We are a conqueror state. Our stability and prospects for the future are intrinsically tied to our military might.

Investing into Nazi Germany was a sound idea in 1940 and many people the world over did so.
By 1944, everyone tried to get as much money out of that shambling thing as possible before it collapsed.

So in a world where the Prince of Greed could come over to wipe out your investment (us), parading around his corpse is the same as posting a good yearly bilance.
Oh, I know why.

I just find it intrinsically funny how it's effectively rooted on a stuffed trophy we will be showing to the Sultana and the Grand Caliph.
 
Oh, I know why.

I just find it intrinsically funny how it's effectively rooted on a stuffed trophy we will be showing to the Sultana and the Grand Caliph.
"And through here you will find the newest wing of the Museum of Creatures that Woke the Dragon. We are tentatively calling the current display pieces the Mammon Collection, but that may change as additional Archdukes of Hell are added."
 
"And through here you will find the newest wing of the Museum of Creatures that Woke the Dragon. We are tentatively calling the current display pieces the Mammon Collection, but that may change as additional Archdukes of Hell are added."
I'm very much aiming to get more Aspects.

I want a Lolth Aspect, Abraxas, R'hllor/Asmodeus, etc.
 
I kind of want Richard to shank a few more Archdukes' aspects and grow Oathkeeper into a conceptual danger to all fiends.
 
With Greater Dispel on-hit it basically is.
It is badass, I admit.

But I was thinking something the likes of Frostmourne, or what Efreet do to make their coins.
Make the sword capture* and slowly eat away souls of fiends, getting them True Death.

Sword growing stronger from that is optional and highly awesome.
*Including any free-roaming fiend souls around it.
 
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Okay, @Azel thanks for doing the plans Egoo linked. Makes things a lot easier. But that looks like a mostly full city for 50,000 ish people. We have 15,000 in Sorcerer's Deep atmo so how much of that plan has actually been built so far?
 
@Destrark, all other things aside (as I can't exactly help with them), I would recommend asking DP for locations of Heart Trees, Shadow Tower entrance, Inquisition Headquarters and those libraries we are building this turn as points of interest to add on the map.

Also, I'm pret-ty sure the "final" map I linked is wrong with the location of Merlin King temple, through simply being outdated.
DPs ruling is necessary once again to know where that cave and temple are.

tldr: map looks good but it needs a lot of tweaking :c
 
@Destrark, all other things aside (as I can't exactly help with them), I would recommend asking DP for locations of Heart Trees, Shadow Tower entrance, Inquisition Headquarters and those libraries we are building this turn as points of interest to add on the map.

Also, I'm pret-ty sure the "final" map I linked is wrong with the location of Merlin King temple, through simply being outdated.
DPs ruling is necessary once again to know where that cave and temple are.

tldr: map looks good but it needs a lot of tweaking :c

Has the land been bulldozered(with magic) to create space for everything inside the walls (and have the walls been built) or are there areas of woods etc besides the godswoods for the heart trees (and thanks @egoo, I was pretty sure all the special heart trees were scattered around the city but I wasn't certain.)
 
Okay, @Azel thanks for doing the plans Egoo linked. Makes things a lot easier. But that looks like a mostly full city for 50,000 ish people. We have 15,000 in Sorcerer's Deep atmo so how much of that plan has actually been built so far?
Hold on, I'm pretty sure we are well above that, as we got thousands and thousands of refugees and immigrants since Tyrosh.

In fact, we have about 12000 people on our army.
 
Hold on, I'm pretty sure we are well above that, as we got thousands and thousands of refugees and immigrants since Tyrosh.

In fact, we have about 12000 people on our army.
Okay, so where are the actual numbers then cus I got 15,000-ish from the front page statistics. If that's not been updated then I've got no idea how big the current city needs to be. I'll sort the rest of this out tomorrow. I need sleep.
 
Let me grab it.
Yesh... They are really out of date.

Saltcliff should be at roughly 1,550 people.
SD at an even 27,000.
Mosshold I would guess 1,000.
Everfire Dale 2,000.
Deepcleft 3,500.
Port Sorrow 925.
Westhaven 22,500. (Of which 14,400 are Legionaires and recruits.)

Edit:
Tyrosh has been bleeding population and is down to 561,860 these days.
The Disputed Lands are stable at 4.2 Million.

That should be the most up to date population count.

@Azel One thing that makes it hard for @DragonParadox to update the front page settlement info is that the balance sheets shove all of the SD population centers together. Good for financial accounting, not good for demographics.
 
Scrolls in Inventory:
Scrolls:

Ancestral Communion
Arcane Eye
Alarm
Big Sky
Blood Wind
Bone Talisman
Blur

Buzzing Bee
Call the Void
Calm Emotions
Carrion Compass
Climbing Beanstalk
Cloud Shape

Command Undead
Commune with Texts
4x Comprehend languages
2x Crafter's Fortune
14x Cure Light Wounds

Create Soul Gem
Cup of Dust
Delusional Pride

Diamondsteel
Dragoneye Rune

Eagle Eye
Ears of the City

Elemental Familiar
Enter Image
Etheric Shards
Favorable Sacrifice
Feast of Ashes

Floating Disk
Friendly Face
Gemjump

Ghoul Glyph
Grease

Healer's Vision
Honeyed Tongue
Horn of Pursuit
Ice to Flesh

Illusory Wall
Illusory Script

Imprison Possessor
Insidious Insight
Junglerazer
Launching Perch

Lesser Animate Dead
Lesser Planar Binding
Lightning Bolt

Linked Legacy
Locate City
Majestic Image
Mindlocked Messenger
Mirror Polish
Mirror Sight
Mirror Transport
Move Snow and Ice
Oath of Anonymity
Open Book

Orb of Fire
Perceive Betrayal
Raise from the Deep
Reduce Person

Riversight
Rope Trick
Ruin Delver's Fortune
Rumormongerer
Scholar's Touch
Secluded Grimoire
Secure Shelter
Skinsend
Snare Astral Traveler

Spectral Hand
Spellsword
Spell Enhancer
Strong Wings

Suspended Silence
Touch of History
Tough Crowd

Track Ship
True Casting

Twine Double
Vanish
Web
Womb of the Earth
Scrolls we got in our first try in the Plane of Air:
Level 0:
  1. Oath of Anonymity
Level 1:
  1. Secluded Grimoire
  2. Buzzing Bee
  3. Carrion Compass
  4. Delusional Pride
  5. Ears of the City
  6. Friendly Face
  7. Horn of Pursuit
  8. Linked Legacy
  9. Mirror Polish
  10. Scholar's Touch
  11. Strong Wings
  12. Healer's Vision
Level 2:
  1. Launching Perch
  2. Eagle Eye
  3. Ancestral Communion
  4. Calm Emotions
  5. Climbing Beanstalk
  6. Feast of Ashes
  7. Honeyed Tongue
  8. Rumormongerer
  9. Rope Trick
  10. Insidious Insight
Level 3:
  1. Spellsword
  2. Enter Image
  3. Create Soul Gem
  4. Cup of Dust
  5. Favorable Sacrifice
  6. Junglerazer
  7. Mindlocked Messenger
  8. Mirror Sight
  9. Open Book
  10. Touch of History
  11. Riversight
  12. Skinsend
  13. Twine Double
Level 4:
  1. Tough Crowd
  2. Cloud Shape
  3. Etheric Shards
  4. Majestic Image
  5. Mirror Transport
  6. Secure Shelter
Level 5:
  1. Commune with Texts
  2. Ice to Flesh
  3. Imprison Posessor
Level 6:
  1. Move Snow and Ice
  2. Snare Astral Traveler
Level 7:
  1. Gemjump
  2. Perceive Betrayal
Scrolls we got in our second try in the Plane of Air:
Scrolls Gained: Call the Void, Ruin Delver's Fortune, Spell Enhancer

Library Improvements: Knowledge (Architecture) +3; Knowledge (The Planes) +4; Knowledge (War) +1; Knowledge (Dungeoneering) +2

Library Quality increased to 21/30

OOC: You rolled poorly for rare books unfortunately so only one available this time.

Using the above as reference, @Deliste, here is every last spell currently in our inventory, all of which are organized alphabetically and by spell level.

Current Stockpile:
Level 0:
  1. Oath of Anonymity
Level 1:
  1. Alarm
  2. Blood Wind
  3. Buzzing Bee
  4. Carrion Compass
  5. Comprehend Languages x4
  6. Crafter's Fortune x2
  7. Cure Light Wounds x14
  8. Delusional Pride
  9. Ears of the City
  10. Floating Disk
  11. Friendly Face
  12. Grease
  13. Healer's Vision
  14. Horn of Pursuit
  15. Linked Legacy
  16. Locate City
  17. Mirror Polish
  18. Reduce Person
  19. Scholar's Touch
  20. Secluded Grimoire
  21. Strong Wings
  22. True Casting
  23. Vanish
  24. Womb of the Earth
Level 2:
  1. Ancestral Communion
  2. Blur
  3. Bone Talisman
  4. Calm Emotions
  5. Climbing Beanstalk
  6. Command Undead
  7. Dragoneye Rune
  8. Eagle Eye
  9. Feast of Ashes
  10. Ghoul Glyph
  11. Honeyed Tongue
  12. Insidious Insight
  13. Launching Perch
  14. Lesser Animate Dead
  15. Rope Trick
  16. Rumormongerer
  17. Spectral Hand
  18. Track Ship
  19. Web
Level 3:
  1. Call the Void
  2. Create Soul Gem
  3. Cup of Dust
  4. Diamondsteel
  5. Elemental Familiar
  6. Enter Image
  7. Favorable Sacrifice
  8. Illusory Script
  9. Junglerazer
  10. Lightning Bolt
  11. Mindlocked Messenger
  12. Mirror Sight
  13. Open Book
  14. Riversight
  15. Skinsend
  16. Spellsword
  17. Suspended Silence
  18. Touch of History
  19. Twine Double
Level 4:
  1. Arcane Eye
  2. Cloud Shape
  3. Etheric Shards
  4. Illusory Wall
  5. Majestic Image
  6. Mirror Transport
  7. Orb of Fire
  8. Raise from the Deep
  9. Ruin Delver's Fortune
  10. Secure Shelter
  11. Spell Enhancer
  12. Tough Crowd
Level 5:
  1. Big Sky
  2. Commune with Texts
  3. Ice to Flesh
  4. Imprison Posessor
  5. Lesser Planar Binding
Level 6:
  1. Move Snow and Ice
  2. Snare Astral Traveler
Level 7:
  1. Gemjump
  2. Perceive Betrayal

Granted, we still need to figure out what the Uniila's scroll hoard has, and we need to figure out what spells the Lich's grimoire has.
 
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@Duesal There's also this:

Hedge Mage's Spell Book (Qartheen/Mixed, partially decoded)

Description:
A battered leather-bound book written in the personal cipher of a hapless eastern mage who met a grisly end at the claws and fangs of the living dead. The almost haphazard arrangement of spell-lore, personal observations, and journal entries might be meant to further throw off any who would seek the dead sorcerer's secrets, or it might simply be a clue that perhaps the mage lost something of his clarity of mind on the path to power.

Content: The travels of Hyndar the Lame, gleamings of ancient lore about the lands that became the Red Waste, desert magic spells.

Iron-bound Tome (Demon-caller's Spellbook)

Description: A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.

Contents: Unknown (Likely to include spells).

Qartheen Warlock's Spellbook

Description:
Bound in fine leather and locked with a Valyrian Steel chain, this book is ever shrouded subtle sickly sweet perfume, like some exotic flower rotted on the branch or some rare fruit grown over-ripe.

Contents: Unknown (Presumed Qartheen Spell and Ritual Lore).

As well as:

6 Wizard Spellbooks (spell level 0 to 2)
2 Wizard Spellbooks (spell level 0 to 3)
2 Wizard Spellbooks (spell level 0 to 4)

All of which contain spells. Maybe some redundant, but you never know.
 
@Duesal There's also this:

Hedge Mage's Spell Book (Qartheen/Mixed, partially decoded)

Description:
A battered leather-bound book written in the personal cipher of a hapless eastern mage who met a grisly end at the claws and fangs of the living dead. The almost haphazard arrangement of spell-lore, personal observations, and journal entries might be meant to further throw off any who would seek the dead sorcerer's secrets, or it might simply be a clue that perhaps the mage lost something of his clarity of mind on the path to power.

Content: The travels of Hyndar the Lame, gleamings of ancient lore about the lands that became the Red Waste, desert magic spells.

Iron-bound Tome (Demon-caller's Spellbook)

Description: A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.

Contents: Unknown (Likely to include spells).

Qartheen Warlock's Spellbook

Description:
Bound in fine leather and locked with a Valyrian Steel chain, this book is ever shrouded subtle sickly sweet perfume, like some exotic flower rotted on the branch or some rare fruit grown over-ripe.

Contents: Unknown (Presumed Qartheen Spell and Ritual Lore).

As well as:

6 Wizard Spellbooks (spell level 0 to 2)
2 Wizard Spellbooks (spell level 0 to 3)
2 Wizard Spellbooks (spell level 0 to 4)

All of which contain spells. Maybe some redundant, but you never know.
You're right.

So many books to go over, never enough time. :(

Next turn I'm going to see about having Velen or Xor spending some free days to do inventory for us to figure out what spells all of these have. As is these "strategic assets" are worse than useless if we never set aside time to figure out what they actually are.

Also, with the Iron-Bound Tome, I'm 99% sure Viserys could outright rip past those defenses by now.
 
I am strongly opposed to any city-level maps of SD. A level of abstraction is incredibly convenient for us now, and IMO the map is utterly not worth the effort.
Indeed, it's likely that any map will be unworthy of the magnificence of our city as well as permanently out of date.

ABSTRACTION IS GOOD
 
Scrolls in Inventory:

Scrolls we got in our first try in the Plane of Air:

Scrolls we got in our second try in the Plane of Air:




Using the above as reference, @Deliste, here is every last spell currently in our inventory, all of which are organized alphabetically and by spell level.

Current Stockpile:
Level 0:
  1. Oath of Anonymity
Level 1:
  1. Alarm
  2. Blood Wind
  3. Buzzing Bee
  4. Carrion Compass
  5. Comprehend Languages x4
  6. Crafter's Fortune x2
  7. Cure Light Wounds x14
  8. Delusional Pride
  9. Ears of the City
  10. Floating Disk
  11. Friendly Face
  12. Grease
  13. Healer's Vision
  14. Horn of Pursuit
  15. Linked Legacy
  16. Locate City
  17. Mirror Polish
  18. Reduce Person
  19. Scholar's Touch
  20. Secluded Grimoire
  21. Strong Wings
  22. True Casting
  23. Vanish
  24. Womb of the Earth
Level 2:
  1. Ancestral Communion
  2. Blur
  3. Bone Talisman
  4. Calm Emotions
  5. Climbing Beanstalk
  6. Command Undead
  7. Dragoneye Rune
  8. Eagle Eye
  9. Feast of Ashes
  10. Ghoul Glyph
  11. Honeyed Tongue
  12. Insidious Insight
  13. Launching Perch
  14. Lesser Animate Dead
  15. Rope Trick
  16. Rumormongerer
  17. Spectral Hand
  18. Track Ship
  19. Web
Level 3:
  1. Call the Void
  2. Create Soul Gem
  3. Cup of Dust
  4. Diamondsteel
  5. Elemental Familiar
  6. Enter Image
  7. Favorable Sacrifice
  8. Illusory Script
  9. Junglerazer
  10. Lightning Bolt
  11. Mindlocked Messenger
  12. Mirror Sight
  13. Open Book
  14. Riversight
  15. Skinsend
  16. Spellsword
  17. Suspended Silence
  18. Touch of History
  19. Twine Double
Level 4:
  1. Arcane Eye
  2. Cloud Shape
  3. Etheric Shards
  4. Illusory Wall
  5. Majestic Image
  6. Mirror Transport
  7. Orb of Fire
  8. Raise from the Deep
  9. Ruin Delver's Fortune
  10. Secure Shelter
  11. Spell Enhancer
  12. Tough Crowd
Level 5:
  1. Big Sky
  2. Commune with Texts
  3. Ice to Flesh
  4. Imprison Posessor
  5. Lesser Planar Binding
Level 6:
  1. Move Snow and Ice
  2. Snare Astral Traveler
Level 7:
  1. Gemjump
  2. Perceive Betrayal

Granted, we still need to figure out what the Uniila's scroll hoard has, and we need to figure out what spells the Lich's grimoire has.

Thanks Duesal, I've been a bit caught up this afternoon but I'll start with the obvious and edit as we go.

7th
Wall of Eyes
9th
Scribe

Various curses and permanent effects.
The idea with the following is that they don't inhibit our ability to interrogate and any future advantage is time well spent because we will not be undone by a prisoner we chose to keep.

Some are not great, nearly all can eventually be removed by the Unilla if she did escape long term but hopefully some of these give her a hard time dissapearing and she should have a godawful time of the first couple rounds trying to do anything.

Old Salt's Curse
Permanently Sickened
Staggered at sea or in the sea.

Nature's Exile
All animals are hostile, that's hard to hide even, no especially from peasants, that's fairytale demon sign.

Curse of Befouled Fortune
Negates some buffs she may use
Negates rerolls
Forces unfavorable rerolls

Curse of the Dragonflies
Negates flight

Curse of Disgust
Sickened by trigger
Pick something she needs or wants

@DragonParadox
Would she have to make checks against The Black Spot while vialed, gemmed etc?
This one is life threatening but once again increases visibility on her by a lot.

Mark of Blood
Permanently able to spend a move action to know direction.
Involves our blood though.

Sun's Disdain
Blinded, dazzled, lightblinded on exposure to bright light such as sunlight.

Lipstitch
Stitch her lips together magically.

Spellblight Jinx
Anti-magic effect

Eldritch Fever
Anti-magic effect
Stacking curses is fun

Blindness & Deafness
Classic

And if we're smart the best part is she won't know these even exist until she's already escaped, I hope she plans well on the fly while deaf, dumb, sickened, unable to cast etc.

I think the curses are particularly helpful for the Inquisition as they don't have as many high level options, stacking low levels will work near as well.
 
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I am strongly opposed to any city-level maps of SD. A level of abstraction is incredibly convenient for us now, and IMO the map is utterly not worth the effort.
Indeed, it's likely that any map will be unworthy of the magnificence of our city as well as permanently out of date.

ABSTRACTION IS GOOD
I disagree.
Abstraction is all fine and well, before a moment comes and you realise you have no actual idea how the fuck the city looks.

Statistics don't help much in imagining the city, you know?

I am absolutely in favor of having at least such rudumentary map as Azel's, because it helps me actually understand how things work in there.

The fantasy of the place is nonexistent if I can't imagine the look of said place.

:/
 
Canon Omake: The Hidden and The Lost
<< Previous
The Hidden and The Lost


Sixteenth Day of the Fourth Month 293 AC

The temple is beautiful, you have to admit, but more than its beauty, you can feel it is also a place a power, for a place so young to have this weight, the Dragon King must have indeed poured more than money and magic into its construction, perhaps you should watch a local rendition of the tale of Mantarys before leaving, or ask the priests if you think you can trust them to tell the truth.

As you approach the threshold something more becomes apparent, the non-euclidian nature of the walls finally making sense, an old feeling you had almost forgotten, a path. You grasp your medallion, and you get a feeling of the currents of reality in this place, a short, deceptively straight path towards some steps that descent into the heart of the temple, and hidden paths branching into a vast maze of dark corridors an intruder might lose himself for days.

You smile, even now, with your leg as it is, you know you could get inside and make your way to the heart of this place without anyone noticing, but you dismiss the thought, you were summoned after all, and what lies at the heart of this place might not like the intrusion.

As you come out of your thoughts, one of the priests appears at the threshold, a middle-aged man in emerald green robes, and a serene, uncaring look in his eyes.

"You are late, you were called months ago, you should know that an expedition to Sothoryos left recently, and they could have used you"

"He should have send a clearer signal then, not all the rumors that reach Braavos are to be believed, and even my old friend here has led me stray before" As you say that you show him the medallion, which he takes as a signal to step aside and let you through.

"I know, and He wishes to make amends, welcome to the temple of Yss"

***

You left the house of bones a few days past, the path you took guided you straight into the heart of the continent, for some time you followed the river, but were glad to leave it (and the clouds of bugs around it) behind, you were always more comfortable deep into the jungle, where you could move unseen through the canopy if you spotted a predator, and find dry spots to sleep into at night.

It was lonely, but peaceful too, you had picked up the habit of muttering to yourself from the old man, to keep you from going crazy, or perhaps as a consequence of doing so and refusing to notice it. Mostly you complained about the heat, or the bugs, or the fact that you got sick of lizard meat a few years ago, the meat of furry animals being a precious commodity in this place after all.

You also took some time to thank your medallion for guiding you all this time, the comforting presence in your chest feeding you information of the paths ahead, the distance to the man responsible for the death of your father and your crew growing shorter each day.

Still, you took a leisure pace, to better savor the hunt, this place was vast and going too fast could lead to making mistakes, things like not noticing the signs of a large predator in the area or that those leaves on the ground were covering a burrow were the kind of mistakes you learned not to repeat, if you survived to learn from them at all.

There were villages in the jungle, and you stopped occasionally to trade with them, but you avoided them this time, not wanting to spend too much time discussing how much the feathers of a particular bird were worth, or how much the village would pay you to get rid of a particularly nasty creature. You admit you were tempted to check if any of the more attractive young ladies from the last time you were around were still single, but the desire to see your quest through won in the end.

Still, in the jungle you were never completely alone, which is why you made a nest high in the trees to spend the night. Around you, some of the weird lizard bats of the jungle were fluttering about, and, while noisy, you appreciated their efforts to rid you of the bugs that always seemed to find you no matter how high you went.


The morning had you tracking a herd of quadruped lizards to replenish your dwindling supplies, it was almost too easy to set up an ambush and kill one of the larger ones that strayed from the pack, but you still made some noise to make the rest run, no need to have them suddenly discover you cleaning and butchering their friend in the middle of their pack, no matter how funny it would look.

You were almost done filleting the best parts so you could smoke them for the road when you sensed something, you ignored the surrounding sounds of the jungle and focused into the area ahead of you, the smell of blood always attracted predators, and now something was stalking you. The moment you were able to spot some movement among the trees you recognized what it was, and knew you were surrounded by some of the most lethal animals in the jungle.

More than 7 feet tall, crowned with colourful feathers granting it an almost distinguished look, one could almost ignore the mouth full of sharp teeth, and the even sharped claws and talons in the creature. But it was not those weapons alone that made it dangerous, the thing was smart and a pack predator, he had seen them lay ambushes to catch faster prey, guide herds into killing grounds for their friends, and even feign wounds to trick larger predators into given them an opening, it was their intelligence that put them above the many, many dangers in the jungle.


Fortunately for you, that same intelligence also gave you an opening.

"Your part is overt there you fat bastards, you almost got me this time"

Disappointed, the pack leader walked to the carcass, as its two pack mates left their flanking positions and joined it for a quick meal. You had first ran into them some years ago, when you noticed the that the remains of your prey often wore the same marks when you came back to the area, and laid an ambush to see if something was following you.

They were of course, following you, having figured out that something that regularly kills animals and left most of it for scavengers was something worth following, you were scared at first, realizing they were fast and powerful enough to catch you if they really wanted, but they never seemed to want to, content to follow you whenever you were in the same area.

You started leaving more meat in the carcass, and even waiting to see if they went for it while you were around, and soon they stopped caring and shamelessly demanded their part when you were done, even joining you in a hunt or two, so you became accustomed to their presence. The fact that you suspected they also got rid of any other scavenger that got any idea of following you also made it easier to leave them more meat whenever you spotted them.

By the time they finished gorging themselves, you had smoked your part of the meat and cleaned and hidden the skull for later retrieval, so you left the now sleeping bastards to digest their meal, there was some meat left, and you knew they would carry it off to the rest of their pack later.

When you told the old man about them, he had offered to look for a skull that could teach you to tame them, so they could follow you and grow with you, but you had declined, if only because you suspected they felt you were the pet in the relationship, and might act insulted if you tried to convince them of the contrary.

Thus you continued on your journey, it took most of a week, but finally you arrived to one of your favorite places in the jungle, the place the jungle ended. Most people thought Sothoryos was all jungles and rivers, stretching forever into the horizon and that part may well be true, as you had never seen the other side of the jungle, but you had seen the places that lay within.

In here, far away from the coast, in a place no river reached, there was a vast plain, in here the trees of the jungle gave way to grasses and hills, with smaller, thick forests dotting the landscape instead of the uninterrupted mantle of green. In here, the true giants lived.

Even now, at its edge, he could see a herd, tall as a tree, and longer than a boat the long-necked giants migrated across the plains, feeding from the tops of trees without care for the world beneath them, at times he wondered if they had made the plains themselves, trampling and eating everything in their paths as they followed some unseen route across the continent.


Other animals lived here too, in the shade of the giants, large armored lizards with maces for tails basked in the sun, as herds of lizards with shields and lances in their faces fought among themselves for the right to mate, some of them lived in the jungle too of course, but without the trees limiting their movement, here in the plain they tended to grow larger and mightier.

Of course, even giants had to be careful in this place, for no matter how large and mighty you grew, something out there thought of you as prey. Even the greatest of the lizards had something to fear, for the predators of the plains were unlike any other in the world, with sharp teeth and powerful jaws that could bite into the flesh of anything in this world, those teeth he knew well he mused, as he played with his own Fang.

In here, one had to be careful not only of the ground, for mighty beasts prowled the skies, you had first seen them prowling the plains, using their long necks to detect smaller animals among the grass and pluck them with their beaks, and had been truly frightened the first time he saw them take off as they spotted a larger predator.


Since them you had always kept an eye on the sky, and had taken the better part of a month to convince yourself to ever brave the openness of the plains again. But you were mostly used to them now, they liked to land before attacking and you were quick to teach them how bad an idea that was, and when they decided to make a passing attack as they flew you could always step aside provided you spotted them in time, which you were quite good at.

Still, you were always wary whenever you knew they were close, and could not help but wonder if that was like when the dragons ruled the skies of Essos, wild dragons attacking from above at helpless people before they could spot them, if that was the case then good riddance to them.

You made good progress in the plains, avoiding the largest herds and predators well before they could spot you, and finding refuge in the small forests to spend the night. It was at the edge of such a forest when you had his first taste of battle in this journey.

It was around noon, you stopped to refill your water skin at a small stream when you heard a loud noise from behind a hill, you moved quickly to identify whatever it was. Here the stream pooled into a small lake before flowing down the hill into the plains, and a shield lizard had stopped to drink when it was surprised by a tyrant.

The predator was huge, one of the largest species to roam the plains, and this one was large even for its kind, an old female if he had to guess, it had bitten deep into the flank of the shield lizard, which was now struggling to keep the predator in front as it tried to circle and finish the job. With practiced ease, the predator took its time circling it, knowing the blood loss would soon take its toll and her prey would make a mistake, but then something interesting happened.

From around the hill, a second shield lizard charged, warned by the distress cry of its mate, the predator could not react in time and the long lances on its head penetrated deep into the side of the predator, who was barely able to force the lizard back and away with its hind leg.

Now, the two shield lizards joined sides, presenting a shield wall to the large predator, while bellowing challenging cries to their enemy. In a play, they would now keep fighting, blood having been shed, until one side or the other lie dead on the ground, but in truth, predators rarely acted like that, preferring easy prey and backing away from anything too challenging. Like that, the tyrant lizard backed off, retreating into the forest to nurse its wounds and wait for easier prey.

Even wounded, the tyrant was a formidable creature, its thick hide and powerful jaws could make quick work of any opportunistic predator who thought to attack her while she was wounded, unfortunately for her, that thick hide and powerful teeth also made her very valuable. She was rare, wounded and in possession of valuable hide and teeth, not to mention a very old, powerful skull, so you followed.

You waited until nightfall, and found her lying on her side next to what looked like an old temple. You took some time to observe her and make sure she was truly asleep, meanwhile you popped open a vial of one of your truly valuable poisons, a mixture of frog toxin, distilled and concentrated, and the dried, alchemically treated liver of a particularly poisonous fish, you liberally coated your daggers, knowing the haul from such a prey could easily pay for the expense.

Approaching slowly, you knew you had to make your opening move count, and thus went for the back of its leg, biting deep into it and severing the ligament, the tyrant might easily bite you in half, but first it had to catch you.

The predator awoke with a roar that shook the ground and made a dozen flocks of birds escape the surrounding forest, but you were already running towards one of the largest trees. The predator moved to follow you, but with its wounded side and newly lame leg it could not keep up, you were too high on the tree by the time its head bite around the trunk, making fragment of bark explode around its face.

Still, you took no chances, and followed a branch only to jump into its back, cutting long, deep lines into its flank as you descended, you barely escaped its retaliatory tail strike as you ran again for the next tree, now wishing to be within striking distance of those teeth.

Instead of crashing into the tree again it stopped before reaching you, not wishing to put herself at risk of another jump attack, choosing instead to keep its distance while it considered the situation.

Clever girl, but not clever enough, and sure enough, for the third time in this day the giant predator found itself flanked by an enemy, one of the bastards jumped at her and sunk its claws on her back before using that same motion to jump away as she ineffectively bit at the air, soon 3 more of them surrounded the giant, screaming and posturing menacingly, forcing her to look back to defend herself.

Leaving another opening for you, waiting for the right moment, you took a long jump and landed right on her head, sinking one of your daggers into her eye as you used to other to get a hold on her neck. This close to her brain, the poison coating your daggers and already coursing through her veins finally took hold, as the tyrant spasmed and fell to the ground, the paralytic poison doing its work.

You noted with disgust that some of the assholes were already tearing into her, not even waiting for her to die to feast, hopefully the paralysis also prevent her from feeling the pain.

"Sorry for that girl, it's over now, I thank you for your sacrifice and may you find peace on the other side" With that you again plunged your dagger into her eye, this time reaching the brain and killing her instantly.

It took you a good part of the night and most of the next day to properly prepare the body, you removed the thickest leather to craft yourself a new suit of armor, as well as the claws on her legs and even the smaller ones on her arms, then you cleaned the skull and took the 2 largest teeth for yourself before moving to explore the old ruin.

The place was old, only old naked stone remained, and even that was worn by the elements, you spotted the familiar glint of gold among the debris on the floor, and some digging revealed a small hoard of gold coins and gems, the coins you did not recognize, covered in strange marking and symbols, but gold was gold and you would have no trouble trading them later.

Whatever this place was, the position of the coins indicated it had contained a large chest, but you could only guess if this place had once been a city, of which only the highest towers were now above the ground, or if it had been a hideout or some kind of emergency cache. The continent had a bad habit of swallowing whole cultures and leaving nothing but worn down remains surrounded by wilderness, and thus you stopped wondering and simply gathered the valuables and buried them again, before dragging the giant skull into the now empty ruin and covering the entrance. It would take a lot of work, and maybe some persuading of the local wildlife, but you would come for it later and bring it home.

After almost a month of travelling, you finally reached your destination, a city build atop a series of mesas, connected by bridges and with roaring fires lighting the night for miles, a seat fit for a conqueror, and soon to be his grave.


OOC: Those were originally supposed to be Megaraptors, but i love the model of the Zandalari Ravasaurs too much not to use them, so, mechanically they are still raptors, just smaller and they look really cool.

Also: That is not dead which you can eternally procastinate on.

 
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I have to admit that Azel's work on actually making a sheet for his character got me a bit nervous, if the time comes for me to actually make him a proper character i'm either asking for your help or just emancipating the guy, i'm useless there.
 
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