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Fantasy Arms Race, Round Two
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 727427" data-attributes="member: 6533"><p>I personally do like the idea of the Jinn and the Cressians meeting through Stempa. If they've had a common border with any interaction across they will be too prepared for each others tactics. Letu suppose that there is a fair amount of wilderness between the areas the Cressians and Jinn normally inhabit, but that the Jinn have never sent a Tamarch through that border as they are initially much more interested in their other borders and the Stempa. After the Skirmish conflict, however, the Jinn become much more interested as they view the Cressians frequent use of battle magic and beasts as a potentially interesting new set of skillsets to add to their empire and their tales of battle.</p><p></p><p>The Cressians will thus become aware of the Jinn through the conflicts in Stempa and potentially aware of them as the jinn begin to prepare to move a Tamarch through the no-man's land.</p><p></p><p>I was thinking that the little constructs and undead were mostly useful as more nimble beasts of burden adding to the technology of quick marchers that the Jinn possess overall. Not to their combat effectiveness. The griffin riders are far to valuable to be used in combat against anything other than a massive supernatural threat, they would be strictly used for couriers and scouts. And I noticed a few things missing from the Cressian tech list. So a further modification to make certain I have everything right.</p><p></p><p>Stempa – Mountain based city-states</p><p>Politics: Divisive religions control</p><p>Magic type(s): Moderate use of Clerics (multiple domains)</p><p>Technology: Heavy Armor, Iron, Mining, Ogres, Spies</p><p>Military: Skirmisher/Marines, Medium Infantry, Heavy Infantry</p><p></p><p>Jinn- Steepe Nomads</p><p>Politics: Central authority, influenced by council of diverse intrests</p><p>Magic type(s): Light use of Wizards and Clerics (scrying and communication, healing and blessing)</p><p>Technology: Centaurs, Griffins, Archery, Fighters, Strong Marchers</p><p>Military: Cavalry archers , Medium Cavalry, Medium Infantry, Aerial Reconnaisance</p><p></p><p>Ausel – Island based raiders</p><p>Politics: Magical Aristocracy?</p><p>Magic Type(s): Heavy use of Wizards and Sorcerors</p><p>Technology: Ships, Scorcerers, Outsiders </p><p>Military: Infantry, Naval raiders, siege engines, alchemy</p><p></p><p>Cressia - Plains farmers</p><p>Politics: Theocracy with mixed orders and low level democracy</p><p>Magic type(s): Heavy use of Druids, some bards and wizards</p><p>Technology: Organic fortifications/roads, Lycanthropes, Animal Allies, Bronze, Unusual Ships, Barbarians </p><p>Military - Druidic small units, Beastmen, Light Infantry, and incredible scouts</p><p></p><p>What we need is a consensus on who gets chariots, I would have posited that the Cressians would only develop them in response to the Jinn and that the Jinn would use them primarily to get infantry and magic users up to the front line, but not in their own formations or with Centaurs pulling them. </p><p></p><p>Are we assuming that all of these cultures have the wheel? Recall that it never developed in North America. The Jinn or Stempans make sense to me as the most advanced wheel cultures, though the Cressians strike me as easily able to adapt it to their culture.</p><p></p><p>Anyone have any further ideas on the Ausel? This would be a good time to introduce some of the heretofore ignored classes such as rogues, Paladins, and Monks. Paladins as a means to give them some divine magic and an order dedicated to protecting the mages and giving the people the personal attention that the mages have no time for. Monks as a means of training really expert marines and mariners. No armor, great tumbling, high reflex saves, and close in weapons make a lot of sense for a culture devoted to naval and raiding warfare accompanied with a lot of magic. Not too mention that the lawful monkish alignment will make them excellent servants for the runic overlords. Rogues would also make excellent sailors and warriors for a magic heavy culture with an emphasis on working together to bring an enemy down.</p><p></p><p>Any of those possibilities gives us our second straight up fantasy culture as well as the possibility of combining Junk sails with Longship hulls. Mmmmmm, naval superiority......</p><p></p><p>Even if the Ausel aren't using Junk sails then someone should be. Those things are wicked. Not too mention Catamaran hulls. These is fantasy we got the whole of primitive naval technology to pick and choose from.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 727427, member: 6533"] I personally do like the idea of the Jinn and the Cressians meeting through Stempa. If they've had a common border with any interaction across they will be too prepared for each others tactics. Letu suppose that there is a fair amount of wilderness between the areas the Cressians and Jinn normally inhabit, but that the Jinn have never sent a Tamarch through that border as they are initially much more interested in their other borders and the Stempa. After the Skirmish conflict, however, the Jinn become much more interested as they view the Cressians frequent use of battle magic and beasts as a potentially interesting new set of skillsets to add to their empire and their tales of battle. The Cressians will thus become aware of the Jinn through the conflicts in Stempa and potentially aware of them as the jinn begin to prepare to move a Tamarch through the no-man's land. I was thinking that the little constructs and undead were mostly useful as more nimble beasts of burden adding to the technology of quick marchers that the Jinn possess overall. Not to their combat effectiveness. The griffin riders are far to valuable to be used in combat against anything other than a massive supernatural threat, they would be strictly used for couriers and scouts. And I noticed a few things missing from the Cressian tech list. So a further modification to make certain I have everything right. Stempa – Mountain based city-states Politics: Divisive religions control Magic type(s): Moderate use of Clerics (multiple domains) Technology: Heavy Armor, Iron, Mining, Ogres, Spies Military: Skirmisher/Marines, Medium Infantry, Heavy Infantry Jinn- Steepe Nomads Politics: Central authority, influenced by council of diverse intrests Magic type(s): Light use of Wizards and Clerics (scrying and communication, healing and blessing) Technology: Centaurs, Griffins, Archery, Fighters, Strong Marchers Military: Cavalry archers , Medium Cavalry, Medium Infantry, Aerial Reconnaisance Ausel – Island based raiders Politics: Magical Aristocracy? Magic Type(s): Heavy use of Wizards and Sorcerors Technology: Ships, Scorcerers, Outsiders Military: Infantry, Naval raiders, siege engines, alchemy Cressia - Plains farmers Politics: Theocracy with mixed orders and low level democracy Magic type(s): Heavy use of Druids, some bards and wizards Technology: Organic fortifications/roads, Lycanthropes, Animal Allies, Bronze, Unusual Ships, Barbarians Military - Druidic small units, Beastmen, Light Infantry, and incredible scouts What we need is a consensus on who gets chariots, I would have posited that the Cressians would only develop them in response to the Jinn and that the Jinn would use them primarily to get infantry and magic users up to the front line, but not in their own formations or with Centaurs pulling them. Are we assuming that all of these cultures have the wheel? Recall that it never developed in North America. The Jinn or Stempans make sense to me as the most advanced wheel cultures, though the Cressians strike me as easily able to adapt it to their culture. Anyone have any further ideas on the Ausel? This would be a good time to introduce some of the heretofore ignored classes such as rogues, Paladins, and Monks. Paladins as a means to give them some divine magic and an order dedicated to protecting the mages and giving the people the personal attention that the mages have no time for. Monks as a means of training really expert marines and mariners. No armor, great tumbling, high reflex saves, and close in weapons make a lot of sense for a culture devoted to naval and raiding warfare accompanied with a lot of magic. Not too mention that the lawful monkish alignment will make them excellent servants for the runic overlords. Rogues would also make excellent sailors and warriors for a magic heavy culture with an emphasis on working together to bring an enemy down. Any of those possibilities gives us our second straight up fantasy culture as well as the possibility of combining Junk sails with Longship hulls. Mmmmmm, naval superiority...... Even if the Ausel aren't using Junk sails then someone should be. Those things are wicked. Not too mention Catamaran hulls. These is fantasy we got the whole of primitive naval technology to pick and choose from. [/QUOTE]
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