The "no offence" part is kind of pointless there when you clearly meant it as an insult.

The Tall Men are reduced to a single city and that one random tribe we saved on a whim. They're not going to be restored any time in the next few decades, they just don't have the numbers.
One random tribe we found by just wandering across the vastness of the plains, there are likely a lot more of those.
 
Um... I mean, that group is a start, but there are other Sarnori still living, dude. We can help them colonize this city. A resurgent Sarnor would be great-- no less than the fact that they would owe us for making it possible in the first place.

"You have all these ruins to reconstruct... how about pledging fealty? I'll magick you up a restored city." And even if not that, economic dependency is all but assured.
 
Those guys are a few caravans worth of people.

They won't make a relevant ally for decades and centuries to come, by then we'll propably have expanded in this area.

A few caravans...that we know of. Nomadic peoples often have surprisingly more of them than anyone expects out and about, until a reason for them to stop being nomadic comes up. And if they're passed all the remaining treasures and knowledge of ancient Sarnor, I think we could be looking at a very relevant ally in the local geopolitical sphere. It also means that we don't have to move people in wholesale when it comes to absorbing the area, we'll already have them on good terms - probably a client state - and it'll just be a matter of formalising that relationship.

That's worth the trade.
 
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@Duesal, shrug emoji!

Wait, no, I learned this one.


I have.

They'll savekeep their city until we get their ancestors here.
An utterly useless quest when we can loot the city right now and then send their ancestors here anyway.

¯\_(ツ)_/¯

People seem okay with it.
Adhoc vote count started by Crake on Mar 3, 2018 at 11:09 AM, finished with 160816 posts and 13 votes.

  • [X] Accept, leave the antiquities here for now and depart in peace
    [X] Offer counter-arguments
    -[X] No. Leave this world, not city or place, but world, right now or we'll cast you out by fire and steel.
    -[X] Neither we, nor your ancestors have any need for ghosts that do nothing but sit around and hinder travellers and explorers. You are useless to everyone with agency, be it friend or foe and thus you should not be.
 
Establish a temple of Yss here, and organise a telepathic call to the descendants.
Edit: keep the undead as deterrent.
 
A few caravans...that we know of. Nomadic peoples often have surprisingly more of them than anyone expects out and about, until a reason for them to stop being nomadic comes up. And if they're passed all the remaining treasures and knowledge of ancient Sarnor, I think we could be looking at a very relevant ally in the local geopolitical sphere. It also means that we don't have to move people in wholesale when it comes to absorbing the area, we'll already have them on good terms - probably a client state - and it'll just be a matter of formalising that relationship.

That's worth the trade.
But we can do all that without the ghosts?

Like, resettling the Sarnori here, helping them to rebuild and all that works without local Undead.
Might even work better without local undead, since those are usually bad for living people.
 
The "no offence" part is kind of pointless there when you clearly meant it as an insult.

The Tall Men are reduced to a single city and that one random tribe we saved on a whim. They're not going to be restored any time in the next few decades, they just don't have the numbers.

I don't understand how someone could suggest that a course of action is shortsighted without attributing it to a statement someone made, man.

Snowfire sometimes says provocative stuff, but that was tame.
 
The Great Grass Sea is one of the primo areas we're going to retire Legionnaires to settle. Having the cooperation of a restored (and reduced) Sarnor under our banner there would be beneficial.

As for the undead, Viserys's MO is to try a reasonable diplomatic resolution, then if that fails kill and loot his enemies. That the undead went for reasonably talking it over is surprising, but I don't see a reason to deviate. They're being quite reasonable, so we'll treat with them in good faith. Gives us a reason to go talk to the Saathi, and works nicely in our campaign to contain Volantis to the Rhoyne by starting to nab portions of the GGS.

If the undead aren't moving on when their descendants start popping up, that's when we engage fire and sword.
 
Fuck them, my salt-levels are already off the charts.
We're not starting a time-sink right now.

[X] Offer counter-arguments
-[X] No. Leave this world, not city or place, but world, right now or we'll cast you out by fire and steel.
-[X] Neither we, nor your ancestors have any need for ghosts that do nothing but sit around and hinder travellers and explorers. You are useless to everyone with agency, be it friend or foe and thus you should not be.
 
But we can do all that without the ghosts?

I very much doubt this. Given what we've just seen, I suspect that there are either caches of knowledge hidden in ways we won't be able to find conventionally, or knowledge in the memories of the sentient undead that they'll pass onto their descendants but no one else. The ghosts are offering to be helpful here, I see no reason to make a fight out of it when we can get generally what we want without conflict and get started on our first vassal state early.
 
But we can do all that without the ghosts?

Like, resettling the Sarnori here, helping them to rebuild and all that works without local Undead.
Might even work better without local undead, since those are usually bad for living people.
I got the impression they Will all pass on to the afterlife when the caravans arrive, hopefully after imparting some knowledge/gifts.
 
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But we can do all that without the ghosts?

Like, resettling the Sarnori here, helping them to rebuild and all that works without local Undead.
Might even work better without local undead, since those are usually bad for living people.

The local undead will leave when the nomads move in and resettle though?

To use a Evil argument: We can sell them overprized goods if need be, the nomads wont have access to ships, So their only route will bedepebdancy on us or caravans that takes time.

Presumably theyll want to establish themselves before reconnecting with Saath so as to remain in control. So no caravan destinations except that weird city...
 
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Can't we just... Find their descendants, let the undead rest and then plunder it all?
No, unless you want to wait until the ghosts have given everything to their decendants and then kill and loot those, which would be a major dick move.

I very much doubt this. Given what we've just seen, I suspect that there are either caches of knowledge hidden in ways we won't be able to find conventionally, or knowledge in the memories of the sentient undead that they'll pass onto their descendants but no one else. The ghosts are offering to be helpful here, I see no reason to make a fight out of it when we can get generally what we want without conflict and get started on our first vassal state early.
For me hidden caches of knowledge in an undead-infested city are a great plus.
We can endlessly send weaker adventurers here to find them and level up in the process.

This is a useful potential training location and over the next years and decades we'll discover anything they have hidden anyway.
If we need the ghost's assistance in some parts we can Control them by Cleric or Dracolich.
 
No we can't make the new Sarnori dependent on us: we aren't willing to spend our days teleporting stuff there and our fleet is busy elsewhere.
Telling them to settle there again would be damn quick though. We could it it in a day easily! Find one major group and tell them that, then let the word spread.
 
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