Discussion for a Kingdom of ashes OOC II

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The_Universe said:
Four weeks seems a little short, to me. I think you'd be LUCKY to see operational teams by the end of six weeks. But, maybe I am way off base. Jeremiah, Mik, any idea how long this kind of training *really* takes? I am not sure I have the DnD equivalent information somewhere.

Hmmm....maybe I'll just start up a thread about it elsewhere on the boards, and let someone else figure it out for me.

--KCB

I used four weeks as a bare minimum, but also because we're asking less of our SpecForces than in the real world. Real world SpecForces undergo significant cultural and language training for the area they're going to be based in, not to mention training for different terrain type missions and the variety of different weapons they have to be qualified for (including likely opposing forces weapons). Our guys basically need to be excellent at combat, stealth and some advanced charisma capabilities.
For something on Ranger training:
http://www.baseops.net/militarybooks/armyranger.html
The basic stage is just 3 weeks (but an intense three weeks!). Granted they go through much more training (another 6 weeks or so), but modern warfare is much more complicated (in terms of the variety of weapons/tactics/technology one must be expert at). Delta Force training is significantly longer (3-4 week selection course + 6 month Operator training course) but Delta Force and other such elite units are beyond anything we are likely to attain or necessarily require for our mission.

Four weeks may be enough to stand up the first squad, but they may not be fully operational for another 2-3 weeks. Depending on where the initial recruits start from will also affect how much time is necessary to get them where they need to be.

Mik's stuff looks pretty good, but I'm still going to go through and have a go at it and we can hash out a final version before we play again.

Also Phoenix is spelled like that. P-H-O-E-N-I-X. O before E. Sorry, but that was annoying me.

In a pinch AIM-54 will do, however. :D
 

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AIM-54 said:
Depending on what exactly you mean here...
I was more talking about the group -team sneak & co.- infiltration to Oceanis. This way we do not have to wait however many weeks for an actual group of underlings who can do it. And can possibly start getting the info, money, and proof talked of earlier. This was something put in awhile ago to the boards, so I inlcuded it...

But knowing how long before we can use these other people is awsome for planning other missions or other plans.

For the land-lord feat, I have no idea what the requirements are, but if able L'Aurel can take it (L'Aurel's out for helping with the leadership feat, so maybe she can help with this side) :)

As for the wall-- I would vote wood, since it is in abundance and I hope that means we do not have to pay for it. Stone may be cool to have as a base or for tower support, but that could only happen after/if the dwarves help. Also, I would say materials like stone would be harder to transport to/from the quarry and may cause problems and time delays.
Transporting the stone could be a use of the mages if they are willing (and we are not over taxing them already). Have some travel there so they know what it looks like/travel back/use stones to teleport stone to link's tree, and possibly as help for payment, again if the mages would be willing, have them teleport stone to ships or some small distance that the dwarves may need-- not even sure if this would work, but just a random thought--
I would also say that though a fully magical wall is a little much, have the doors or weak points magical would be a good idea.
 

AIM-54 said:
Four weeks may be enough to stand up the first squad, but they may not be fully operational for another 2-3 weeks. Depending on where the initial recruits start from will also affect how much time is necessary to get them where they need to be.

Mik's stuff looks pretty good, but I'm still going to go through and have a go at it and we can hash out a final version before we play again.

Also Phoenix is spelled like that. P-H-O-E-N-I-X. O before E. Sorry, but that was annoying me.

In a pinch AIM-54 will do, however. :D
Four weeks is reasonable for setting up a single squad, I think. I was balking a bit at the logistics for populating the large Shadow of the Phoenix unit in that time--you can for sure get a single squad ready in that time, if you concentrate on training them, and maybe two.

AFAIK, Mik still doesn't have the leader of the unit statted out, at all. I looked at some of his stuff last night, and it seems reasonable, at least. I'd probably recommend that the squad leader come from the ranks of the 'Blades,' so that you'd end up with 1 leader, 1 medic, 4 swordsmen, and 4 archers. I also recommend that the leader have some levels of rogue, but that's just me. :)

Agreed with the spelling thing. On another note, Oceanus is spelled with a "U", not an "i". :D
 

Queen_Dopplepopolis said:
We really need to be focusing on the actual physical non-magical wall for the moment.

What kind do we want? Wood? Iron? Input here would be excellent! We cannot bank on the magical wall because it's just going to take tooooo long to try to build.
And, there are times when Relin's magic is going to be needed for something outside of wall-making... whether that be to cast spells on individuals sneaking into Oceanus or (the Light forbid) we are attacked...

So, be thinking about the options for the building of the wall... and let me know what you want!
Okay so along with my above wall stuff "As for the wall-- I would vote wood, since it is in abundance and I hope that means we do not have to pay for it. Stone may be cool to have as a base or for tower support, but that could only happen after/if the dwarves help. Also, I would say materials like stone would be harder to transport to/from the quarry and may cause problems and time delays.
Transporting the stone could be a use of the mages if they are willing (and we are not over taxing them already). Have some travel there so they know what it looks like/travel back/use stones to teleport stone to link's tree, and possibly as help for payment, again if the mages would be willing, have them teleport stone to ships or some small distance that the dwarves may need-- not even sure if this would work, but just a random thought--
I would also say that though a fully magical wall is a little much, have the doors or weak points magical would be a good idea."

I would also add that wood from the forst is cool, but only so long as we are not clear cutting half the forest... looking back at numbers it may take a serious chunk of the trees around to build a wall for an area we are talking about.
Also, another option:: if we have a huge wall surrounding everything & everyone, we will also have a huge area now open to prying eyes from above. What about just making an area for emergency ('sound the alarm') and everyone runs inside a smaller walled area. Yes this would risk some people could get trapped outside, but that could happen even with the large walled area. Plus it gives a much easier way to see who is in and out and a tighter defense perimiter. So things like the warriors academy could be inside, but maybe training grounds outside the walled area?... just another thought.
 

Laurel said:
I was more talking about the group -team sneak & co.- infiltration to Oceanus. This way we do not have to wait however many weeks for an actual group of underlings who can do it. And can possibly start getting the info, money, and proof talked of earlier. This was something put in awhile ago to the boards, so I inlcuded it...
That works for me. You guys can start making forays into Oceanus as soon as you feel able--just reminding you, it's dangerous in there. Let me know when, in the timeline, the next time we play will be--ie, what day in the timeline. It helps me for planning purposes, and what is happening in the city.

Laurel said:
For the land-lord feat, I have no idea what the requirements are, but if able L'Aurel can take it (L'Aurel's out for helping with the leadership feat, so maybe she can help with this side) :)
The landlord feat has no stat-prerequisites. The only major stipulation is that you must be at least level 9 to take it. In essence, it creates "matching funds" for any money you spend on a stronghold from a "patron." It also might give you some basic money to start building with, but I don't have the feat in front of me. I think it goes in 25000 GP increments, but don't quote me on that.

Laurel said:
As for the wall-- I would vote wood, since it is in abundance and I hope that means we do not have to pay for it. Stone may be cool to have as a base or for tower support, but that could only happen after/if the dwarves help. Also, I would say materials like stone would be harder to transport to/from the quarry and may cause problems and time delays.
Transporting the stone could be a use of the mages if they are willing (and we are not over taxing them already). Have some travel there so they know what it looks like/travel back/use stones to teleport stone to link's tree, and possibly as help for payment, again if the mages would be willing, have them teleport stone to ships or some small distance that the dwarves may need-- not even sure if this would work, but just a random thought--
I would also say that though a fully magical wall is a little much, have the doors or weak points magical would be a good idea.
A combination of wood and packed earth might be the best bet...build a dirt wall/embankment, and then put a wood wall on the top, or something.
 

Laurel said:
Also, another option:: if we have a huge wall surrounding everything & everyone, we will also have a huge area now open to prying eyes from above. What about just making an area for emergency ('sound the alarm') and everyone runs inside a smaller walled area. Yes this would risk some people could get trapped outside, but that could happen even with the large walled area. Plus it gives a much easier way to see who is in and out and a tighter defense perimiter. So things like the warriors academy could be inside, but maybe training grounds outside the walled area?... just another thought.
This might be a good idea, if you can't scrape together the funds for a real "city" wall. However, part of the reason you need something is to control access into the camp, so that spies can't come and go at their leisure. As a defensive measure, any wall will be only partially effective, since Dragons can fly. However, even stopping infantry can help, a bit.

As for the clear area from the sky, people are using the trees to build themselves rudimentary homes, already--it's hard to hide 13000 people, even in a relatively dense forest. I wouldn't let this shake you up too bad. Clearcutting is not happening, nor should it really be necessary...
 
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From long, long ago...

Cool about not needing to clear cut, since the tree-hugger in L'Aurel would not be happy with that option.
 
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From long, long ago...

Xath said:
3. In most situations such as this, the economy is reduced to a barter system and takes quite a while to recover. In order to prevent this, the duke and baroness should use the funds allotted (17,100 gp or some part thereof)
Tell me if I am wrong on this, but we have 17,100 gp for the city fund at the start day 1?
How much is left in the bag of holding? What about giving the rest to the people here, or at least using it to help those here?
 

Laurel said:
Tell me if I am wrong on this, but we have 17,100 gp for the city fund at the start day 1?
How much is left in the bag of holding? What about giving the rest to the people here, or at least using it to help those here?
I can't speak to how much of your personal funds you have in the bag of holding, but yes--you start out Day 1 with 17000 in communal funds for New Oceanus. The Duke may be able pool some resources, and when Jaine arrives, she may have some of this stuff figured out. Everything else is up to you to figure out, but you certainly may be able to attract some free money/loans from people who sympathize with your cause.

On a general note, I have a question for the group. How proactive do you want the major NPCs to be? Is this your rebellion, or is it more something that you are just attaching yourselves to? The Duke can really start pulling strings (for instance), but the more he does, the more it will be his settlement and army than yours, if that makes any sense. Thus far, I have tried to let you guys do most of the management, but it just ocurred to me that you might not find any of this kind of stuff interesting. If you don't, let me know, and you guys can concentrate on the stuff that IS interesting, whatever that may be.
 


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