I uh, missed the reschedule vote, just read the updates. So, I was going on old knowledge. Oops. Also, I don't see it on the link you sent me, just revisions of older turn plans.

I'll find the actual vote anyway. Cheers.

There was no reschedule vote, at least for Garin, Glyra, and Maelor going to Tyrosh. That's been set in place since the turn vote for the month.
 
@DragonParadox How accurate is @Duesal's assertion?

What I mean to say is, the text flatly says (site or structure), and we can assume the "site" in this case intended meaning would be where the Hallow effect stretches. So the whole island for a super weirwood from the Dawn Age.

So it gets an inbuilt Magic Circle of Protection Against Evil effect?
 
Last edited:
Wait. @Goldfish. As per the Hallow effect for the heart trees, Magic Circle Against Evil is automatic.

The reason we have it for the Planar Binding Tree is that it's a CL 20 Inward-Facing Magic Circle Against Evil and completely fucks over Outsiders we put in there.

So for the Petrified Weirwood, we basically have a free island-spanning Magic Circle Against Evil.

That's only if the Hallow effect encompasses the entire island. If it does, then we're set and we shouldn't expect anything beyond being able to add one more effect built into the Hallow. I'd go with Endure Elements.
 
Yeah, I assume that we can't cheese it for something that bonkers good just to add more effects than we otherwise could.

Endure Elements seems great though.
 
It's been discussed before in the thread. Just ask @TotallyNotEvil if I can't be trusted.
That's only if the Hallow effect encompasses the entire island. If it does, then we're set and we shouldn't expect anything beyond being able to add one more effect built into the Hallow. I'd go with Endure Elements.
No. It doesn't work like that. We don't have to sacrifice the effects we get to add onto regular heart trees just because the range is bigger. We get to keep the same number of effects as per the ritual, but the range naturally increases based on the tree's age.
Of sacrifices and their worth you speak next, asking if there is some manner to empower a heart tree already grown, and so there is. The questions you ask next do not receive as pleasant an answer: only time can make the holy places of the Old Gods grow in scope that one blessing might cover more land. However if one was to use a truly ancient weirwood for the Heart Tree the blessings would indeed spread further.
Absolutely nothing about only being allowed to have less than three effects on there. We found an ancient weirwood, we're allowed to have three effects and the massive increase in range.
 
Last edited:
It's less about not trusting the assertion's source @Duesal and more disbelief that something that great could be achieved on top of other goodies when the effect is that far-ranging.

Hallow in itself is being stretched a further distance than the spell would usually account for. Warding a room with PfE? Maybe even a city block? That already seems like a pretty good investment.
 
It's less about not trusting the assertion's source @Duesal and more disbelief that something that great could be achieved on top of other goodies when the effect is that far-ranging.

Hallow in itself is being stretched a further distance than the spell would usually account for. Warding a room with PfE? Maybe even a city block? That already seems like a pretty good investment.
It's kind of intrinsic to what Hallow is. It just isn't Hallow if it doesn't have a Magic Circle Against Evil. I don't see how it could be justified as being Hallow if it didn't have it. We're also paying quite the blood price to grow these weirwoods, so it's not like we'd be getting "free" magic or anything of the sort.

And more than that, this has been brought up numerous times and DP hasn't said anything otherwise. @DragonParadox, can you confirm this for us so we can reference later on?
 
I'll buy it, I guess? That's pretty handy if so.

It does mean there's less reason to avoid picking up the Languages effect on top of others. That's just really good.

Mostly because there's one thing with many people from different cultures coming to visit and enough people picking up their language to widen demographics a bit, but it's another entirely when, naturally, whether an inhabitant be an Outsider, fey or heck even a egomaniac kobold who only speaks draconic if not only understands it, everyone would generally have enough languages to speak with everyone else. Naturally.

Languages can change the way people's brains develop. Maybe in ways beneficial to our agenda.
 
Definitely want tha language effect then. Huge boon for a cultural melting pot like SD.

I would prefer something akin to Cultural Adaptation rather than enhanced language acquisition.

What about Endure Elements, Cultural Adaptation, and Comprehend Languages?

Comprehend Languages is only a 1st level spell, so more likely to be accepted wholesale rather than carrying caveats or additional requirements and shouldn't interfere with a child's ability to learn a language.

Effectively, everyone would be comfortable, culturally acclimated and able to fit in easily, and everyone could speak to one another, because speaking any language would be sufficient to be understood by all. SD would be ideal the place to live and do business.
 
Last edited:
I think I'd also like to pass on Cultural Adaptation, though less because of paranoia and more because rather than having people conform to one cultural paradigm I would like for SD to have a nice blend of different cultures.

Gotta encourage harmonious cooperation and shit without leaning too heavily on magic.
 
I'm not a fan of Cultural Adaptation. All I can think about is how gleefully spies would take advantage of it.

I think I'd also like to pass on Cultural Adaptation, though less because of paranoia and more because rather than having people conform to one cultural paradigm I would like for SD to have a nice blend of different cultures.

Gotta encourage harmonious cooperation and shit without leaning too heavily on magic.

What about an island-wide Sanctuary effect? We could leave a built in loophole, such as a special token or unique Arcane Mark, allowing those bearing it to bypass the Sanctuary.
 
What about an island-wide Sanctuary effect? We could leave a built in loophole, such as a special token or unique Arcane Mark, allowing those bearing it to bypass the Sanctuary.
I'd rather speak with Bloodraven and see if, instead of one last effect, we can use the petrified weirwood as the basis for epic-level wards for the Imperium Fortress, just like Winterfell's weirwood is the basis for its epic-level wards.
 
What about an island-wide Sanctuary effect? We could leave a built in loophole, such as a special token or unique Arcane Mark, allowing those bearing it to bypass the Sanctuary.
Actually how about just restricting the Sanctuary so that it does not cover things like Undead, Aberrations and Fiends? Those aren't the kind of things The Old God's like anyway and that should cover most things we sacrifice and the rest we can kill on some other island if they don't start something here first.
 
Changed Retribution to Balance on Vee's class.

...
I came to this quest through D&D and not ASOIaF, you know. Sure I'm not a diehard from the eighties who plays twelve hours a week, but I've gamed since 2005 at this point, most of it 3.0 or 3.5... And Darkstalker and Mindsight are pretty obvious choices for a Pseudodragon (whose main characteristics are "good at hiding and has innate telepathy").
The only reason I don't propose plans for fights and levelups is because Goldfish is very good at them (and so of course people just vote for him anyway even if I do).
Or maybe you meant that it was nice to see new posters in the thread? If so, you're about 9 months late :)
Oh, I thought you were one of the ones who picked it up as the quest went by, as you don't usually chime in for that kind of thing.

Yeah, Darkstalker and Mindsight are "obvious" feats, but that's for someone whom has a much greater knowledge than usual of the system, because they aren't mainstream.

Most importantly, they are amazingly good. So I was happy to see that.
As per the Hallow effect for the heart trees, Magic Circle Against Evil is automatic.
DP ruled, since the first tree, that Magic Circle is an effect that must be bought with the three additional effects of the hallow.

I don't know why either.
 
DP ruled, since the first tree, that Magic Circle is an effect that must be bought with the three additional effects of the hallow.

I don't know why either.
What the hell.

Just... how can it possibly count as hallow if it doesn't have Magic Circle Against Evil? :jackiechan:

EDIT: I guess we're looking at Endure Elements, Comprehend Languages, and Magic Circle Against Evil for the Petrified Weirwood, then.
 
Last edited:
Part MDCCCIX: A Lady of Wealth and Taste
A Lady of Wealth and Taste

Twenty-First Day of the First Month 293 AC

In the end you decide that it would be too much of a distraction to meet the other sorcerous inhabitants of Lys. After all, they have kept mostly to themselves so far. Little enough reason to stir another hornet's nest unprepared. Instead you set about building your defenses around the Godswood. In truth it is neither 'embassy' nor 'temple', but something closer to a modest keep patched together from the ruins by the tireless work of the stone fey and Xor's songs.

The gentle spectator is melancholy on his return to the Gilded Quarter, the site of his greatest failing, but finds some solace in the news that the ruined Flesh-Forge would now grow into a hallowed place of the Old Gods. While Ser Richard, Malarys, and Waymar stand guard over the godswood beyond the newly erected battlements, Xor guides you as best he can through the crumbling root-choked tunnels. To your surprise and relief the current custodians of these deep halls hold no particular antipathy to Xor, though they do shower him in questions about his nature and magic.

"Perhaps something of the dedication to discovery this place once held has imprinted itself upon them," Lya muses aloud.

"If only that dedication did not extend to imitation," Dany says, wincing slightly at the mushroom-men's creative attempts at song. If nothing else that should keep any foolhardy explorers from coming too close for fear of dreadful monsters in the deep... not that you have any intention of trusting in that alone.

Dragonstone drawn from ceilings and walls flows like water by Lya's command and yours in equal measure, stoppering many of the now needless stone 'arteries' of the complex. As the Old Gods have subsumed the Landwarden they do not require any such arcane artifice to draw in the power thrumming along the ley-lines. Beyond these blockages the spirit kin have already begun building simple traps and snares from vines, thorns, and strange spores. You certainly would not wish to fight your way through their defenses without strong magic at your beck and call...

Once your task is done you are greeted by a surprising visitor above, though a welcome one for a change. Standing besides Vee, Soft Strider, and a handful of soldiers carrying crates of simple furnishings and supplies, is Hermetia.

You lose 200 Gold (initial embassy costs)

"You needed someone to deal with the Lyseni and you did not think of me?" she asks archly.

"I did not think you would want to come back here, given how the city has treated you," you admit.

"The city was fine," she counters. "It was my own damn kin that..." She shakes her head, willfully casting aside unwanted memories. "Certainly those who would have once been a bother or a threat to Hermetia of Volantis will think twice about meddling in the affairs of Hermetia of Sorcerer's Deep, emissary of the Dragon King, and..." she offers a sly smile. "Sorceress herself." With a word of power she vanishes from sight.

"A spell of the second circle," you say, turning about with exaggerated motions, as though looking for her, though you can hear her footsteps well enough. "I see congratulations are in order."

"According to Teana I have an unusual affinity for enchantment and Illusion. What better ambassador would one ask for in this nest of snakes?" she asks, dropping the glamour.

"One who cannot be harmed by poison," Dany interjects. Though her words are light, there is a core of seriousness to it.

"I had the next best thing made," Hermetia replies, showing off a discrete copper band worked in the image of a serpent swallowing its tale. The magic upon it among the simplest forms of foresight, though no less precious for it.

"Well then, I am glad to see you so prepared and willing to help out, not to mention abandoning the comfort of your home," you reply, glad for the fortune that has brought you such stalwart friends.

She smiles, but quickly delves into her business here in Lys and what what you would expect of her, specifically who you would like her to acquire greater influence over and how aggressive she should be in those efforts.

[] Merely gather information
-[] Write in subject

[] Try to gain influence with one of the major factions among the Forty of Lys
-[] The Spicers
-[] Wine and Steel
-[] The Bankers

[] Work with Haldon to perhaps make the Red Priests more amenable to your influence

[] Write in


OOC: I'm also going to need Hermetia's character sheet. She is a Aristocrat 1/ Beguiler 4.
 
Back
Top