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Fantasy Arms Race, Round Two
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<blockquote data-quote="RangerWickett" data-source="post: 686659" data-attributes="member: 63"><p>A few clarifications:</p><p></p><p>Given the number of trees in your average forest, and the fact that even mid- to high-level druids can only warp wood a couple times a day, it's unfeasible that they'd be able to get rid of an entire forest of lumber on the Jonga island.</p><p></p><p>You can charm creatures to defend you perhaps, but expecting them to go charging into a full township of foes is too much. Wild animals cannot be used as strike teams (at least not until we get dominate animal spells), so if you want them, you need to fight with them.</p><p></p><p>No sailing ships yet. The actual distance between the two countries is probably something like 30 miles, so sails aren't really necessary either.</p><p></p><p>I don't know how fast it takes to invent things, but developing puffer-fish venom (or any type of sea venom) might be a bit much for common use. I could imagine maybe a single person realizing what this poison could do and developing individual tactics for poison attacks, and maybe creating a group of skilled sneak-killers (assassins, but not for hire). But I don't think you'd be able to get enough poison for more than a few people at once.</p><p></p><p> </p><p></p><p>I'm liking the mental image of a narrow skiff of a boat, being pulled at high speed by dolphins, with warriors wielding harpoons controlling the sea-chariot. Kinda like a bronze-age fantasy jet ski. Also, whale-drawn ships could work pretty well, but not for close quarters maneuvering. The Cresian ability to shape wood means they can just create boats whole cloth, rather than have to build them (since they don't have the proficiency to make boards of wood waterproof), so they can actually develop naval superiority if you give them a year or two. </p><p></p><p>The Cresians don't understand warfare enough to realize they should attack Cresian ship-building areas, so instead they just send a few ships to find the exact way to the island and scout it out, then leave, since they don't have overwhelming numbers. They don't understand 'viking tactics,' as one of you put it. Instead, there are a few naval battles where the more experienced Jonga typically have the upper hand, especially when their mages use sonic attacks to stun the animals pulling Cresian ships.</p><p></p><p>The Jonga, however, do. They don't want to relent on their attacks, so every month or so, the Jonga send one or two ships to strike coast, burn a village, and retreat. This leads to the Cresians abandoning their diverse array of coastal villages, instead building up the two or three that haven't been burned down (much) as places of refuge for large numbers of people. They keep a coastal defense fleet, and try to figure out ways to protect their sea beasts of burden.</p><p></p><p>The Cresian tradition of shapeshifting is expanded upon, now that the Cresians are having a greater interaction with the ocean. So we eventually end up with an order of shapeshifting seagoers, sorta . . . scurvy sea dogs. (sorry)</p><p></p><p>The Jonga realize they have to fortify their own defenses, so they clearcut any woods on the coast and bring it inland. For safety's sake they have to build ships inland now, but it makes their homeland more secure. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> They also realize that Cresians aren't apparently able to warp stone or metal, so they build stone look-out posts along the shore and along major roads. Finally, their mages develop multiple ways of disrupting, scaring, or killing the sea beasts that draw Cresian fleets.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 686659, member: 63"] A few clarifications: Given the number of trees in your average forest, and the fact that even mid- to high-level druids can only warp wood a couple times a day, it's unfeasible that they'd be able to get rid of an entire forest of lumber on the Jonga island. You can charm creatures to defend you perhaps, but expecting them to go charging into a full township of foes is too much. Wild animals cannot be used as strike teams (at least not until we get dominate animal spells), so if you want them, you need to fight with them. No sailing ships yet. The actual distance between the two countries is probably something like 30 miles, so sails aren't really necessary either. I don't know how fast it takes to invent things, but developing puffer-fish venom (or any type of sea venom) might be a bit much for common use. I could imagine maybe a single person realizing what this poison could do and developing individual tactics for poison attacks, and maybe creating a group of skilled sneak-killers (assassins, but not for hire). But I don't think you'd be able to get enough poison for more than a few people at once. I'm liking the mental image of a narrow skiff of a boat, being pulled at high speed by dolphins, with warriors wielding harpoons controlling the sea-chariot. Kinda like a bronze-age fantasy jet ski. Also, whale-drawn ships could work pretty well, but not for close quarters maneuvering. The Cresian ability to shape wood means they can just create boats whole cloth, rather than have to build them (since they don't have the proficiency to make boards of wood waterproof), so they can actually develop naval superiority if you give them a year or two. The Cresians don't understand warfare enough to realize they should attack Cresian ship-building areas, so instead they just send a few ships to find the exact way to the island and scout it out, then leave, since they don't have overwhelming numbers. They don't understand 'viking tactics,' as one of you put it. Instead, there are a few naval battles where the more experienced Jonga typically have the upper hand, especially when their mages use sonic attacks to stun the animals pulling Cresian ships. The Jonga, however, do. They don't want to relent on their attacks, so every month or so, the Jonga send one or two ships to strike coast, burn a village, and retreat. This leads to the Cresians abandoning their diverse array of coastal villages, instead building up the two or three that haven't been burned down (much) as places of refuge for large numbers of people. They keep a coastal defense fleet, and try to figure out ways to protect their sea beasts of burden. The Cresian tradition of shapeshifting is expanded upon, now that the Cresians are having a greater interaction with the ocean. So we eventually end up with an order of shapeshifting seagoers, sorta . . . scurvy sea dogs. (sorry) The Jonga realize they have to fortify their own defenses, so they clearcut any woods on the coast and bring it inland. For safety's sake they have to build ships inland now, but it makes their homeland more secure. ;) They also realize that Cresians aren't apparently able to warp stone or metal, so they build stone look-out posts along the shore and along major roads. Finally, their mages develop multiple ways of disrupting, scaring, or killing the sea beasts that draw Cresian fleets. [/QUOTE]
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