It says nothing about willingness or a save and the shadow is the size of the Tower.
Did we create something to kidnap towns at a time? Just wait for market day. Hell we could probably just disappear Robert mid speech.

I would prefer to disintegrate him. Then scatter the remaining dust. Or feed him to a barghest.

Just in case people get ideas about resurrecting him.
 
It says nothing about willingness or a save and the shadow is the size of the Tower.
Did we create something to kidnap towns at a time? Just wait for market day. Hell we could probably just disappear Robert mid speech.
Probably because he didn't think about insane scenarios like this or if the plinth needs sunshine to work or if moonshine and earthshine are also fine.
 
Things to do After Mantarys:

1. Carefully deal with Snek God and get a feel for what he expects and what he offers.
2. Settle the Minotaurs into Torturer's Deep as guards. Make it absolutely clear that they obey Alinor's every command, but that they will be treated fairly and will never again be slaves. If they don't agree to this find other arrangements for them like teleporting them away.
3. Set Alinor to organizing the huge influx of manpower in the people we've collected and help her when she needs it. If TD is too crowded, start expanding in Saltcliff.
4. Identify all of our magic items (we're doing this first because this gives us more buying power in Molten Skies).
5. While in the process of identifying magic items, Viserys takes Ser Richard and sails to Pentos to establish a teleporting relay to Braavos. They then send the ship back home and teleport to Braavos where they speak with the Fairwinds and establish a licorice trade. Once done, they teleport back.
6. Decipher all unknown spell books.
7. Have Teana finish her Blood Wards.
8. Talk to the Xorn and determine exactly what trade is like in Molten Skies. Focus on hot commodities and things that can easily be found in Prime Material. Perhaps salt? You own an entire island with cliffs of the stuff.
9. Visit the Plane of Molten Skies.
10. Take the Xorn back to her grandmother. Establish trade relations with them. See what you can do about making a trading outpost in your teleport spot as a place for them to rest without fear of bandits or other things.
11. Go to the Bazaar of Beggars.
12. Trade ALL the blessed bones away for usable crafting reagents that Lya is willing to work with (and also trade away less-than-useful magic items including the Box of Enspelling Melodies and the Ring of PfG). Honestly, for this part, we need a clear picture of the kind of loot we're looking at here. I can't really plan for more until I know how much we've got.
13. Make sure you have enough crafting supplies for: to be voted on. We've got a lot of great ideas floating around, but we need to see how much money we have available and we need to decide as a thread which magic items are absolutely necessary.
14. Task Lya and Leila to crafting everything necessary.
15. Gather every last one of the dragonseeds currently under your rule and test them for magic potential. Of the ones that have potential, determine which types of magic would best suit each. Sorcerers learn under Teana, wizards learn under Lya (when she has time), archivists study with Leila as their mentor, and under the utmost vows of secrecy potential druids learn from Bloodraven himself through the Weirwood.
16. Start building a strong navy. Have Dany repair as many ships as she can as quickly as she can when she has the time. Take the ships you have and fill them with a mixed crew of Braavosi sailors, Ironborn, residents of Torturer's Deep, and most importantly a loyal captain. Send them out to raid any slavers they find and bring back their loot. Continue this practice until all ships are in good condition and fully crewed.
17. Make a quick trip to the Summer Isles on your fastest ship, and take Dany with you as well as all the freed Summer Islanders. Proceed to establish a trade deal for chocolate, and abuse Womb of the Earth to convince farmers to sell you more chocolate for much cheaper. Make sure to be discreet about this since it's sure to piss off the people in power. Diplomance whoever is in power to ensure long term relations. And while we're at it, maybe search for signs of Summer Island magic? It's probably revolving around sailing and navigation. Proceed to teleport back with a bag of holding absolutely stuffed with chocolate when you're done.
18. Revive the Gorgon and have Vee tame it. Once tamed, see what you can do about breeding it with normal cattle so you have your own supply of warbeasts.
19. Once the necessary rings of waterbreathing are crafted, establish a pearl-diving industry. Proceed to get rich.
20. When we visit Dorne, establish a trade in Dornish Red after speaking with Doran about a discount.
21. Go to the Narrow Sea and murder all Mindflayers.
 
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We've got exactly three minotaurs with calming chains (or whatever they're actually called). I think we can start off with those three becoming Alinor's personal guards. Not sure what to do about the others, though.

Maybe we forge those calming chains for all of them?
 
16. Make a quick trip to the Summer Isles on your fastest ship, and take Dany with you as well as all the freed Summer Islanders. Proceed to establish a trade deal for chocolate, and abuse Womb of the Earth to convince farmers to sell you more chocolate for much cheaper. Make sure to be discreet about this since it's sure to piss off the people in power. Diplomance whoever is in power to ensure long term relations. And while we're at it, maybe search for signs of Summer Island magic? It's probably revolving around sailing and navigation. Proceed to teleport back with a bag of holding absolutely stuffed with chocolate when you're done.
Thank you once again for all your work.
about this point in particular, do you think the summer islanders sells chocolate as the final product (milk chocolate), or do they sell the Cacao Seeds / roasted cocoa powder at a cheap price, and then the merchants who buy it convert it into chocolate for resell?
 
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We've got exactly three minotaurs with calming chains (or whatever they're actually called). I think we can start off with those three becoming Alinor's personal guards. Not sure what to do about the others, though.

Maybe we forge those calming chains for all of them?

Sounds needlessly expensive. They can learn to behave in a semi-civilized manner or we can get rid of them.
 
@Duesal
Maybe learn about what Molten Skys looks for in non-magical trade from "the Xorn" (I really suck at names) before we leave TD for Pentos? For some reason, I'm thinking about salt. Might have been a joke at a high-thread-salt quest.

Personally, I want to leave decisions regarding the minotaurs in the hands of the Archons (not the 3 we hired, the rest), and just let Manterys look out for itself, but we are anti-slavers to these people, so we probably have to let them know we can drop by whenever and then do so once or twice in the next 2 months, at least, to get them to clean up their act.

Also, has DP said anything about taking the shadow plynth through the Molten Skys mirror yet?

Viserys Targarian. City-state parole officer :p
 
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We could just give them an island, I'm hesitant of the isolation but it does work for now, make them professional soldiers/sailors.
 
We need to determine cargos for our trips to Pentos and the Summer Isles. They need to be commodities that we can leverage for maximum impact and profitability.
 
We need to determine cargos for our trips to Pentos and the Summer Isles. They need to be commodities that we can leverage for maximum impact and profitability.
obvious response? Cheese and chocolate.
oh you mean the cargo we are taking there. mmm let me think
edit: im thinking metal tools and hunting weapons to the summer islands, wine as well.
to pentos im thinking pearls, whatever our craftsmen produce and any chocolate/spices we get.
 
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Thank you once again for all your work.
about this point in particular, do you think the summer islanders sells chocolate as the final product (milk chocolate), or do they sell the Cocoa Seeds / roasted cocoa powder at a cheap price, and then the merchants who buy it convert it into chocolate for resell?
I doubt they sell the Cocoa seeds themselves. They'd never risk their exclusivity in the trade. And these people are damn good at keeping secrets. To this day they never share their star charts, never shared how to make ships entirely without nails, and never shared how to make Goldenheart bows.

I'm betting on roasted or powdered cocoa at a cheaper price, and then we have to figure out how to process the stuff.
Sounds needlessly expensive. They can learn to behave in a semi-civilized manner or we can get rid of them.
We could just give them an island, I'm hesitant of the isolation but it does work for now, make them professional soldiers/sailors.
Eh, fair enough. An abandoned island with regular supply drops sounds fine for now. But the three sane ones can work under Alinor.
@Duesal
Maybe learn about what Molten Skys looks for in non-magical trade from "the Xorn" (I really suck at names) before we leave TD for Pentos? For some reason, I'm thinking about salt. Might have been a joke at a high-thread-salt quest.
Adding that in.
 
We need to determine cargos for our trips to Pentos and the Summer Isles. They need to be commodities that we can leverage for maximum impact and profitability.

You want maximum impact and profitability?

Take nothing.

Ask them what they want when we get there. Teleport back, fill our Tower with X and then return to them with more than they expected faster then they can believe.
 
You want maximum impact and profitability?

Take nothing.

Ask them what they want when we get there. Teleport back, fill our Tower with X and then return to them with more than they expected faster then they can believe.
that way work the first time, but its a waste of a perfectly good trip otherwise, we should ask our sailors instead.
 
ok, after reading a bit about the summer islands, im thinking we should take fabrics and pigments there, new colors and clothes could quickly become status symbols there. maybe get some purpure out of the mermaids? or some magic that permanently alters the color of clothes?
 
Our water purification barrels would sell incredibly well to the Summer Islanders. Their small, fast ships make ideal candidates for them, as they would dramatically expand the limited cargo space and sea-going endurance by freeing up room normally used for provisions. Actually, it wouldn't be a bad idea to just outright give two or three of the barrels to influential Summer Islanders as gifts.
 
Our water purification barrels would sell incredibly well to the Summer Islanders. Their small, fast ships make ideal candidates for them, as they would dramatically expand the limited cargo space and sea-going endurance by freeing up room normally used for provisions. Actually, it wouldn't be a bad idea to just outright give two or three of the barrels to influential Summer Islanders as gifts.

They could reverse engineer but if we are going to trade any kind of navigational augmentation tool we should do it for information not money, star charts or maps for an increase to their range only makes us doubly better off.
 
Things to do After Mantarys:

1. Carefully deal with Snek God and get a feel for what he expects and what he offers.
2. Settle the Minotaurs into Torturer's Deep as guards. Make it absolutely clear that they obey Alinor's every command, but that they will be treated fairly and will never again be slaves. If they don't agree to this find other arrangements for them like teleporting them away.
3. Set Alinor to organizing the huge influx of manpower in the people we've collected and help her when she needs it. If TD is too crowded, start expanding in Saltcliff.
4. Identify all of our magic items (we're doing this first because this gives us more buying power in Molten Skies).
5. While in the process of identifying magic items, Viserys takes Ser Richard and sails to Pentos to establish a teleporting relay to Braavos. They then send the ship back home and teleport to Braavos where they speak with the Fairwinds and establish a licorice trade. Once done, they teleport back.
6. Decipher all unknown spell books.
7. Have Teana finish her Blood Wards.
8. Talk to the Xorn and determine exactly what trade is like in Molten Skies. Focus on hot commodities and things that can easily be found in Prime Material. Perhaps salt? You own an entire island with cliffs of the stuff.
9. Visit the Plane of Molten Skies.
10. Take the Xorn back to her grandmother. Establish trade relations with them. See what you can do about making a trading outpost in your teleport spot as a place for them to rest without fear of bandits or other things.
11. Go to the Bazaar of Beggars.
12. Trade ALL the blessed bones away for usable crafting reagents that Lya is willing to work with (and also trade away less-than-useful magic items including the Box of Enspelling Melodies and the Ring of PfG). Honestly, for this part, we need a clear picture of the kind of loot we're looking at here. I can't really plan for more until I know how much we've got.
13. Make sure you have enough crafting supplies for: to be voted on. We've got a lot of great ideas floating around, but we need to see how much money we have available and we need to decide as a thread which magic items are absolutely necessary.
14. Task Lya and Leila to crafting everything necessary.
15. Gather every last one of the dragonseeds currently under your rule and test them for magic potential. Of the ones that have potential, determine which types of magic would best suit each. Sorcerers learn under Teana, wizards learn under Lya (when she has time), archivists study with Leila as their mentor, and under the utmost vows of secrecy potential druids learn from Bloodraven himself through the Weirwood.
16. Start building a strong navy. Have Dany repair as many ships as she can as quickly as she can when she has the time. Take the ships you have and fill them with a mixed crew of Braavosi sailors, Ironborn, residents of Torturer's Deep, and most importantly a loyal captain. Send them out to raid any slavers they find and bring back their loot. Continue this practice until all ships are in good condition and fully crewed.
17. Make a quick trip to the Summer Isles on your fastest ship, and take Dany with you as well as all the freed Summer Islanders. Proceed to establish a trade deal for chocolate, and abuse Womb of the Earth to convince farmers to sell you more chocolate for much cheaper. Make sure to be discreet about this since it's sure to piss off the people in power. Diplomance whoever is in power to ensure long term relations. And while we're at it, maybe search for signs of Summer Island magic? It's probably revolving around sailing and navigation. Proceed to teleport back with a bag of holding absolutely stuffed with chocolate when you're done.
18. Revive the Gorgon and have Vee tame it. Once tamed, see what you can do about breeding it with normal cattle so you have your own supply of warbeasts.
19. Once the necessary rings of waterbreathing are crafted, establish a pearl-diving industry. Proceed to get rich.
20. When we visit Dorne, establish a trade in Dornish Red after speaking with Doran about a discount.
21. Go to the Narrow Sea and murder all Mindflayers.

You mentioned having Bloodraven train potential druids through the Weirwood, but not that we visit him. :p

We really are gonna have to do that one of these days, for the Resurrection, for his secrets too risky to speak about over long distances(and the spells he promised). Ah, and last but not least, the dank loot.
 
Our water purification barrels would sell incredibly well to the Summer Islanders. Their small, fast ships make ideal candidates for them, as they would dramatically expand the limited cargo space and sea-going endurance by freeing up room normally used for provisions. Actually, it wouldn't be a bad idea to just outright give two or three of the barrels to influential Summer Islanders as gifts.
And we already have the materials for a barrel that we never got around to actually crafting.
 
You want maximum impact and profitability?

Take nothing.

Ask them what they want when we get there. Teleport back, fill our Tower with X and then return to them with more than they expected faster then they can believe.

If we're making the trip anyway, I don't see any reason not to carry something with us to sell once we're there. It would probably raise eyebrows and inspire curiosity for a ship to dock without offloading some sort of cargo, especially in Pentos, where we know we have enemies.
 
Very bad idea. Never mix portals.
But it could be FUN!

I wonder how it would react to Planeshift. Not that it's massively important, just curious. Teleport working has me happy enough as it is.

Apparently having a dracolich in our wards... do they even do anything now the portal connects to a shadow demiplane instead of the abyss? does not count as an extra passenger - makes sense, we're teleporting a demiplane portal, not people :)

In regard to a general 'to do list' Um; help Dorneish magery school, go to save KL from wildfire, realise that protecting that stink gives evil points, celebrate. Plan to acquire um 10-30 wish gems to fix the city. Bring Theon to speak with his sister. Speak to Jon Snow. Maybe (probably) visit Aemon? at wall. Maybe visit bloodraven.
Take opportunity to memorise good teleport locations in Westeros
Learn about Bhamut.
 
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But it could be FUN!

I wonder how it would react to Planeshift. Not that it's massively important, just curious. Teleport working has me happy enough as it is.

Apparently having a dracolich in our wards... do they even do anything now the portal connects to a shadow demiplane instead of the abyss.

In regard to a general 'to do list' Um; help Dorneish magery school, go to save KL from wildfire, realise that protecting that stink gives evil points, celebrate. Plan to acquire um 10-30 wish gems to fix the city. Bring Theon to speak with his sister. Speak to Jon Snow. Maybe (probably) visit Aemon? at wall. Maybe visit bloodraven.
Take opportunity to memorise good teleport locations in Westeros
Learn about Bhamut.
We'd lose both our demiplan and our portal to Molten Skies. :cry::cry::cry:
 
If we're making the trip anyway, I don't see any reason not to carry something with us to sell once we're there. It would probably raise eyebrows and inspire curiosity for a ship to dock without offloading some sort of cargo, especially in Pentos, where we know we have enemies.

That's part of the impact, you did say maximum.

And there are advantages to being empty or near empty, quicker trip, and the ability for the cargo to be traded elsewhere while we make this trip.
 
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