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Fantasy Arms Race, Round Two
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<blockquote data-quote="s/LaSH" data-source="post: 771354" data-attributes="member: 6929"><p>Map critiques: (Other than these, it's pretty cool.)</p><p></p><p>I always thought Stempa was where Ta'jinn is, and vice versa.</p><p></p><p>The ice wouldn't be that close to Cresia, in truth. Cresia's supposed to be similar to northern Italy, which is around 1500 miles from the arctic circle. Worlds are big things, and so far we haven't seen much of this one.</p><p></p><p>Other than that - reduce the ice, and we've got a fairly good map.</p><p></p><p></p><p>So it looks like the war's died down, right? The technologies we've acquired from it are:</p><p></p><p>Both Cresia and Ta'jinn have an air force now. The Ta'jinn griffins have spellcasters/bombers as riders, while I think the Cresians mostly use archers.</p><p></p><p>The deltanes are no longer used as shock troops, as both sides have figured out that they're vulnerable to certain special weapons. They're still awesome in small conflicts, and in a straight ground troop conflict the deltanes will win against vastly overwhelming numbers.</p><p></p><p>Two cities have been destroyed, a Stempan city by earth elementals, and a Cresian city by firebombs. The Stempans can't bring themselves to abandon their philosophy of heavy fortifications, and instead research ways to enchant their fortresses to resist magic, on the way becoming the supreme manufacturers of magic arms and armour. The Cresians establish aerial defence forces in all their cities, with regular patrols over the countryside, incidentally creating a really efficient system of disseminating information, cementing their government's ability to govern a large area effectively. And they start building these huge overhead stone shield things.</p><p></p><p>The Auselen discovered how easy it is to prey upon peoples' weaknesses to turn a profit. They also discovered how much havoc one or two really powerful creatures can wreak in a combat situation.</p><p></p><p>The Cresians still don't really object to the idea of zombies. After all, there haven't been any insane necromancers threatening to destroy the world, no plagues of undead rampaging through communities.</p><p></p><p>We never saw one thing, however: Call Lightning. It's a signature druid spell, only 3rd level, and capable of wreaking lots of havoc. Can we assume that the Cresians developed it in the last weeks of the war, and were threatening to use it on Ta'jinn interests? A vertical stroke can strike behind city walls, after all (long range). That would give the Stempans reason enough to sue everyone for peace, I'm certain. (It also gives the Cresians a weapon equal to the Ta'jinn bombers, and can blast earth elementals into little bits.) A staggered bombardment of even minimum caster level druids... well, that's five 5d10 20ft-wide blasts apiece, over a 50-minute period. Get ten level 5 druids, and you can unleash one blast every minute, ravaging quite a big area. Get sixty druids, and you can unleash one staggered bolt every round for the best part of an hour - at one spell expended per druid. Isn't that a great weapon?</p><p></p><p>The Auselen won't be pleased at this, of course. Maybe they're the ones who taught the Stempa to make enchanted walls? Planning to ignite a new conflict in a generation... but I have a great idea for something to interfere with this. Hehehe.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 771354, member: 6929"] Map critiques: (Other than these, it's pretty cool.) I always thought Stempa was where Ta'jinn is, and vice versa. The ice wouldn't be that close to Cresia, in truth. Cresia's supposed to be similar to northern Italy, which is around 1500 miles from the arctic circle. Worlds are big things, and so far we haven't seen much of this one. Other than that - reduce the ice, and we've got a fairly good map. So it looks like the war's died down, right? The technologies we've acquired from it are: Both Cresia and Ta'jinn have an air force now. The Ta'jinn griffins have spellcasters/bombers as riders, while I think the Cresians mostly use archers. The deltanes are no longer used as shock troops, as both sides have figured out that they're vulnerable to certain special weapons. They're still awesome in small conflicts, and in a straight ground troop conflict the deltanes will win against vastly overwhelming numbers. Two cities have been destroyed, a Stempan city by earth elementals, and a Cresian city by firebombs. The Stempans can't bring themselves to abandon their philosophy of heavy fortifications, and instead research ways to enchant their fortresses to resist magic, on the way becoming the supreme manufacturers of magic arms and armour. The Cresians establish aerial defence forces in all their cities, with regular patrols over the countryside, incidentally creating a really efficient system of disseminating information, cementing their government's ability to govern a large area effectively. And they start building these huge overhead stone shield things. The Auselen discovered how easy it is to prey upon peoples' weaknesses to turn a profit. They also discovered how much havoc one or two really powerful creatures can wreak in a combat situation. The Cresians still don't really object to the idea of zombies. After all, there haven't been any insane necromancers threatening to destroy the world, no plagues of undead rampaging through communities. We never saw one thing, however: Call Lightning. It's a signature druid spell, only 3rd level, and capable of wreaking lots of havoc. Can we assume that the Cresians developed it in the last weeks of the war, and were threatening to use it on Ta'jinn interests? A vertical stroke can strike behind city walls, after all (long range). That would give the Stempans reason enough to sue everyone for peace, I'm certain. (It also gives the Cresians a weapon equal to the Ta'jinn bombers, and can blast earth elementals into little bits.) A staggered bombardment of even minimum caster level druids... well, that's five 5d10 20ft-wide blasts apiece, over a 50-minute period. Get ten level 5 druids, and you can unleash one blast every minute, ravaging quite a big area. Get sixty druids, and you can unleash one staggered bolt every round for the best part of an hour - at one spell expended per druid. Isn't that a great weapon? The Auselen won't be pleased at this, of course. Maybe they're the ones who taught the Stempa to make enchanted walls? Planning to ignite a new conflict in a generation... but I have a great idea for something to interfere with this. Hehehe. [/QUOTE]
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