Does the Old Gods accept animals as sacrifice to them, or other more benign sacrifices? Even if they don't give anything material, a simple metaphysical "thanks bro" would be interesting and would help us in humbling the Seven later without the need to commit mass murder.

Day of Blood:

Material Components: The powdered remains of a sentient (Int greater than 3) creature or creatures of no less then 8 HD (bonemeal, dried organs, etc...)

Blood Component: Sacrifice of 16 HD worth of sentient creatures who must be hung from the tree, or if the branches will not support them, impaled before its roots.

This implies no, but maybe for lesser workings?
There's probably beings that would appreciate the sacrifice of beasts more than the OG tbh, some of them we might be able to work with.
 
Part MDCX: The Watchers' Tale
The Watchers' Tale

Sixteenth Day of the Twelfth Month 292 AC

As soon as you agree to look into the matter of bears and those who love them too long Cotter looks like a man who had all his feast-days for a year come together and was helpful as could be asked besides, probably to keep you from having second thoughts. The first step was sobering up the unfortunate maester Harmune by the simple means of dunking his head in a bucket of barely melted snow, then marching him along into the confines of the maester's tower.

Unsurprisingly Cotter himself is possessed of a mind wholly untouched by the temptations of written word, as is usual for smallfolk and doubly so in the Iron Isles. He does, however, have a fine eye for maps, quickly ferreting out one scribed on fine grey seal-skin, showing the Haunted Forest as far as a hundred leagues from the Wall, well north of Hardhome, though of course the details become sketchier the farther from the Wall and the coast one went. In spite of these short-comings the lands around Eastwatch are filled with the markers of tribal camps, deep cave networks in which one might find shelter, and a surprising amount of old ruins.

Gained Fine Seal-Skin Map of the Far North


That is how you learn that far from being the only proper wildling settlement as all the histories you read insist, the town was in fact the most successful fishing and trading port on the peninsula that forms the northern edge of the Bay of Seals, all supposedly belonging to what the now marginally sober Maester calls the crab-folk, for their manner of worship. Though these settlements declined with the destruction of Hardhome three centuries before the Conquest, they did not all fully share its fate. Commander and maester both suggest talking to them about where to find the encampment of their erstwhile brethren.

"The crab-men are still wildlings, so ye should not trust them for shit least you have more men than them, but they aren't mad reavers like the man-eating sons of bitches on the Frozen Shore," Cotter explains, leaving you to wonder just how savage those wildlings must be for an Ironborn to call them thus.

"Well that would be something of a problem seeing as there are only three of us," you admit. "Still it should not be that hard to show them the error of their ways and have them show us these bear-men that have been causing trouble."

"Be mighty fine if you could do that, but if you want a ranging to lead you I can get 'em out and supplied 'fore noon." It's clear enough Cotter is very interested in getting the only friendly wizards he's found to fix his problem without some stray arrow getting in the way.

Even beyond the offer of guides and guards he gifts you heavy cloaks, gloves, and boots, not only warm but handsome to look at, trimmed with lustrous fur: fox, wolf, and even ironically bear. At your questioning look the commander explains that the fort often trades the finest furs to passing ships, offering such ready-made wares as samples to the captains. Mayhap the trade ship that passed this way did not do so poorly out of it after all.

Though you do not truly need it you take the proffered gear just the same, knowing that generous trade often makes for stronger bonds than gifts unearned.

Gained three sets of Masterwork Winter Gear


About the rest of the wildlings the men of Eastwatch know considerably less than they do of the crab-men, though you still more than you could have learned from books. For one they hate being called that and think of themselves as Free Folk, that is people who will kneel to no man and follow only the one who proves strength to them. From the fact that there have been propper Kings Beyond the Wall before, you guess that does not mean that the leader has to personally wrestle into the ground each and every one of his followers whenever the mood strikes them... Still, it sounds like a maddening 'system' almost designed to keep the poor bastards in squalor, killing and stealing from each other as much as the Watch more often than trading and living in peace. Dany calls it 'living like wolves in the woods,' shaking her head sadly at the same waste.

Still they are not all raiders to make an Ironborn look peaceful. You hear that the Thenns in the valleys of the Frostfangs to the west still live in halls of stone and work bronze like the First Men of yore rather than making do with stone and stolen steel.

"Waymar might find a visit to his liking, when he is no longer busy," Ser Richard muses, having unbent slightly upon concluding that it is at the very least unlikely for the Black Brothers to attack you after all the favors you are doing them.

You idly wonder what the two men in the tower with you would think if you explained your friend is busy being a sea star to regrow an arm...

"Is it true there are still giants up there?" Dany asks, drawing your attention back to the conversation at hand.

"Not many of them," Maester Harmune answers. "However, our brothers from Castle Black say they have been gathering around the Fist of the First Men." He points out the ruin on the map. "No one is sure what they are doing there, but they are not attacking the rangers, so obviously we are inclined to leave them be."

"Wise thought," Ser Richard says, giving you and Dany both a meaningful look. Alas for the poor beleaguered knight it has as little effect on you as it does on Dany.

What do you do next?

[] Ask more questions
-[] Write in

[] Set off to find the crab men
-[] Alone
-[] With a guide
-[] With guides and guards

[] Write in


OOC: To anyone who did not get to vote, sorry, but I saw a pretty hefty consensus and figured I could get another part off today.
 
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So would the brass mirror to MS work as sacrifice for the Artifact for weirwood ritual?

Would be neat if the boon could be a Heart Tree with a gate to another plane; Or MS but without the three days in a month only deal. Instead something like a minor sacrifice of HP or attributes for aslong as the gate stays open.

Perhaps a gate to the Dreamscape... :whistle:
 
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@DragonParadox, could we establish trade between Eastwatch and Braavos with our ships? We could load the furs on other ships, which go south and sell them as luxury goods.

Doesn't even need to be a horribly profitable route since establishing us as a steady supplier for the NW is more then rewarding already.
 
[X] Set off to find the crab men
-[X] With a guide

I can't think of any more questions to ask, so this seems like the best thing to do to me.
Going alone seems like a bad idea when we don't know the area and the locals are more likely to attack us than leave us alone.

We could try and rely on the Wayfinder, but that hasn't worked in every case.
A guide seems best, as they would know the local areas, and we can impress them with our diplo skills.

The guards seem unnecessary, both because they will slow us down and because the Free Folk will likely submit once Viserys or Richard beats the shit out of them. there should be no need for additional muscle.

So we can easily get there and back, possibly with new recruits in tow, and not have to worry about getting lost in the wilderness and having the thread give up in frustration.
 
We'll be responsible for keeping alive and intact anyone we bring with us. And once we are on the other side of the wall Teleportation isn't going to be available, so whoever comes with us will be stranded without mounts or fellow rangers when we continue on the journey after this bear ass sidequest.

EDIT: Also, Dany only has two Endure Elements spells prepared, and no amount of winter gear will protect a guide from the kind of cold they would be exposed to as we ride through the air at 50+ mph.

[X] Set off to find the crab men
-[X] Travel alone. Experienced and well-meaning as the Rangers of the Night Watch may be, they are not equipped, mentally, physically, or magically to handle the kinds of threats we are likely to encounter.
-[X] If she hasn't already, Dany casts Endure Elements on Richard and Viserys. Viserys creates a trio of Phantom Steeds for the group to travel at maximum speed through the air, so as to not be impeded by the harsh terrain.
 
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@DragonParadox, could we establish trade between Eastwatch and Braavos with our ships? We could load the furs on other ships, which go south and sell them as luxury goods.

Doesn't even need to be a horribly profitable route since establishing us as a steady supplier for the NW is more then rewarding already.

To an extent it already exists. The traders that pick up the furs are generally either Braavosi or Lorathi.
 
A guide that won't winge about a shadow steed might be useful, if they think they will be able to make it back safely after we hire a wildling guide (better local knowledge).

Preferably someone who can has the authority to say "we won't shoot burning arrows at you if you don't try and kill us".

Two would be ok, no more than three.
And tell them to wrap up extra warm - our Steeds are very very fast

Edit: someone who has seen the bears and their tree would be preferable.
 
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@Diomedon @Azel, the beginnings of our map room.
Everyone with a responsibility or an interest for rulership gathers in the dusty chart room that had previously seen the planing of little else save brigandage on the high sea.
"Never fear I will not ask you learn magic in so short a span of time," you reply even as you walk over to the shelves to pull out one of the better charts. That at least was one thing the Deep never lacked in either quantity or quality.
The charts and maps had been cleared from the long pine table where in days past the lords of the Deep had planned their conquests.
All too soon night begins to fall and the time comes at last to seek your bed after pouring over nautical charts and ledgers much of the day.
The scent of old parchment mingles with that of the fine bottle of strongwine Garin is pouring from and Hermetia's subtle perfume as the three of you stand around the expansive chart table to celebrate the refounding of Silver Serpent Enterprises and hammer out the last details of its existence.
Gained Fine Map of Lys
Gained Fine Seal-Skin Map of the Far North
 
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This is a pretty good opportunity.

And Tyene can get her choice pick of luxury furs, too.

I wonder if we could gift Doran furs from the wall as incentive to make ties with the North, and ask of him to send men to join the Night's Watch.

That is actually something Dorne can do for us beyond supply intel, and they wouldnt see it as slavery either @Diomedon ! :p

Should suggest this to Stannis too.
 
I thought you were letting the Phantom Steeds max out at 50 mph?
380 miles / 14 h are actually just 27 mph. Pretty leisurely pace for Phantom Steeds.

[X] Set off to find the crab men
-[X] With a guide

If we can send him home with a single Phantom Steed, there is no reason not to take him. He can report back our success to Eastwatch.
 
I know this may be a stupid question but is there a reason as to why we haven't raided the Citadel for information? I imagine they have quite a bit of magical information and other information in general.
 
I know this may be a stupid question but is there a reason as to why we haven't raided the Citadel for information? I imagine they have quite a bit of magical information and other information in general.
We have lots and lots of things to do.

And if we go to the Citadel we have deal with the Underdark opening under the Hightower and potentially come in conflict with the Westerosi adventuring party.
 
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