncertainty Capacity +20
Lightly Reinforced Wardstone Chamber 1 10 / 10       1 Supply / 3.75 HP  
- Phase Ward (Tier 2)             Phase Capacity +20
Lightly Reinforced Wardstone Chamber 1 10 / 10       1 Supply / 3.75 HP  
- Boundary Ward (Tier 2)              
Light Fortification 2 20 / 20       1 Supply / 4 HP  
- Salamander Auxiliaries 2 10 / 10 2d6 2d6 6 1 Supply / 6 HP  
Medium Fortification 4 80 / 80       1 Supply / 3 HP  
- Salamander Mameluks 3 24 / 24 3d8 3d10 15 1 Supply / 4 HP  
- Bombard Battery 1 10 / 10 1d12 1d10 6 1 Supply / 4 HP  
Unit Production Unit Capacities Gate Capacity Supply Warding Capacity
    2 / 2 Storage: 49 / 80
Usage: 37 / 40 (27 upkeep, 10 repairs)
Dispersal: 23 / 40
Uncertainty: 23 / 40
Phase: 23 / 40

Unknown Base                

Unknown Base                

Aerial Support Banda Iblis 1 18 / 18 1d10 1d8 6 1 Supply / 4 HP Zafer-class Destroyer
Hybt Efreeti 1 18 / 18 1d10 1d8 6 1 Supply / 4 HP Zafer-class Destroyer
 
Last edited:
Part MMMDCCCXXXIII: A Head of Steam
A Head of Steam

Twenty-Third Day of the Ninth Month 294 AC

Compared to the dizzying speed of gravjamers streaming across the sky or even the swift wings of dragons and darkenbeasts the banks of the Green Fork almost seemed to crawl by with the steady rocking of the deck beneath your feet. The Good Hope is a barge meant for function over beauty, and her function is simply to get goods up and down the Trident as swiftly cheaply and safely as possible. Wrought of hardened wood and Everfire Steel that alone would have made her a marvel in places that have yet seen little of Deepmen's craft, but it is the steam engine affixed to her bow, not to mention the nine foot tall paddle-wheel to which she is affixed, that marks her as the herald of a new age and in this she is far from alone.

"Excellent work, Minister," you incline your head to the man standing beside you, wearing the silver threaded formal doublet and ermine fringed cloak meant to impress the local nobility with the same understated elegance he had made use of all those years ago in the Wind House.

"Well you gave me an easy job, Your Majesty, that is half the secret to success," Menel Goldentooth laughs. "It is not like folk who live close to so many rivers are shy about running water, or fools when it comes to its use."

"Oh... and am I to believe then that they were open to steam engines as well, no trouble there?" you challenge his modesty. "Not to speak of the inevitable disruptions in more traditional trade routes of which we have heard nothing as far as the capital I will add."

"Steam engines are not soul sorcery, Your Majesty," the minister replied. As he said so he turned to the crew and motioned to one grey-haired fellow with a clubfoot that did not seem to impede him much moving over the deck. "Bring out the kettle Harry."

The kettle it turned out was just that, a slightly battered iron vessel that nonetheless looked solid enough to bludgeon a praetorian with, it even had tea. A somewhat self-conscious Harry ran you through an explanation of how steam transfers the power of the arcane fire to motive force complete with some honey-sweetened linden tea. "As long as you've got water, you've got steam, and as long as you have steam there is no need to pole the barge along..." he finishes with a slightly theatrical flourish, growing more bold on seeing the smile on your face only grow throughout.

"We have been leasing these barges out with an option to buy an interest free to anyone with the skill to manage them," Menel picks up the tale. "At first we thought about just putting engines and paddles on existing barges, but the safety inspections to make sure they were compatible came out at more man-hours than we could spare and that is what it all came down to in the end. Man-hours, not marks."

"And the merchants and drovers who came out worst from the whole deal?" you ask, lowering your voice as you move towards the stern of the barge. You know enough of trade to be sure that even when most win out on a deal someone has to sink.

"The major players, lordly and mercantile, were directed towards more profitable investments to make up for short term loss and the Iron Bank is doing quite well with small loans in the area. There is some grumbling about bankers like lizard-lions on raw meat, but I imagine they are used to it and even if they are not the profits will no doubt prove a comfort."

Supply and Demand: 93 (Success)
Using Canals (The Forks): 91 (Success)
Using Canals (Greater Darry): 39 (Success)


You snort, though in amusement not denial, since for once things seem to be going smoothly. "And the other matter?"

"The estimates?" The minister smiles, a sly gleam in his eye that belies his seeming youth. "All done. I do not imagine many will dare to lightly cross the taxman given the baseline knowledge on the matter, though as parts of the realm start coming under the new wards you can expect some of the more slippery of them to try to make use of the blind spots."

"I shall make a note to the general staff to be ready for that sort of trickery." You do not smile in return for all it sounds a touch absurd on the face of it. You are not one to underestimate human ingenuity, especially when it comes to not paying their taxes.

Economical Estimates: Automatic Success

What do you want to see next?

[] Operations in Slaver's Bay

[] Permeable Force Effects Research

[] Write in


OOC: Godcrafting should also be an option, but I need to look over that again to untangle the excess complications it has gotten and streamline it.
 
Last edited:
A Head of Steam

Twenty-Third Day of the Ninth Month 294 AC

Compared to the dizzying speed of gravjamers streaming across the sky or even the swift wings of dragons and darknenbeasts, the banks of the Green Fork almost seemed to crawls by with the steady rocking of the deck beneath your feet. The Good Hope is a barge meant for function over beauty and her function is simply to get goods up and down the Trident as swiftly, cheaply, and safely as possible. Wrought of hardened wood and Everfire Steel, that alone would have made her a marvel in places that have yet seen little of Deepmen's craft, but it is the steam engine affixed to her bow, not to mention the nine foot tall paddle-wheel, that marks her as the herald of a new age, and in this she is far from alone.

"Excellent work, Minister," you incline your head to the man standing beside you, wearing the silver-threaded formal doublet and ermine fringed cloak meant to impress the local nobility with the same understated elegance he had made use of all those years ago in Wind House.

"Well, you gave me an easy job, Your Majesty. That is half the secret to success," Menel Goldentooth laughs. "It is not like folk who live close to so many rivers are shy about running water, or fools when it comes to its use."

"Oh... and am I to believe then that hey were open to steam engines as well, no trouble there?" you challenge his modesty. "Not to speak of the inevitable disruptions on more traditional trade routes of which we have heard nothing as far as the capital, I will add."

"Steam engines are not soul sorcery, Your Majesty," the minister replied. As he said so, he turned to the crew and motioned to one grey-haired fellow with a clubfoot that did not seem to impede him much moving over the deck. "Bring out the kettle, Harry."

The kettle, it turned out, was just that, a slightly battered iron vessel that nonetheless looked solid enough to bludgeon a praetorian with. It even had tea. A somewhat self-conscious Harry ran you through an explanation of how steam transfers the power of the arcane fire to motive force, complete with some honey-sweetened linden tea. "As long as you've got water, you've got steam and as long as you have steam there is no need to pole the barge along..." he finishes with a slightly theatrical flourish, growing more bold on seeing the smile on your face only grow throughout.

"We have been leasing these barges out with an option to buy, interest free, to anyone with the skill to manage them," Menel picks up the tale. "At first we thought about just putting engines and paddles on existing barges, but the safety inspections to make sure they were compatible came out at more man-hours than we could spare, and that is what it all came down to in the end, man-hours not marks."

"And the merchants and drovers who came out worst from the whole deal?" you ask, lowering your voice as you move towards the stern of the barge. You know enough of trade to be sure that even when most win out on a deal, someone has to sink.

"The major players, Lordly and mercantile, were directed towards more profitable investments to make up for short term loss, and the Iron Bank is doing quite well for small loans in the area. There is some grumbling about bankers like lizard lions on raw meat, but I imagine they are used to it, and even if they are not, the profits will no doubt prove a comfort."

Supply and Demand 93 (Success)
Using Canals (The Forks) 91 (Success)
Using Canals (Greater Darry) 39 (Success)


You snort, though in amusement not denial, for once things seem to be going smoothly. "And the other matter?"

"The estimates?" The minister smiles, a sly gleam in his eye that belies his seeming youth. "All done. I do not imagine many will dare to lightly cross the taxman given the baseline knowledge on the matter, though as parts of the realm start coming under the new wards you can expect some of the more slippery of them to try to make use of the blind spots."

"I shall make a note to the general staff to be ready for that sort of trickery." You do not smile in return, for all it sounds a touch absurd on the face of it. You are not one to underestimate human ingenuity, especially when it comes to not paying their taxes.

Economical Estimates: Automatic Success

What do you want to see next?

[] Operations in Slaver's Bay

[] Permeable Force Effects Research

[] Write in


OOC: Godcrafting should also be an option, but I need to look over that again to untangle the excess complications it has gotten and streamline it. Not yet edited.
Here's an edited version of the chapter, DP.
 
I want to see this before we dig into Slaver's Bay stuff. Been looking forward to the results.

[X] Permeable Force Effects Research
 
Sorry for not being as active as I might otherwise me today guys, the head just went up to ridiculous levels again. It is technically evening right now and it is boiling inside.
 
[X] Permeable Force Effects Research


Well, looking at @Azel's tables it seems like Everfire Dale is severly under-warded.
Though it's propably not as bad as it seems, since it's still in a Boundary Ward and we can easily shift a bigger wardstone and some PCs over there if trouble shows up on the horizon.
 
I dont know if this has been discussed before but i feel that the our defenses are just "Steam cannon steam cannons more steam cannons!" compared to the variety of troops we have.

I feel lile we should have more kind of defensive turrets like the laser one Ymeri
used and lightning and disintegrate launchers etc.
 
[X] Permeable Force Effects Research


Well, looking at @Azel's tables it seems like Everfire Dale is severly under-warded.
Though it's propably not as bad as it seems, since it's still in a Boundary Ward and we can easily shift a bigger wardstone and some PCs over there if trouble shows up on the horizon.
There are a few locations that are underwarded and redeployment isn't always feasible. If the Efreeti Lich goes there, he can wreck a significant number of manufacturing plants before anyone could do something about it.
 
There are a few locations that are underwarded and redeployment isn't always feasible. If the Efreeti Lich goes there, he can wreck a significant number of manufacturing plants before anyone could do something about it.
I thought the Boundary Wards existed so that some mythic Archmage can't just pop in and ruin your day?
Wouldn't we get a warning?

Unless he tries for infiltration of course, but that is something we have at least a chance of detecting before much damage is done.
 
I thought the Boundary Wards existed so that some mythic Archmage can't just pop in and ruin your day?
Wouldn't we get a warning?

Unless he tries for infiltration of course, but that is something we have at least a chance of detecting before much damage is done.
No. The Boundary is there to detect inbound armies and fleets. Keeping your shit unnuked is what the Dispersal Ward is for.
 
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