@Goldfish, under Research instead of Frost Forged I'd go with Weapons for the Dawn, personally. We should definitely eventually cover getting Weirwoods the Cold Immunity, but Weapons for the Dawn is going to have a far greater benefit in the long run.
Done.
Never mind then. In that case we can have his help on one of the education options, @Goldfish. Whichever one happens to have the highest DC.
Done.

Any idea which two duchies we should choose for Traveling Tutors or Better Herds this time?
Reminder here that multiple military bases are underwarded.
Thanks for the reminder.
 
Any idea which two duchies we should choose for Traveling Tutors or Better Herds this time?
For Traveling Tutors, I'd go with the Vale and the Westerlands purely because I'm hoping for that to help soften them to imperial authority. Not sure what to do with Better Herds. Maybe the Vale and the North?
 
[X] Goldfish

Time for new turn! Here is hoping we don't run empire into the ground within the year.
 
@Goldfish, I'd assign the Artifact Hammer + Lya to wield it on Weapons for the Dawn. That should pretty much guarantee success on that one.

[X] Goldfish
 
Interlude MCCXVII: Faces of Fortune
Faces of Fortune

Twenty-Seventh Day of the Ninth Month 294 AC

The would-be recruits bending their shoulder and dropping their gaze against the bite of the northern wind were nothing new to the man who looked down upon them from the height of his saddle. One sandy haired lad, a Dornishman from the look of his light helm sneaked a look at the horse. Normally that would be cause enough to mark him out as trouble, but Alliser Throne was in a much better spirits that the last time he had seen a parcel of recruits. No gallows' bait in this lot and being fair it was not like they would see the likes of Ember-Foot outside the Imperator's elite riders and not many even there, for he was not among the more common of his breed, kin to stone or storm. Ser Alliser rode on a stallion of flame, his hooves black as coal, nostrils breathing not steam but smoke into the cold evening air.

"Last chance to ride back boys," he said, his voice loud and commanding, though without the edge of mockery it may once have had. He pointed over his shoulder at the enormous mass of the Wall, a smooth white parapet three hundred feet tall. "That's the end of the world as far as most folk are concerned if you go back you get to tell your kin you've seen it with your own eyes. Ride on and the only kin you'll have are the brothers in black and..."

A wolf of sun-shot green looped out from the shadows of the trees on the side of the road . Even after all this time the knight was not sure how they managed to hide so well given what the looked like. Still he gave no sign of surprise and carried on with his speech. "The spirit-kin that run at our side by the grace of gods and of the throne. You will have heard of the sorcery no doubt, spells of healing to soothe the most deadly wound, spells of warmth to make the coldest winter's breath like summer, well it is all true. If it is magic you are looking for you will find more of it on the Wall than in any other place west of the Narrow Sea, but here's the bit the part the minstrels don't sing about and though the Wandering Crows tell of it I'm not sure you heard it all wrapped up in the warmth of some southern in..."

The master at arms paused, wondering if anyone would be dumb enough to speak up, to say they they had listened and they knew the dangers. It was about a coin flip if you wound find someone like that in any lot of recruits, all the more so when they were highborn. But this time the silence held.

"We need it all, we need the servants of the gods and sword of fire in hand..." so saying he drew his own with a hiss of new kindled flame. "And there still aren't enough of us to stand at every post that was filled by the Watchmen of old." With a flash of magic like the bite of strongwine on his tongue Alliser was standing at Ember-foot's stirrup. "If you think you are up to standing in their shoes and looking out over the Empty lands come forth and be recognized brothers."

Of the thirteen that had com forward two turned aside and old Yoren gave Alliser a dirty look, though that troubled him not at all. He wished those who would take their leave good fortune in the south for they had been wise to know their own limits and take the path back while it was still open. There would be about as many in the months ahead who would come to regret the weight of the black cloak and those he would call fools for no man had forced it on them.

"If they live they will get used to it in the end," he felt more than heard the voice of his steed as he took his saddle again. "You did."

"I was lucky,"
he shot back, then he froze in the saddle unable to quite believe the words had crossed his mind, still they were true and he meant them just the same.

OOC: No vote for this one since you guys can vote on the quarter.
 
@Goldfish, the mothballed bases are already emptied out. The problem is that places like Everfire Dale are underwarded and thus vulnerable to attack.
Ah, okay.
For Traveling Tutors, I'd go with the Vale and the Westerlands purely because I'm hoping for that to help soften them to imperial authority. Not sure what to do with Better Herds. Maybe the Vale and the North?
Added those for each action.
 
@Goldfish, I'd assign the Artifact Hammer + Lya to wield it on Weapons for the Dawn. That should pretty much guarantee success on that one.

[X] Goldfish
Wouldn't it be better for her to keep working on Bulwark of the North?

Do you have a link to the re-forged Artifact Hammer? I forgot to make a notation of it in the Armory and now I can't remember what it does.
 
Faces of Fortune

Twenty-Seventh Day of the Ninth Month 294 AC

The would-be recruits bending their shoulders and dropping their gaze against the bite of the northern wind were nothing new to the man who looked down upon them from the height of his saddle. One sandy haired lad, a Dornishman from the look of his light helm, sneaked a look at the horse. Normally that would be cause enough to mark him out as trouble, but Alliser Throne was in a much better spirits than the last time he had seen a parcel of recruits. No gallows' bait in this lot, and being fair it was not like they would see the likes of Ember-Foot outside the Imperator's elite riders. Not many even there, for he was not among the more common of his breed, kin to stone or storm. Ser Alliser rode on a stallion of flame, his hooves black as coal, nostrils breathing not steam but smoke into the cold evening air.

"Last chance to ride back, boys," he said, his voice loud and commanding, though without the edge of mockery it may once have had. He pointed over his shoulder at the enormous mass of the Wall, a smooth white parapet three hundred feet tall. "That's the end of the world as far as most folk are concerned. If you go back, you get to tell your kin you've seen it with your own eyes. Ride on and the only kin you'll have are the brothers in black and..."

A wolf of sun-shot green loped out from the shadows of the trees on the side of the road. Even after all this time, the knight was not sure how they managed to hide so well given what they looked like. Still, he gave no sign of surprise and carried on with his speech. "The spirit-kin that run at our side by the grace of gods and of the throne. You will have no doubt heard of the sorcery. Spells of healing to soothe the most deadly wound and spells of warmth to make the coldest winter's breath like summer. Well, it is all true. If it is magic you are looking for, you will find more of it on the Wall than in any other place west of the Narrow Sea, but here's the bit the minstrels don't sing about, and though the Wandering Crows tell of it, I'm not sure you heard it all wrapped up in the warmth of some southern inn..."

The master-at-arms paused, wondering if anyone would be dumb enough to speak up, to say they they had listened and they knew the dangers. It was about a coin flip if you wound find someone like that in any lot of recruits, all the more so when they were highborn. But this time the silence held.

"We need it all, we need the servants of the gods and sword of fire in hand..." so saying he drew his own with a hiss of new kindled flame. "And there still aren't enough of us to stand at every post that was filled by the Watchmen of old." With a flash of magic like the bite of strongwine on his tongue, Alliser was standing at Ember-foot's stirrup. "If you think you are up to standing in their shoes and looking out over the empty lands, come forth and be recognized as brothers."

Of the thirteen that had come forward, two turned aside and old Yoren gave Alliser a dirty look, though that troubled him not at all. He wished those who would take their leave good fortune in the south, for they had been wise to know their own limits and take the path back while it was still open. There would be about as many in the months ahead who would come to regret the weight of the black cloak, and those he would call fools for no man had forced it on them.

"If they live they will get used to it in the end," he felt more than heard the voice of his steed as he took his saddle again. "You did."

"I was lucky,"
he shot back, then he froze in the saddle, unable to quite believe the words had crossed his mind. Still, they were true and he meant them just the same.

OOC: No vote for this one since you guys can vote on the quarter.
Made some additional edits to the chapter, DP.
 
Wouldn't it be better for her to keep working on Bulwark of the North?

Do you have a link to the re-forged Artifact Hammer? I forgot to make a notation of it in the Armory and now I can't remember what it does.
Here.
Skymender



Description: Though this hammer is light as a willow wand in the sky, the air itself seeming to hold it aloft, to merely touch it is to know it is not a weapon of war. The gem emblazoned within gleaming like onto the eye of the Winged Serpent ever Watchful. Bound within is the art and artistry of a lost people and the dream of wonders yet unforged.

Abilities:
  1. When wielded by a mythic smith this hammer allows the them to count as possessing two more mythic ranks than they do for crafting purposes.
  2. In any project concerned with the forging of arcane creations the hammer inspires the bearer to work 25% more effectively (+1d6 research die on projects where the hammer can be applied)
  3. When creating magic items through item creation feats (including but not limited to forging arms and armor, wondrous items and constructs) the bearer of Skymender may choose to either work 50% faster while doubling the cost of the items by the use of reagents fit for a god or use the hammer's magic in place of some reagents, allowing them to craft at 50% of the cost for the price of double crafting time.
  4. Skymender may not be used in combat, attempts to do so will see the hammer attempt to fly from the bearer's hand (DC 30 Strength check)
Big issue is I don't think we can use the hammer for Bulwark of the North. It seems like something for making new things instead of studying old things, unfortunately.
 
@Goldfish I think it would be a good idea to actually look back at the military system, you guys mothballed a single base in Skagos but you guys do have under-warded bases that would make great targets for the efreeti.
 
I'm pretty sure we wanted to attack Qohor this turn.
@Goldfish
Did that plan change?

It's a danger that we don't really have contained right now.
And we don't really need our armies for anything else right now anyway, they'll be far less useful in the new system against planar powers, so better use them now to crush a foe without Warstones.

For Qohor I would recommend is the following:
1. Use 2-3 Legions to secure the city itself, should be no big deal, utilize our small gravjammers to break any serious resistance
2. Use 1 adventurer party, companion-grade and with support from our undead and fleshforged in case they have serious numbers down there, to secure the Forge of Qohor
3. Use the heavier airforce and some strategically used weather- and wind-spells to burn down the parts of the forest closest to Qohor
4. Have a secondary team of adventurers go in and attack the spots of Forest that are too eldritch to properly burn

I know this is pretty barebones, but it's a start.
 
Follow up action has been added for Qarth, sorry for missing it guys

[] As the Queen of Cities Bows (New): Now that you have some reasonable grasp of the Qartheen aristocracy you can move to gain subtle control over its bureaucracy in preparation for its integration
DC:25
 
I'm pretty sure we wanted to attack Qohor this turn.
@Goldfish
Did that plan change?

It's a danger that we don't really have contained right now.
And we don't really need our armies for anything else right now anyway, they'll be far less useful in the new system against planar powers, so better use them now to crush a foe without Warstones.

For Qohor I would recommend is the following:
1. Use 2-3 Legions to secure the city itself, should be no big deal, utilize our small gravjammers to break any serious resistance
2. Use 1 adventurer party, companion-grade and with support from our undead and fleshforged in case they have serious numbers down there, to secure the Forge of Qohor
3. Use the heavier airforce and some strategically used weather- and wind-spells to burn down the parts of the forest closest to Qohor
4. Have a secondary team of adventurers go in and attack the spots of Forest that are too eldritch to properly burn

I know this is pretty barebones, but it's a start.
Can you include it in your plan to have anti mind control wards and wards to protect the legion from far realm influence and madness.
 
The invasion of Qohor will be dealt with automatically after the plan vote is settled on. I considered doing it before, but there was no real room for that many updates in the last few days of the previous quarter.
 
Can you include it in your plan to have anti mind control wards and wards to protect the legion from far realm influence and madness.
We do have PfE-Banners for the legions, but we can't do much against Far Realm problems on that scale.

Which is why I propose to let PCs do the work on any Far Realm hotspots. So the common legionaires can stay the hell away.
 
I'm pretty sure we wanted to attack Qohor this turn.
@Goldfish
Did that plan change?

It's a danger that we don't really have contained right now.
And we don't really need our armies for anything else right now anyway, they'll be far less useful in the new system against planar powers, so better use them now to crush a foe without Warstones.

For Qohor I would recommend is the following:
1. Use 2-3 Legions to secure the city itself, should be no big deal, utilize our small gravjammers to break any serious resistance
2. Use 1 adventurer party, companion-grade and with support from our undead and fleshforged in case they have serious numbers down there, to secure the Forge of Qohor
3. Use the heavier airforce and some strategically used weather- and wind-spells to burn down the parts of the forest closest to Qohor
4. Have a secondary team of adventurers go in and attack the spots of Forest that are too eldritch to properly burn

I know this is pretty barebones, but it's a start.
Can you write this up? I'll add it to my plan when I get back.

Gotta head out to do 4th of July stuff for a few hours.
 
The invasion of Qohor will be dealt with automatically after the plan vote is settled on. I considered doing it before, but there was no real room for that many updates in the last few days of the previous quarter.
So no vote for attacking needed right now?
Good.

@Goldfish
Here's my outline for the next vote after the big turnvote then:
[] Eldritch Exterminators - Call us if you have outer gods in your basement
-[] Bring the 2nd, 5th 14th Legion to Qohor by the Demiplane-Gate transport. They will occupy first the center of goverment and the major gates of the city, then work their way inwards.
--[] Strict orders to keep their distance from any non-hostiles there, we have no idea who is or isn't a timebomb of madness or eldritch power, so they will take and hold the mentioned positions and warn off any people under threat of violence from coming to them
--[] Use Major Image to give loud and obvious orders to every citizen to remain calm and stay in their houses
--[] The 2nd Air Wing will be out in force and in contact with the generals on the ground to support them by striking at hard targets and disperse attempts at organising a coutnerattack
-[] Adventurer Team A, consisting of Viserys, Richard, Vee, Malarys and Lady Saenena, with Qyburn (as support for issues with the Forge, not as primary combatant) will take whatever Black Knights we can spare and enter the Fleshforge to secure it
-[] The 1st Battlegroup and the IMF Moonchaser will fly out and bombard the nearby forest with Alchemist's Fire and if we have any to spare Wildfire as well, as soon as they are well out of reach of the city. Lya will be onboard and use Control Weather to ensure that strong, dry winds fan the flames outwards from Qohor, as well as use Control Winds if there are spots resistant to catching fire
--[] Any places found that are too far removed from the laws of reality to properly burn this way will be noted and quickly investigated by adventurers to prevent any eldritch counter-attacks on Qohor from outside. The exact composition of these adventurer teams will be determined after we have an idea how many spots we'll have to attack.


The latter is important, since I'm pretty sure that we can't just blast the parts where the forest goes over into corrupted Feywild-paths. Even if they don't lead to the Far Realm or anything quite that bad, they are still dimensional fuckery that we need to deal with personally.
 
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