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Fantasy Arms Race, Round Two
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<blockquote data-quote="ajanders" data-source="post: 685760" data-attributes="member: 3271"><p><strong>The Cresians attack!</strong></p><p></p><p>Hoo ha!</p><p></p><p>On the Cresian side, I'm inclined to think the attacks might come earlier than two years and not as a technologically based land assault.</p><p>The Cresians have a reasonable ability to speak with animals, if I remember correctly. Historically they have used that to speak with their beasts of the field and the small birds of the air. When the first Cresian priest meets the first albatross, however, they get a whole new kind of open-ocean reconnaissance. Several large fish and a few cure light wounds spells later, families of albatross have been recruited into service.</p><p>The albatross have never been helpful as coast watchers: there's just too much ocean and not enough albatrosses. But for deep penetration reconnaissance, they're your birds.</p><p>A brief investigation of the scavenger fish in the ocean provides a long string of stories about big moving islands that dropped the most amazing food, giving the albascouts a bearing to backtrack. Two months of hard work later, an albatross comes back with a story he heard from a tern who had it from a gull about a big nest of men on the other side of the ocean: for three fish, he'll show you the way.</p><p>Meanwhile, Cresian plant priests have been furiously trying to regrow their rose-walls: rose-bushes taking a long time to bloom, they eke them out with plants less sacred, but equally obnoxious, nettles, poison ivy, cockleburr, and the like. In their search for plants, they might very well come across exotic plant monsters like the snappersaw, retch plant, and tri-frond flower. Transplanting these is obnoxious, even when you can talk to them, but for some of the most critical areas where they can be constantly monitored by plant priests, they can provide more than just a passive obstacle for invaders.</p><p>A third group of priests petitions the FieldFather to grant them spells to make the fields more fertile and the plants grow more swiftly. If this happens, a whole new world suddenly appears in Cresia.</p><p>On a mundane level, the Cresians are trying to rebuild their burnt land, build ships, and learn how to sail them: they're staying pretty busy.</p><p></p><p>The Jongans are in just the reverse state: their mundane tactics have worked very well indeed, and little development will be occurring there. One or two clever chaps who are tired of getting hit with spears, however, start seriously experimenting with these bow and arrow toys: an arrow may not do as much damage as a spear, but it can be fired from farther away, which means less slogging through those darn rose bushes. They don't get terribly far with it, because they work out that you'd need an organized formation of these things to do signficant damage, and they know how well formations work on the Cresians. Nonetheless, the idea percolates around the Jongan army before finally getting taken up by the navy, who don't have to worry about rosebushes and entangle spells on their vegetation-free decks. Future naval operations will have a sizable archery component, cutting off the druids ability to reshape the hull.</p><p>But the wizards are very busy indeed.</p><p>Summoning spells turn out to be cute, but the real power comes when someone crosses the Jongan power over minds with the Cresian ability to communicate with plants and animals. This is potent magic, and very few among the Jongans can manage it, but a lot of Jongan wizards are looking forward to getting a pet Cresian beastman on their side.</p><p></p><p>The next war may turn out to be a lot more subtle and magical, particularly if the FieldFather grants the Cresians spells to help plants grow and most particularly to bring rain.</p><p></p><p>I'll wait to hear what the FieldFather (aka Rangerwickett) has to say about that before continuing on...no hurry on my account.</p></blockquote><p></p>
[QUOTE="ajanders, post: 685760, member: 3271"] [b]The Cresians attack![/b] Hoo ha! On the Cresian side, I'm inclined to think the attacks might come earlier than two years and not as a technologically based land assault. The Cresians have a reasonable ability to speak with animals, if I remember correctly. Historically they have used that to speak with their beasts of the field and the small birds of the air. When the first Cresian priest meets the first albatross, however, they get a whole new kind of open-ocean reconnaissance. Several large fish and a few cure light wounds spells later, families of albatross have been recruited into service. The albatross have never been helpful as coast watchers: there's just too much ocean and not enough albatrosses. But for deep penetration reconnaissance, they're your birds. A brief investigation of the scavenger fish in the ocean provides a long string of stories about big moving islands that dropped the most amazing food, giving the albascouts a bearing to backtrack. Two months of hard work later, an albatross comes back with a story he heard from a tern who had it from a gull about a big nest of men on the other side of the ocean: for three fish, he'll show you the way. Meanwhile, Cresian plant priests have been furiously trying to regrow their rose-walls: rose-bushes taking a long time to bloom, they eke them out with plants less sacred, but equally obnoxious, nettles, poison ivy, cockleburr, and the like. In their search for plants, they might very well come across exotic plant monsters like the snappersaw, retch plant, and tri-frond flower. Transplanting these is obnoxious, even when you can talk to them, but for some of the most critical areas where they can be constantly monitored by plant priests, they can provide more than just a passive obstacle for invaders. A third group of priests petitions the FieldFather to grant them spells to make the fields more fertile and the plants grow more swiftly. If this happens, a whole new world suddenly appears in Cresia. On a mundane level, the Cresians are trying to rebuild their burnt land, build ships, and learn how to sail them: they're staying pretty busy. The Jongans are in just the reverse state: their mundane tactics have worked very well indeed, and little development will be occurring there. One or two clever chaps who are tired of getting hit with spears, however, start seriously experimenting with these bow and arrow toys: an arrow may not do as much damage as a spear, but it can be fired from farther away, which means less slogging through those darn rose bushes. They don't get terribly far with it, because they work out that you'd need an organized formation of these things to do signficant damage, and they know how well formations work on the Cresians. Nonetheless, the idea percolates around the Jongan army before finally getting taken up by the navy, who don't have to worry about rosebushes and entangle spells on their vegetation-free decks. Future naval operations will have a sizable archery component, cutting off the druids ability to reshape the hull. But the wizards are very busy indeed. Summoning spells turn out to be cute, but the real power comes when someone crosses the Jongan power over minds with the Cresian ability to communicate with plants and animals. This is potent magic, and very few among the Jongans can manage it, but a lot of Jongan wizards are looking forward to getting a pet Cresian beastman on their side. The next war may turn out to be a lot more subtle and magical, particularly if the FieldFather grants the Cresians spells to help plants grow and most particularly to bring rain. I'll wait to hear what the FieldFather (aka Rangerwickett) has to say about that before continuing on...no hurry on my account. [/QUOTE]
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