Queen_Dopplepopolis
First Post
The_Universe said:1.) Caer Albion
--a. Mercenaries
Think the following needs to be added:
1.) Caer Albion
--b. Scouting to determine the current situation
--c. Talking with leaders inside the city
The_Universe said:1.) Caer Albion
--a. Mercenaries
Those are excellent parts of a plan for Caer Albion, but I think JC was just trying to identify the major issues that the Circle cares about, and I was trying to link them up as they connected to each other. Is that right, JC?Queen_Dopplepopolis said:Think the following needs to be added:
1.) Caer Albion
--b. Scouting to determine the current situation
--c. Talking with leaders inside the city
The_Universe said:Those are excellent parts of a plan for Caer Albion, but I think JC was just trying to identify the major issues that the Circle cares about, and I was trying to link them up as they connected to each other. Is that right, JC?
I think it's a good idea to get the problems as listed firmly ranked.AIM-54 said:Exactly right. My thought is that given the long hiatus between now and our next session, we don't need to rush things. We can take the time to list current issues, prioritize them and then plan them. Right now, we're in the prioritize phase, because everyone seems to agree on the list I formulated earlier. Once we get the priorities down, then we can start planning how to go about accomplishing our objectives.
That said, I think our top priority is Caer Albion, but I welcome further discussion on that, as well as where we need to rank everything else.
But I guess I can't stop people from jumping ahead and starting to plan things anyway. I was just trying to bring order to what sometimes appears to be a chaotic flow of conversation/ideas on the boards.
As a general note, I would advise against using mercenenaries in a place where you are not directly engaged. You'll want to make sure you're getting your money's worth, and most merc bands are not known for their valor. Cunning? Yes. Bravery? Not terribly. This is a good general idea, as I will say further below, but you still know too little about the mercs themselves to much further forward. However, I am happy to answer questions relating to them, so it can be remedied, at least.Xath said:If we can get a large number of mercenaries, we could cover our bases at both Caer Albion and the Isle of Mourning...
But what it could it be? Jansten came seeking AB's aid in a rebellion, and failing that, your help. Is there anything you can think of that you could offer his rebellion that they'd consider an equal trade?Xath said:and not just mercenaries. If we could get Jansten's people from the north to help us below the wall, in return for an undisclosed (as of yet) something...
This is an interesting idea, but requires a great deal of subterfuge on your parts. Remember, Jansten's rebellion is based on overthrowing the Bluestar. The Bluestar's not likely to grant the freedom of AB and Gyan Thunderheart to you for the privilege of having you fight against him in the future. You'd have to be VERY careful to not reveal that you plan to aid the rebels in the future. He's not going to give you a gift so that he can have the privilege of fighting you later. At the very least, he won't do so on such open and obvious terms.Xath said:Perhaps we could arrange to temporarily remove the rebels from the Bluestar's hair in exchange for the freedom of Archonus Bluestar and Gyan Thunderheart. We make an agreement with Jansten's people to help them once the 13 blades are destroyed to help us below the wall. Then we hire up mercs as well...
It all depends on what you plan. If a plan requires a stronghold, you'll need the money there. If what you come up with requires troops or specialized equipment...an extra 50,000 GP won't hurt.Xath said:Xath has 50000 of her gold alotted to the stronghold, but it can be shifted to the war effort if need be.