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[URBIS] Two Evil Empires and a Pogrom
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<blockquote data-quote="Jürgen Hubert" data-source="post: 513399" data-attributes="member: 7177"><p>That's probably the kind of solution the League Council is hoping for. However, they don't have absolute control of the city (if a city joins voluntarily, it has a large amount of self-rule... and if these perks were taken away, it might make other cities even more leery of the League, and some other member cities would get second thoughts about all this.)</p><p></p><p>Meanwhile, the Kalab city council members are (a) acting either out of irrational hatred, or (b) using the hobgoblins as a scapegoat to distract the citizens from their lousy record (and the b-Type councilmen have nothing to gain from a "final solution", as they would suddenly be left without a patsy..)</p><p></p><p></p><p></p><p></p><p>Which is why few cities would probably do this. However, it might be fun to use this in a city or two...</p><p></p><p>(sound of mental gears turning)</p><p></p><p></p><p></p><p>No problem - I find these kinds of suggestions extremely useful in figuring out more details of <em>Urbis</em>.</p><p></p><p> </p><p></p><p></p><p>That's a given - though most cities <em>are</em> too far away from each other for Epic Dispel spells (I checked the Epic Spellcasting rules, and extremely long-distance spells get expensive real fast...).</p><p></p><p>However, most spellcasters using nexus towers aren't epic-level spellcasters themselves, so mundane (if high-level) <em>dispel magic</em> spells (possibly provided by wands for just such occastions) should work quite well for most occasions.</p><p></p><p>In other words, you won't defend your cities through long-term wards and enchantments, but through short-term spells and an intensive spy system that discovers threats before they can get ugly...</p><p></p><p></p><p></p><p></p><p>Magic is useful for most situations, and still the preferred solution to most problems - but <em>smart</em> rulers have mundane back-up solutions that can last at least until the nexus towers come back online...</p><p></p><p></p><p></p><p></p><p>Nexus spells can often reach a few miles from the closest nexus tower. But the spells usually have less impressive spell effects if they are designed for an extended range...</p><p></p><p></p><p></p><p>Nexus towers can tap into the energies of any other nexus towers within line-of-sight (which is why they are usually quite tall), but that's about it.</p><p></p><p></p><p></p><p>Well, that's what I am aiming for, after all... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 513399, member: 7177"] That's probably the kind of solution the League Council is hoping for. However, they don't have absolute control of the city (if a city joins voluntarily, it has a large amount of self-rule... and if these perks were taken away, it might make other cities even more leery of the League, and some other member cities would get second thoughts about all this.) Meanwhile, the Kalab city council members are (a) acting either out of irrational hatred, or (b) using the hobgoblins as a scapegoat to distract the citizens from their lousy record (and the b-Type councilmen have nothing to gain from a "final solution", as they would suddenly be left without a patsy..) Which is why few cities would probably do this. However, it might be fun to use this in a city or two... (sound of mental gears turning) No problem - I find these kinds of suggestions extremely useful in figuring out more details of [i]Urbis[/i]. That's a given - though most cities [i]are[/i] too far away from each other for Epic Dispel spells (I checked the Epic Spellcasting rules, and extremely long-distance spells get expensive real fast...). However, most spellcasters using nexus towers aren't epic-level spellcasters themselves, so mundane (if high-level) [i]dispel magic[/i] spells (possibly provided by wands for just such occastions) should work quite well for most occasions. In other words, you won't defend your cities through long-term wards and enchantments, but through short-term spells and an intensive spy system that discovers threats before they can get ugly... Magic is useful for most situations, and still the preferred solution to most problems - but [i]smart[/i] rulers have mundane back-up solutions that can last at least until the nexus towers come back online... Nexus spells can often reach a few miles from the closest nexus tower. But the spells usually have less impressive spell effects if they are designed for an extended range... Nexus towers can tap into the energies of any other nexus towers within line-of-sight (which is why they are usually quite tall), but that's about it. Well, that's what I am aiming for, after all... ;) [/QUOTE]
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