Fear Cuts Deeper Than Swords v2: A Song Of Ice and Fire/Pathinder 1st Edition Crossover

Incidentally, Qohor is described in canon as a gateway between western and eastern Essos, so there is the potential that you'll find people as far west as the Summer Islands (and Westeros, of course), and as far east as Yi Ti... and Asshai.

And I plan for a lot of lore expansion of the Essosi cities whose characterization is... lacking. As well as vassal cities, which most of the Free Cities at least should probably have. Towns and forts and such. It's a little unrealistic to expect them to be the only communities in hundreds of miles of each other. It won't be the same as DragonParadox's, but I'm not going to deliberately go "well DP made it this way so I can't do it this way either".

And I'll likely have adventures in Qohor from at least level 1-10, possibly more if certain events come to pass.

That seems reasonable.

I'd like to blend something of DP's ASWAH and Divided Loyalties where we are not necessarily the ruler of a place but have a strong web of influence spread throughout it. It would be fun to play a behind the scenes puppet master who is vital to the running of the state without having to be tied down to actual statecraft.
 
That seems reasonable.

I'd like to blend something of DP's ASWAH and Divided Loyalties where we are not necessarily the ruler of a place but have a strong web of influence spread throughout it. It would be fun to play a behind the scenes puppet master who is vital to the running of the state without having to be tied down to actual statecraft.
When creating this quest, I toyed with the idea of having a character be the head of a sovereign military order (ala the Teutonic Knights or Knights Templar or historical Assassins), which still end up happening depending on what happens. I'm not opposed to ruling a place, or being an advisor, or an adventurer, though I don't want to do world conquest, which DP's ASWAH does much better than me (and whose main character has a much better background and reasoning to do so, he *is* a Targaryan, after all).

Domeric is intended to be "okay, you have the capability to play with the big dogs, but you aren't the biggest dog in the world" kind of playthrough. If that makes sense?
 
Teutonic Knights or Knights Templar or historical Assassins)
I am more partial to the Knightly Order kind of idea. Just from what little we know about him, Dommeric doesn't seem to be big on the whole shadowy assassin kind of deal. Plus in my honest opinion a knightly ghoul sounds much more interesting than a ghoulish assassin. Plus it could be an interesting plot point that if the War of the Five Kings does happen Dommeric could return home at the head of a knightly order dedicated to the Old Gods.

[X] Take Sahbra's offer, and head to her smithy.

Plus who wouldn't want to look as swag as the Teutonic knights.
Teutonic Knight by JLazarusEB on DeviantArt
 
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Vote seems to be 13-0, that seems to be enough to end the vote and start on a new update. Next stop, Sahbra's smithy!
 
When creating this quest, I toyed with the idea of having a character be the head of a sovereign military order (ala the Teutonic Knights or Knights Templar or historical Assassins), which still end up happening depending on what happens. I'm not opposed to ruling a place, or being an advisor, or an adventurer, though I don't want to do world conquest, which DP's ASWAH does much better than me (and whose main character has a much better background and reasoning to do so, he *is* a Targaryan, after all).

Domeric is intended to be "okay, you have the capability to play with the big dogs, but you aren't the biggest dog in the world" kind of playthrough. If that makes sense?

That sounds very good to me particularly the "okay, you have the capability to play with the big dogs, but you aren't the biggest dog in the world" idea.

Simply because stuff like this can actually enhance a protagonist. If a protagonist operates on a smaller scale then the obstacles they face seem bigger and prevents them from feeling like a big fish in a small pond. ASWAH does it very well but this is a fun alternative and the sovereign military order could mesh well with that.

One thing we could do to play into that is by giving us a sponsor of some kind who will always have need of us but whom we can't practically overthrow. Something similar to Harry Dresden's relationship with Mab.

He needs her for power and she needs him because he can do things and go places that she can't without paying to great a price.

I'm not saying we become a Warlock or Cleric, just that we make some sort of deal with a higher entity for something we cannot obtain by mortal means in exchange for mercenary work.
 
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@Zioneer how do you feel about 3.5 materials? I have my eye on a feat that feels interesting and could help us get past the 'die if you sneeze' phase that is the first level, namely Precocious Apprentice.

If it is allowed I would use it for something flavorful like Frigid Touch or Ghoul Touch or even just False Life.
I'm happy to pick and choose what 3.5 and Pathfinder materials are appropriate for the quest, and this one seems good, fits Domeric and his ghoulishness well.
 
Two more feats that I think fit Domeric that I found while looking for something else. Posting here so I don't forget them.

Blooded (Because Boltons are the ones causing fear not experiencing it usually and he did foster in the Vale so it should work that he has seen the elephant)
Landless Nobility (it's flavorful even if the starting wealth part means nothing)

He would also need a flaw to take both of those and precocious apprentice and this seemed to fit the Boltons best: Haunted
 
Two more feats that I think fit Domeric that I found while looking for something else. Posting here so I don't forget them.

Blooded (Because Boltons are the ones causing fear not experiencing it usually and he did foster in the Vale so it should work that he has seen the elephant)
Landless Nobility (it's flavorful even if the starting wealth part means nothing)

He would also need a flaw to take both of those and precocious apprentice and this seemed to fit the Boltons best: Haunted
All three are approved for use for Domeric, I'm thinking the starting wealth bit for Landless Nobility could be changed to something like "+2 to Diplomacy checks for "foreign" nobility of the same or lower rank" so Domeric would have better relations with those who are also Lord/heir of Lord level, as well as knights, but not Kings or Emperors. Would that be too overpowered, or too weak?
 
All three are approved for use for Domeric, I'm thinking the starting wealth bit for Landless Nobility could be changed to something like "+2 to Diplomacy checks for "foreign" nobility of the same or lower rank" so Domeric would have better relations with those who are also Lord/heir of Lord level, as well as knights, but not Kings or Emperors. Would that be too overpowered, or too weak?

Sounds good. Though it would have to be nobles who actually heard of the Boltons. I imagine that the further east we go the least likely it is.

Or is it a kind of gravitas and bearing that gets across even when they don't know what realm he sprang from?
 
Sounds good. Though it would have to be nobles who actually heard of the Boltons. I imagine that the further east we go the least likely it is.

Or is it a kind of gravitas and bearing that gets across even when they don't know what realm he sprang from?
I think any noble who can speak High Valyrian and has a similar equivalent of education as he has (such as a Free City magister, for example) would qualify? A Yi Tish noble would not, and I'm unsure whether a Summer Islander noble would either.
 
I think any noble who can speak High Valyrian and has a similar equivalent of education as he has (such as a Free City magister, for example) would qualify? A Yi Tish noble would not, and I'm unsure whether a Summer Islander noble would either.

Summer Islanders are traders, I think they would have some knowledge of the matter, not enough to know exactly what the Bolton history looks like... but if anything that is likely to make them friendlier.
 
Chapter II point five: Domeric Initial Character Sheet Vote
Also I'm still having trouble writing the next update, so this is as good a place as any to put the Character Sheet vote I think. Not sure how to make an encouraged write-in works, but here goes.

[] Domeric Bolton Character Sheet
-[] Write in Domeric's character sheet.

For thematic purposes, I'd like to have at least one Necromancy school spell included in the vote.
 
[X] Plan Heir to a Dark Legacy
-[X] Attributes: STR 8, DEX 14, CON 12, INT 16, WIS 10, CHA 16
-[X] Skills: Appraise (Int), Intimidate (Cha), Knowledge (arcana) (Int), Spellcraft (Int), and Use Magic Device (Cha) All +4
-[X] Feats: Blooded, Landless Nobility, Precocious Apprentice
-[X] Flaws: Haunted
-[X] Spells
--[X] Level 0: Detect Magic, Prestidigitation, Mending, Message
--[X] Level 1: Chill Touch , Sleep
--[X] Level 2 (Precocious Apprentice): Blindness/Deafness

Attributes
  1. STR: Dump it, get a dex weapon and a fighter to play pack mule, barring that get and actual mule
  2. DEX: This is armor, it's touch and ranged touch attacks, its fighting with a finesse weapon, yes please
  3. CON: This is the HP stat, make it decent
  4. INT: We are dreadfully skill poor, but we are going to have to play to a lot of skills anyway, plus this is our knowledge modifier which can keep us safe when faced with strange and magical phenomenon
  5. WIS: We already have a high will save and we need other things more, still not a dump
  6. CHA: Casting stat and social stat. Would have liked to put it to 18 but we need to be well rounded on account of no party to start with
Skills:
  1. We need to be able to cut decent bargains and recognize normal loot
  2. We are a Bolton, we scare people and that is a useful weapon in a pinch
  3. Identifying strange magic things before they can hurt us... and to see if they are profitable
  4. Identifying spells and counter-spelling when we get to it
  5. And the last because magic is rare as hell, if and when we find it we can't count on it to be Sorcerer friendly

Feats/Flaws
  1. Blooded is just good all around, it gives initiative, spot and a immunity to being shaken, which combine with the strong will save from just being a sorcerer means fear spells are unlikely to do anything to us
  2. Landless Noble is fluffy and fives us some social chops
  3. Precocious Apprentice is our panic button right now and people without their senses are rather bad at killing us
  4. Haunted is... a pretty bad flaw as those go mechanically, a lot of nasty spells have the evil descriptor, but it makes nice fluff
Spells:
  1. See magic for enemies, loot and dangers
  2. Lest Wish for all your adventuring needs, like cleaning up after a bloody fight or making trail rations taste like a feast
  3. Mending as a potential money maker as well as to fix broken gear
  4. Chill touch for slapping low will warriors with
  5. Sleep for crowd control
 
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Come on, can this quest not being so fluffy as A Sword Without A Hilt, pretty please? MC there has no personality only Hero Template.
 
--[X] Level 2 (Precocious Apprentice): Frigid Touch
We have to get in melee range for that one and then make a CL-check to actually cast it sucessfully (under Precoscious Apprentice rules), besides the Concentration check for casting in melee. I'd rather not.

Blindness/Deafness is a reliable way of taking out enemies without unusual senses (most humans we meet would be effectivly crippled by being suddenly blind, and it has decent range.
Or Stone Discus, does the same damage as the touch but at range.
 
Come on, can this quest not being so fluffy as A Sword Without A Hilt, pretty please? MC there has no personality only Hero Template.
I'm happy to listen to suggestions on the point buy, I just don't want an extremely underpowered MC, and I was wondering if 20-point buy would be better for balance issues.
 
We have to get in melee range for that one and then make a CL-check to actually cast it sucessfully (under Precoscious Apprentice rules), besides the Concentration check for casting in melee. I'd rather not.

Blindness/Deafness is a reliable way of taking out enemies without unusual senses (most humans we meet would be effectivly crippled by being suddenly blind, and it has decent range.
Or Stone Discus, does the same damage as the touch but at range.

Fair point, going with the blindness.
 
I'm happy to listen to suggestions on the point buy, I just don't want an extremely underpowered MC, and I was wondering if 20-point buy would be better for balance issues.
Nah, it isn't about power, 25 points are good. In IRL stuff that happens shape our worldview. In that quest Viserys had unshakable resolve, no wrong thoughts, stable psyche, like a man who lives in our world where all is peachy and not in the world where you see corpses everyday.
In your quest I want to feel how it is to live as sorcerer in magical medieval world of full of treachery and war. Very thankful for listening to my rant. :)
 
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In your quest I want to feel how it is to live as sorcerer in magical medieval world of full of treachery and war. Very thankful for listening to my rant
In that case could I make a suggestion. What if Dommeric has to wrestle with imprints of his ancestors. From what we know about the ancient Bolton's they weren't the nicest of people to put it mildly. Dommeric could have to push against these darker natures that offer powerful yet incredibly twisted gifts. Like say he has just defeated an incredibly powerful opponent. He could see a ritual were one of his ancestors killed and ate a rival. In return it gave them a boon that would last a certain amount of time before they had to perform the ritual again. Depending upon how strong the person was could depend on the amount of time it gives. But to make it so that no one is going to immediately jump on the cannibalisms train you would have to offer another incentive. Like the more he resists the more control he has over his powers. So it becomes a balancing act between power and control.
This in turn could also start to effect his followers. Like say we do go down the knightly order route. Would we be open about the more disturbing aspects of ourselves or would we hide it behind close doors. This in turn would effect how the knights interact with those outside of the order. Cold and indifferent versus more open and warm. As well as how open they would be to using magic (depending upon how much magic is going to show up). Also there is a D&D book called Grim Hollow which could help out. It does go into a darker setting and the newest book adds rules for transforming into a Werewolf and even a Lich.
 
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