Part MMCCCXXIII: Freedmen and Venturers
Freedmen and Venturers

Twentieth Day of the Fifth Month 293 AC

Myr is little changed since last you saw it, a city bustling with trade, its harbor playing host to ships from across the Narrow Sea and beyond. For all that something does catch your eye, a flash of pale blue, a pennon flying just bellow a dozen disparate banners, from trading galleys to small swift pirate hunters. A new mark this, one meant to signal one thing alone: that none aboard those ships are enslaved, as testified by Astral Currents or Iron Bank clerks.

"This almost feels better than conquering Tyrosh," Dany says softly, looking out over the harbor. "It's one thing to force people to do the right thing, and another to..."

"Terrify them into it?" you finish, amused. "The captains who dare the southern routes did not start paying their oarsmen out of any sudden bout of decency."

"I know, I know," Dany waves away the jest. "It gives me hope to see ripples like this because there will always be places where the kingdom's... the empire's law does not hold, but even those places can be made less hateful and cruel by example or threat."

There are other subtle signs of change in the air. For one there is a distinct lack of any Unsullied near the docks where at your last visit you had seen several nobles wishing to flaunt such exotic guards as one might a fine horse or hound. Their absence is more than made up for by the patrols of marching crossbowmen, militia, not sellswords or slave soldiers, you note with interest. It is clear that though Myr has made no overt moves in the Disputed Lands, some at least among the city's magisters still consider the current peace in the region more of a pause to breath than a sign of lasting tranquility to come.

Thankfully you are not here to speak to them this evening, but someone who proved far more amenable to your interests. Glassworkers are by the very nature of their craft a cautious lot, ever aware of how a moment's carelessness can undo days or even weeks of painstaking work. Your previous inroads into the guild, not to mention the secret exchange of stock. has done much to solidify your position as a valued trading partner and not merely a potential foreign conqueror. However, the news of the Accord with the Shaitan and the Djinn might rattle some of the guild masters given what one can guess of their history with the occult and otherworldly. One does not make laws strictly regulating conjuration without a keen understanding of the danger fiends and spirits can pose.

As the two of you wait for your contact at the agreed-upon corner, still pondering how you will approach Lady Phassen and the other guild masters, Dany pulls your hand and whispers: "The glassmakers may not be the only people worth looking into." She subtly points you towards a gaudily garbed crier ringing a large brass hand-bell and announcing to all who would listen that a great venture fleet is departing soon for the uncharted waters of Sothoryos seeking gold, strange beasts, spices unseen in these lands, and other treasures that would make sailors and backers both 'rich beyond their wildest dreams'.

You suddenly recall the ill-fated expedition that had run afoul of the Serpentfolk. Perhaps some of their fellows had turned back in time to return with not just their lives but some profit from the journey. Given the nature of Sothoryos you would well imagine such offerings inflaming the interest for more... but a fleet?

"I suspect they found more than beasts, spices, and gold," you muse, as much to yourself as Dany. "Perhaps some artifact or ancient lore."

What do you do next?

[] Speak to Lady Dorera Phassen of the Glassworkers' guild
-[] Write in

[] Look into this Southern Venture
-[] Write in


OOC: Sorry this took so long, the direction took me by surprise, so I had to roll Myr's background events earlier than anticipated.
 
Last edited:
The Launchers are so cheap and easy to create, not to mention small, a ship that large should have many more than 10 of them. In fact, while some singles would be expected, there should be quite a few arrays that use "blocks" of Launchers.

Nine Launchers stacked one atop another in rows of three could be easily loaded with prepared speed loaders. Then rather than firing a single Light Ballista bolts equivalent projectile, you are launching a spread of nine of them simultaneously. That opens up options for easy area bombardment, too.

And it would allow for massive quantities of Alchemical payloads to be delivered in a short timeframe as well.
The issue to me is the limited range, relegating the Launchers to defensive weapons. The vessel should not close in more then 500 m in a favorable engagement at all and use it's range advantage with the Steam Cannons.
 
About the crafting, what if instead of grafting 15 arms on every crafter and their legion of wrights.
We do what should be done with mass production, its not a single crazed man on a tower rolling out model Ts, its a team effort.

We should modify the "Lots of people can use high level magic by working together" into a crafting version? Low level artisans doing all the grunt work, preparing the foundations and then the prepared vessel just get magic added by a team of low level mages working together to weave the spell.
 
Last edited:
The issue to me is the limited range, relegating the Launchers to defensive weapons. The vessel should not close in more then 500 m in a favorable engagement at all and use it's range advantage with the Steam Cannons.
It's a lot easier to hit moving airborne targets when you saturate the area rather than take single shots. A spread of nine bolts in a semi-tight grouping should easily score at least a single hit on anything within say a 3 foot area, within a Launcher's range.
 
Let's not ignore this plothook, I have a feeling it'll relate to our efforts in the South, at least in so far as maybe interrupting the most bold of the lot from using ancient evils (or goods) to their own ruin. Or to our displeasure.

And no, not our ruin... no matter how much damage they do with lost treasures, it won't stop us. Nothing will at this point.

[X] Look into this Southern Venture
-[X] First, use Ears of the City to gather some broad stroke information about the merchant ventures with their fingers in the Fleet's pie, the main noteworthy backers, magical factions involved (powerful mages, guilds or worthies with artifacts stowed away), and anyone trying to directly harm our own efforts in the region.


Then we assess ancillary threats or interests and decide who to approach first.
 
It's a lot easier to hit moving airborne targets when you saturate the area rather than take single shots. A spread of nine bolts in a semi-tight grouping should easily score at least a single hit on anything within say a 3 foot area, within a Launcher's range.
I haven't gotten around to write up all the ammo I want, but this scenario is why I wanted to add cannister rounds for the steam cannons.
 
About the crafting, what if instead of grafting 15 on every crafter and their legion of wrights.
We do what should be done with mass production, its not a single crazed man on a tower rolling out model Ts, its a team effort.

We should modify the "Lots of people can use high level magic by working together" into a crafting version? Low level artisans doing all the grunt work, preparing the foundations and then the prepared vessel just get magic added by a team of low level mages working together to weave the spell.
Healing belt assembly lines, massive PFE presses, shop floors machining out Ravens and Wyrmlings by the score.
A wonderful dream.
Edit:
[X] Crake
 
Last edited:
[X] Crake

I just hope none of those idiots stumble into the Underdark. The last thing we need right now are Drow suddenly aware that there is a world over their heads that doesn't know they exist yet.
 
The issue to me is the limited range, relegating the Launchers to defensive weapons. The vessel should not close in more then 500 m in a favorable engagement at all and use it's range advantage with the Steam Cannons.
Shouldn't we be expecting that we'll have squads of devils teleporting in as close as they can and then attacking in large numbers, given that they're some of our most prominent and organized enemies? This thing is large enough to attract a lot of attention once it's known that we have it and I don't see any divination shielding, so it won't be difficult to locate and assault, while the forbiddance warding might stop enemies from getting inside but it doesn't stop them from getting close. Having a lot of defensive weapons is a good counter to "fifty bone devils just popped up within one round of movement", isn't it?

That's much less of a problem on the material but we're going to be using that plane-shifting engine sooner or later.
 
@Crake beware Murphy!
There definitely are things that could stop us flat. Mindflayers ruining our holdings and PR, extraplanar enemies with Minblank and willing to harry us...
They may not kill us or take the Shadow Tower, but they absolutely can damage our kingdom and empire-building efforts. Spreading chaos in ways that do us disservice is absolutely possible. I'm waiting for the day when DP says "FUCK YOU" and a few Devils under Mindblank with AoE SLAs start harrying us, endlessly Teleporting around to avoid begin pinpointed under Commune, kill our foreign allies, kill Bobby and pin it on us...
 
Even in the absolute worst case scenario, we can always rebuild. Dogged determination and power unimaginable will crush the tiny insects beneath our heel eventually.

Don't forget to vote.

A vote for Crake is a vote for world domination and colonialism.
 
Last edited:
@Crake beware Murphy!
There definitely are things that could stop us flat. Mindflayers ruining our holdings and PR, extraplanar enemies with Minblank and willing to harry us...
They may not kill us or take the Shadow Tower, but they absolutely can damage our kingdom and empire-building efforts. Spreading chaos in ways that do us disservice is absolutely possible. I'm waiting for the day when DP says "FUCK YOU" and a few Devils under Mindblank with AoE SLAs start harrying us, endlessly Teleporting around to avoid begin pinpointed under Commune, kill our foreign allies, kill Bobby and pin it on us...

That would be more the modus operandi of demons. Devils are unlikely to court that much sheer chaos just to hurt you by any means posibile. They usually have more constructive plans (though what they are constructing is Hell).
 
Yes. A single Archon, buffed in all ways possible including a Mind Blank SLA from Dany.

The plan I had would involve Viserys and Malarys(using one of the Mind Blank earrings) would just use Scrying or Greater Scrying as often as possible for as many days as needed, with the Archon looking over their shoulders, also Mind Blanked.

Then once the Archon was shown all the Wildfire locations, we would buff it and it would Greater Teleport blitz each location, retrieving cache, dropping it off at a designated location, then moving on to the next. Rinse and repeat.

With proper preparation, the Archon should be able to retrieve all of the hidden Wildfire in minutes.

EDIT: Here's some of the preparation I'm talking about for the Archon. A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover | Page 9202

Ohhh @DragonParadox and a bloodwish telepathic bond between the Archon and the mindblank party members.
 
So it's pretty clear that Myr is going to be the one city we can diplo-annex, so I'm inclined to let the exposition go - or even offer it covert support, assuming it isn't funded by devils or whatever. After all, those people will soon be answering to us.
 
Last edited:
It depends on what their aims and activities are, which is why this vote is just about gathering information.

I doubt it's as innocuous as that, Essosi Magisters are idiots or overly bold fools.
 
It depends on what their aims and activities are, which is why this vote is just about gathering information.

I doubt it's as innocuous as that, Essosi Magisters are idiots or overly bold fools.
Honestly I'm just aiming to find out where they aim to hit so we can just send baby adventurers to get there first. I don't trust these guys with whatever loot they find. It's not even that I want the loot, it's that I don't want them to have it.
 
I doubt it's as innocuous as that, Essosi Magisters are idiots or overly bold fools.
I dunno, the Myrish have been pretty consistently portrayed as being much more reasonable and competent than their brethren in the three sisters. I'm not trying to imply that they're nice, but we many be able to make this into an opportunity.
 
Back
Top