Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Fantasy Arms Race, Round Two
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="s/LaSH" data-source="post: 690560" data-attributes="member: 6929"><p>Aerial cavalry doesn't look like it's happening just yet. It's just too improbable. The coral reefs still seem possible, though.</p><p></p><p>Realistically, the Jongans continue with their coastal raids until the Cresian port fortresses are completed, at which point any quick raid either attacks superior numbers in the fortresses, or risks entanglement in the interior. The Jongan raids die down after a while, as the Jongans realise that they're not doing too well out of these exchanges.</p><p></p><p>To construct ships in the interior of their island, they HAVE to have developed certain key technologies. It's possible that they roll their ships along logs, but this is wood-inefficient and they know they need all the straight timber they can get. So the Jongans are likely to have the wheel and mighty ship-moving carts just so they can get the ships in the water. Initially, their wheels are probably giant, rounded-off treestumps or crossections of large trees with huge wooden or bronze axles, and this won't change for a while (wheel technology is quite sophisticated). These carts are prone to breaking axles. Chariots are millenia off yet, I anticipate, especially on a small island without much room.</p><p></p><p>However, the advent of the wheel allows certain other advances. Primitive mechanisms can be cobbled together with ratchets, levers and cogs (wheels with big pegs in the side). Small structures suitable for sieges can be fitted with wheels to provide shelter for advancing troops. The biggest advance is the Turtle: a small hut on wheels, roofed with bronze plating, that allows a half dozen Jongan warriors to advance on a fortified location without risk of missile bombardment. Turtles are unused in field warfare, because they're too slow and confine their warriors; spears would make short work of such a device.</p><p></p><p>The battering ram (a log housed in beaten bronze) may be another development, for use against the Cresian port fortresses. Combined with a Turtle, the Jongans feel they have the ability to launch a powerful assault on the port fortresses and suffer minimal casualties. Their plan: Land on the coast a few miles from the port, offload a large force of siege engineers, summoners and skirmishers, and unleash them on the port all at once. They feel that the Turtle's bronze plating can resist wood shaping spells. (They could well be wrong, of course; wood can be surprisingly powerful.)</p><p></p><p>This tactic is almost inevitable, as the wheel is the only method I can see that allows Jongans to create a fleet inland, and the rest is simply logical. However, it isn't going to happen overnight; they need time to put together the strike force, and they don't even see the need for such a strike until the Cresians have completed their port fortresses, which could take years.</p><p></p><p>Another tactic involves huge numbers of fiendish squids and sharks. Having learned to summon such creatures, they would definitely want to put them to good use in naval engagements. The most common tactic involves waiting for a Cresian dolphin skill to begin an attack run, then summoning a number of squids and sharks into their path, largely because dolphins are faster than both squids and sharks. This tactic is limited by the number of spells a Jongan can cast per day.</p><p></p><p>However... the Jongans see the usefulness of summons after a while, and might wish to be able to cast more. And so they invent the alphabet for the explicit purpose of recording spells on slabs of rock - the first scrolls. While still extremely valuable, these scrolls allow a single caster to perform as many, leaving most of the better casters safe in a fortress somewhere scribing scrolls.</p><p></p><p>Meanwhile, the Cresians are busy learning about the ocean, and looking back at their ancient history when they had to fight fire-magics in caves. It seems logical that water is the surest way to defeat fire. And, while the Cresians cannot migrate beneath the waves without a SERIOUS divine boon (not forthcoming), they can certainly begin to use it to their advantage. Consider the PHB Water domain at low levels... fog, fog, fog. While dolphins and whales can 'see' with ultrasonic senses underwater, and beastmen can smell out their enemies, the Jongans have no such advantage. Unsuitable for use during a siege, the Cresians nevertheless realise that fog is a perfect cover for an attack, and begin to use it in their naval engagements... and perhaps to cover attacks on Jonga itself, using beastmen. The Jongans shall come to fear the mists of the full moon...</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 690560, member: 6929"] Aerial cavalry doesn't look like it's happening just yet. It's just too improbable. The coral reefs still seem possible, though. Realistically, the Jongans continue with their coastal raids until the Cresian port fortresses are completed, at which point any quick raid either attacks superior numbers in the fortresses, or risks entanglement in the interior. The Jongan raids die down after a while, as the Jongans realise that they're not doing too well out of these exchanges. To construct ships in the interior of their island, they HAVE to have developed certain key technologies. It's possible that they roll their ships along logs, but this is wood-inefficient and they know they need all the straight timber they can get. So the Jongans are likely to have the wheel and mighty ship-moving carts just so they can get the ships in the water. Initially, their wheels are probably giant, rounded-off treestumps or crossections of large trees with huge wooden or bronze axles, and this won't change for a while (wheel technology is quite sophisticated). These carts are prone to breaking axles. Chariots are millenia off yet, I anticipate, especially on a small island without much room. However, the advent of the wheel allows certain other advances. Primitive mechanisms can be cobbled together with ratchets, levers and cogs (wheels with big pegs in the side). Small structures suitable for sieges can be fitted with wheels to provide shelter for advancing troops. The biggest advance is the Turtle: a small hut on wheels, roofed with bronze plating, that allows a half dozen Jongan warriors to advance on a fortified location without risk of missile bombardment. Turtles are unused in field warfare, because they're too slow and confine their warriors; spears would make short work of such a device. The battering ram (a log housed in beaten bronze) may be another development, for use against the Cresian port fortresses. Combined with a Turtle, the Jongans feel they have the ability to launch a powerful assault on the port fortresses and suffer minimal casualties. Their plan: Land on the coast a few miles from the port, offload a large force of siege engineers, summoners and skirmishers, and unleash them on the port all at once. They feel that the Turtle's bronze plating can resist wood shaping spells. (They could well be wrong, of course; wood can be surprisingly powerful.) This tactic is almost inevitable, as the wheel is the only method I can see that allows Jongans to create a fleet inland, and the rest is simply logical. However, it isn't going to happen overnight; they need time to put together the strike force, and they don't even see the need for such a strike until the Cresians have completed their port fortresses, which could take years. Another tactic involves huge numbers of fiendish squids and sharks. Having learned to summon such creatures, they would definitely want to put them to good use in naval engagements. The most common tactic involves waiting for a Cresian dolphin skill to begin an attack run, then summoning a number of squids and sharks into their path, largely because dolphins are faster than both squids and sharks. This tactic is limited by the number of spells a Jongan can cast per day. However... the Jongans see the usefulness of summons after a while, and might wish to be able to cast more. And so they invent the alphabet for the explicit purpose of recording spells on slabs of rock - the first scrolls. While still extremely valuable, these scrolls allow a single caster to perform as many, leaving most of the better casters safe in a fortress somewhere scribing scrolls. Meanwhile, the Cresians are busy learning about the ocean, and looking back at their ancient history when they had to fight fire-magics in caves. It seems logical that water is the surest way to defeat fire. And, while the Cresians cannot migrate beneath the waves without a SERIOUS divine boon (not forthcoming), they can certainly begin to use it to their advantage. Consider the PHB Water domain at low levels... fog, fog, fog. While dolphins and whales can 'see' with ultrasonic senses underwater, and beastmen can smell out their enemies, the Jongans have no such advantage. Unsuitable for use during a siege, the Cresians nevertheless realise that fog is a perfect cover for an attack, and begin to use it in their naval engagements... and perhaps to cover attacks on Jonga itself, using beastmen. The Jongans shall come to fear the mists of the full moon... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fantasy Arms Race, Round Two
Top