Nice to see a set of actions all go alright, and bonus points for being economic ones.

[X] Permeable Force Effects Research
 
Okay but looking at our steam launchers they just dont have a lot of variety and having a much more variety of defenses would be more good.
No. It would not.

Steam cannons have massive range and can fire a wide variety of ammo. There's no real benefit in adding other weapons that have lower range, restricted effects and require different training.

These other weapons are either infantry scale or point defenses. The Imperial equivalent are Launchers.
 
If you need simple and irresistable weapons these Orb of Force cannons the giants had seem like a much simpler solution than trying to copy divine fury.
Not as major weapons like the cannons, but to have a reliable magical (spectre-hitting( weapon for infantry and point-defence.

Though they propably need more capacity in mid-level enchanters than we have.
 
[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.
When I was distributing the ward stones in my plan a few days ago, @Azel said Everfire Dale would be protected by the wards from SD, so I shifted the ones I had assigned to it to a different military base. How far is Everfire Dale from SD?

I never would have reassigned the ward stones if it meant leaving it uncovered.


EDIT: Because my memory sucks.
 
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When I was distributing the ward stones in my plan a few days ago, @Azel said Everfire Dale would be protected by the wards from SD, so I shifted the ones I had assigned to it to a different military base. How far is Everfire Dale from SD?

I never would have reassigned the ward stones if it meant leaving it uncovered.
Never mind, I just looked at my plan again. Everfire Dale is actually protected by a full set of wardstones. It just relies on the Boundary Ward from SD, since it has a Small set of the other stones.

Here's the plan: A Purloined Shield
 
Never mind, I just looked at my plan again. Everfire Dale is actually protected by a full set of wardstones. It just relies on the Boundary Ward from SD, since it has a Small set of the other stones.

Here's the plan: A Purloined Shield
The stones in Everfire Dale don't provide enough coverage though.

Numbers of the new system hadn't been finalised when the original deployment was voted on.
 
The stones in Everfire Dale don't provide enough coverage though.

Numbers of the new system hadn't been finalised when the original deployment was voted on.
What does that mean, though? A 2 kilometers radius ward should be more than enough to cover Everfire Dale. I just checked your info post and the wards are still showing they're that size, so I'm confused about how they no longer provide enough coverage.
 
What does that mean, though? A 2 kilometers radius ward should be more than enough to cover Everfire Dale. I just checked your info post and the wards are still showing they're that size, so I'm confused about how they no longer provide enough coverage.
Because system abstraction required an easy way to gauge if a ward can cover everything and the sanest way was to just count buildings and call it a day. Formula is 10 buildings per tier and Everfire Dale has a lot of buildings.
 
Because system abstraction required an easy way to gauge if a ward can cover everything and the sanest way was to just count buildings and call it a day. Formula is 10 buildings per tier and Everfire Dale has a lot of buildings.
Can you redo the ward descriptions then? If you're going off of building tiles instead of kilometers it'd make it far easier for us to try to plan that out.
For example:
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.
How many building tiles does this cover? And how many building tiles are in Sorcerer's Deep or Everfire Dale or any of our other cities?
 
Because system abstraction required an easy way to gauge if a ward can cover everything and the sanest way was to just count buildings and call it a day. Formula is 10 buildings per tier and Everfire Dale has a lot of buildings.
What about underground complexes to increase max building capacity?

Atleast having it as a option to increase our base would be good.
 
Can you redo the ward descriptions then? If you're going off of building tiles instead of kilometers it'd make it far easier for us to try to plan that out.
For example:
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.
How many building tiles does this cover? And how many building tiles are in Sorcerer's Deep or Everfire Dale or any of our other cities?
The cities could have more than hundreds heck thousands of buildings
 
Can you redo the ward descriptions then? If you're going off of building tiles instead of kilometers it'd make it far easier for us to try to plan that out.
For example:
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.
How many building tiles does this cover? And how many building tiles are in Sorcerer's Deep or Everfire Dale or any of our other cities?
I'm not counting cities, just military installations. Cities will get flattened in any serious battle no matter what, so it's irrelevant how much space they take up.
What about underground complexes to increase max building capacity?

Atleast having it as a option to increase our base would be good.
No. Just add more wardstones. The system is already rather complex again, so adding complexity for the sake of complexity is not productive.
 
Cities will get flattened in any serious battle no matter what, so it's irrelevant how much space they take up.
X(3 to 4 kilometer radius)X sorry im wrong:oops:
If that was the case our enemies could just decide to destroy our cities just to hurt us and our rule and just commit to killing citizens and public structures
 
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Can you simply consider the system in a way that building capacity only applies for military installations and cities could just benefit from the 10km wards and wardstone creating and building actions later on to cover unwarded part of cities and for expansion.
Again. It does not matter. If a Dauntless equivalent shows up above Kings Landing and starts shooting enhanced Wildfyre shells at the city, then the city is toast and no wardstone can protect it from that. The only way to stop this is to either shoot that enemy Dauntless down before it can do too much damage or to deter the enemy from sending it on that mission in the first place.
 
Again. It does not matter. If a Dauntless equivalent shows up above Kings Landing and starts shooting enhanced Wildfyre shells at the city, then the city is toast and no wardstone can protect it from that. The only way to stop this is to either shoot that enemy Dauntless down before it can do too much damage or to deter the enemy from sending it on that mission in the first place.
We could research a new type of defense system that could project high level widened multiple brilliant barriers to intercept the attacks and atleast reduce the damage to a extent before reinforcements arrive

Edit: i know that is already in the research section but i want to build a kind of ward system that projects the barriers as directed by a controller
 
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Interlude MCCXIII: Stranger Seals
Stranger Seals

Twenty-Third Day of the Ninth Month 294 AC

It was all too easy to mistake the difficulties of ward-crafting, Naria had learned, as she worked on the Permeable Arcane Veil Project. After all, unlike a conjurer, there was no risk of tearing space and time asunder. Unlike a necromancer, one was in no danger of unleashing death made manifest upon the world of how evokers might set loose the dance of primal forces. Transmuters warned of cascading reactions that would render all around them to elemental dust and diviners risked madness by peering beyond the veil of the worlds.

What was the worst that some new study into protection magics could do?

All of the above and more besides, for to ward against a thing one must first produce it and then understand it down to its fundamental principles, and as their task was to find a way to allow attuned creatures, living, breathing, fragile creatures through a ward humming with enough power to hold off the bolts of spell-cannons, the results had been... predictably bloody.

One of her Tyroshi born colleagues had suggested chickens on the reasoning that they could eat the ones who did not make it. They had to scrape the first five off the stones of the testing chamber, nothing but feathers, blood and bone dust. For some reason they had all been killed from the inside out, with the damage becoming progressively lighter the closer you got to the outside of the bird, which eventually ruptured not due to any sorcery but a pressure differential.

The I.A.F. had not been amused by the prospect of the poultry grenade, and for more than a month the project had been stuck in the doldrums with no solutions in sight and no answers foreseen, not until a chance remark from the now Headmaster Marwyn had given them the key. "Have you tried weighing them before and after?" he had asked.

It took the development of a spell based on the ritual of restoration which had helped recover the lore of the Citadel, but finally they had their mostly intact though still thoroughly dead test subject, now several fractions of a gram lighter than they should have been. So how had it exploded and where had it gone?

As it happened the answer was staring them in the face. It had not gone anywhere on this Sphere or any other, but rather matter had become energy, only a fraction of it recognizable as heat and motive force with the rest of it coming out as some kind of exotic poisonous radiance. They all had to go the the healer after that, half-fearful they had contracted some curse. Fortunately, it had just been physical damage, easily within the scope of simple spells of cleansing.

Having identified the flashpoint and now able to measure it in reference to alterations in the attuning process, the project ended on time, though over budget. Though the airforce would not be able to make use of the wards yet, still being firmly anchored in place, they did have their uses for high value fixed installations as well as being a stepping stone to even more refined abjurative barriers.

Further improvements in permeable Force Effects - Tier 2: 71 (Success)

Result: Better static wards created. (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).


What do you do about the strange findings during the ward research?

[] Leave them in the Scholarum-only section of the Library, this seems to deal with unknown fundamental forces which would benefit from being more widely known

[] Seal this in the lower levels of the Palace Library, it is too destructive to be broadly known even within the Scholarum

[] Write in


OOC: Yes, that in in fact radiation. Mass rad poisoning is what a crit fail on this action would have looked like.
 
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