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[FR] Waterdeep in Ashes
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<blockquote data-quote="MaxKaladin" data-source="post: 1027988" data-attributes="member: 1196"><p>Hmmm, I'm seeing a lot of statements that just don't mesh with established realms "canon". </p><p></p><p>First of all, there is this 1 million number. Yes, it says Waterdeep has 1.3 million or so people in the FRCS, but if you continue reading, it also gives a population of "only" 132,000 or thereabouts for the metropolis itself. The rest would be the population of the lands Waterdeep controls and would only come into play if a significant number of them took refuge in the city walls. That creates a whole new set of problems with disease and strain on the water/food supply, not to mention space. </p><p></p><p>Another thing is that some people are talking like an invading Zhentish army would have to come from Zhentil Keep and be supplied from there. This just isn't true. The Zhentarim long ago took over the large town of Llorkh in the Greypeak mountains as a staging point for their operations on this side of the Anauroch. There is no reason it couldn't be used as a supply stockpile. The Zhents could have supplies slowly built up by caravans in preparation for the invasion so that there is a secure source of supply much closer than Zhentil Keep. Ditto for troops. Once you have supplies built up, start bringing what troops you need from Zhentil Keep in and mass them at Llorkh until you're ready to invade. There's also plenty of wild countryside around there to recruit humanoids from. While this doesn't mesh well with the thing about the Waterdhavian army getting trapped in the Anauroch, it makes for a fine way to justify a Zhentish army. </p><p></p><p>Hmm, I suppose Waterdeep could have besieged Llorkh while the main body of their army pursued the Zhentish army further east over the pass towards Anauroch and then got trapped while trying to bring them to battle. The successful Zhentish army then turned back and lifted the siege on Llorkh. </p><p></p><p>Also, based out of Llorkh, a Zhentish Army would have little between it and Waterdeep but a lot of open space and a few small towns. There's Orlbar, which is Zhent Controlled, IIRC. There's Loudwater, which benefits greatly from Zhentish trade, has a Zhentish presence trying to undermine the local government and which could probably be persuaded to allow free passage. There's Zeebros, which is just a wide spot in the road as I recall. Then there's Secomber with all of a thousand or so people. There's also Uluvin and Amphail, which are also small villages and Goldenfields, which is a strategic target providing a lot of Waterdeep's grain and which you either want to capture or cut off from Waterdeep anyway. There just isn't much between Llorkh and Waterdeep. </p><p></p><p>Furthermore, you can barge most of your supplies down the mighty Dessarin river to Secomber, at least, and then by road to Waterdeep. You could even barge them to Daggerford for either transshipment to Waterdeep or a relatively short road trip to Waterdeep. Daggerford is also not very big. This would greatly aid your supply situation. </p><p></p><p>It seems to me getting an army to Waterdeep isn't nearly as much trouble as you might think. </p><p></p><p>To add to the list of folks willing to help Waterdeep I suggest random adventurers who make the city their base. "Hey, I left my stuff in Waterdeep! We have to help them!"</p><p></p><p>As far as taking the city, its true that Waterdeep has formidable defenses. At the same time all the enemy really needs is a good trick up its sleeve and you might just overcome all that. My favorite thought is if you could somehow generate a large anti-magic field. Deprived of both magical defenses and magical escape routes for the most potent defenders, Waterdeep would be dealt a truly devastating blow. </p><p></p><p>I'd also note that an alliance with Skullport could be extremely valuable. Just imagine the horrors commanded by the powers of skullport emerging in the middle of the city while the army tries to hold the walls. </p><p></p><p>As a final thought, I just want to mention the ramifications of this. If do-gooders from all over the realms flock to Waterdeep to prevent its destruction and fail, what happens then? Surely at least some of these people will die in the battle. Perhaps there will even be a true slaughter of potent do-gooders if there is something like the aforementioned anti-magic field preventing them from fleeing by teleport, gate and other magical means. Such an event could leave much of the realms with a sudden lack of competent defenders and with evil ascendant.</p></blockquote><p></p>
[QUOTE="MaxKaladin, post: 1027988, member: 1196"] Hmmm, I'm seeing a lot of statements that just don't mesh with established realms "canon". First of all, there is this 1 million number. Yes, it says Waterdeep has 1.3 million or so people in the FRCS, but if you continue reading, it also gives a population of "only" 132,000 or thereabouts for the metropolis itself. The rest would be the population of the lands Waterdeep controls and would only come into play if a significant number of them took refuge in the city walls. That creates a whole new set of problems with disease and strain on the water/food supply, not to mention space. Another thing is that some people are talking like an invading Zhentish army would have to come from Zhentil Keep and be supplied from there. This just isn't true. The Zhentarim long ago took over the large town of Llorkh in the Greypeak mountains as a staging point for their operations on this side of the Anauroch. There is no reason it couldn't be used as a supply stockpile. The Zhents could have supplies slowly built up by caravans in preparation for the invasion so that there is a secure source of supply much closer than Zhentil Keep. Ditto for troops. Once you have supplies built up, start bringing what troops you need from Zhentil Keep in and mass them at Llorkh until you're ready to invade. There's also plenty of wild countryside around there to recruit humanoids from. While this doesn't mesh well with the thing about the Waterdhavian army getting trapped in the Anauroch, it makes for a fine way to justify a Zhentish army. Hmm, I suppose Waterdeep could have besieged Llorkh while the main body of their army pursued the Zhentish army further east over the pass towards Anauroch and then got trapped while trying to bring them to battle. The successful Zhentish army then turned back and lifted the siege on Llorkh. Also, based out of Llorkh, a Zhentish Army would have little between it and Waterdeep but a lot of open space and a few small towns. There's Orlbar, which is Zhent Controlled, IIRC. There's Loudwater, which benefits greatly from Zhentish trade, has a Zhentish presence trying to undermine the local government and which could probably be persuaded to allow free passage. There's Zeebros, which is just a wide spot in the road as I recall. Then there's Secomber with all of a thousand or so people. There's also Uluvin and Amphail, which are also small villages and Goldenfields, which is a strategic target providing a lot of Waterdeep's grain and which you either want to capture or cut off from Waterdeep anyway. There just isn't much between Llorkh and Waterdeep. Furthermore, you can barge most of your supplies down the mighty Dessarin river to Secomber, at least, and then by road to Waterdeep. You could even barge them to Daggerford for either transshipment to Waterdeep or a relatively short road trip to Waterdeep. Daggerford is also not very big. This would greatly aid your supply situation. It seems to me getting an army to Waterdeep isn't nearly as much trouble as you might think. To add to the list of folks willing to help Waterdeep I suggest random adventurers who make the city their base. "Hey, I left my stuff in Waterdeep! We have to help them!" As far as taking the city, its true that Waterdeep has formidable defenses. At the same time all the enemy really needs is a good trick up its sleeve and you might just overcome all that. My favorite thought is if you could somehow generate a large anti-magic field. Deprived of both magical defenses and magical escape routes for the most potent defenders, Waterdeep would be dealt a truly devastating blow. I'd also note that an alliance with Skullport could be extremely valuable. Just imagine the horrors commanded by the powers of skullport emerging in the middle of the city while the army tries to hold the walls. As a final thought, I just want to mention the ramifications of this. If do-gooders from all over the realms flock to Waterdeep to prevent its destruction and fail, what happens then? Surely at least some of these people will die in the battle. Perhaps there will even be a true slaughter of potent do-gooders if there is something like the aforementioned anti-magic field preventing them from fleeing by teleport, gate and other magical means. Such an event could leave much of the realms with a sudden lack of competent defenders and with evil ascendant. [/QUOTE]
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