Is our only option military or will we get diplomatic possibilities if we intervene? People looking for a home sound like something we could accommodate if we try.
Is our only option military or will we get diplomatic possibilities if we intervene? People looking for a home sound like something we could accommodate if we try.
They're currently invading and conquering people, and as long as they can keep getting away with that they're going to keep doing it. That said, you've a good point and a diplomatic resolution to the war that allows us to incorporate them is something we should definitely consider when it becomes an option.
They're currently invading and conquering people, and as long as they can keep getting away with that they're going to keep doing it. That said, you've a good point and a diplomatic resolution to the war that allows us to incorporate them is something we should definitely consider when it becomes an option.
We might be able to demonstrate they're outmatched without having to defeat themselves in detail and sweeten our offer with helping them find a place. We can still posture for war to make it clear we won't accept the current actions no matter their answer though, which means we don't lose much in trying.
I'm all for exploring less-than-total-war options once we engage, but I don't think diplomacy with stern looks will go very far. They're a losing faction in exile from a vicious two+ generation civil war inside a confederation of steppe nomads who have material tech beyond our or their comprehension, and they just crushed something like three times their number in combat* when our cousins tried to stop them. Some force will be necessary to get their attention and to dictate terms in any way.
*Admittedly, looking at the dice, this was a lot of fantastic luck on their part, but I'm not sure they realize that.
Ceterem autem censeo, Sanctuary must be contacted.
if we're serious serious about stealing their tech it might be the best plan, just invite them in and drown them in culture and kindness! nevermind the unbearable political costs, think of the hilariously cursed romances
Ceterem autem censeo, Sanctuary must be contacted. Seriously when I started this bit I thought it was gonna last for like three posts tops and instead things keep Happening like what the fuck
If you read back on our warriors, it's said they do melee combat not because we don't have guns, but because our magitech is good enough that guns don't kill them well enough. So I'm not sure that's a problem.
If you read back on our warriors, it's said they do melee combat not because we don't have guns, but because our magitech is good enough that guns don't kill them well enough. So I'm not sure that's a problem.
Those are all meaningful advances in a magic-less world but I'm not convinced it does as much of a difference if our warriors are magically protected against projectiles.
The concept is based on real life practices like the Ghost Dance, the Boxer Rebellion, and numerous movements in Subsaharan Africa who believed their traditional magic would protect them from firearms, and which persisted well into the modern age era.
It's true that magic means firearm technology in Godstar tends to be underdeveloped, but it's also not easy for a society like yours to reproduce on a large scale, so your tribal levies for example are going to have tactics that resemble actual gunpowder warfare while your warriors serve as elite bulletproof magically-enhanced shock troops. This is kind of typical for the setting as a whole, although industrial societies get access to broader applications of magic.
Of course magic can't make you immune to everything and you can still be stabbed, killed with blunt trauma or concussive force, burnt, etc (at a certain point artillery can also kill you), unless you apply additional magics with an equally high costs.
With the War Councils once again in charge, the full strength of the League is mobilized and sent north to turn back the invasion by the Machine Army. Your Warrior Societies gird themselves with war magics, your levies are called up and equipped with what weapons can be found. To the north, the League of Strength does the same, sending their armies south to intervene at the request of the beleaguered tribes, and together you squeeze the Machine Army like a vise.
Great League: 3 dice. 71, 20, 17 = 108 (+5 Magic Bonus +10 Numerically Superior) = 123.
Machine Army of the Broken Wheel: 1 die. 91 (+5 Technology Bonus -10 Numerically Inferior) = 86.
League of Strength: 3 dice. 2, 38, 89 = 129 (+10 Numerically Superior) = 139.
The Machine Army fights as well as it possibly can, but they are outnumbered and fighting a war on two fronts. You get a firsthand taste of what they can deploy – giant, armored metal vehicles on wheels and treads, equipped with heavy weapons that can tear through your war magics, capable of crushing and burning most anything in their path; small flying machines operating independently of human control scout your locations and drop bombs on your positions. Those who command these machines are no less dangerous, hardened men and women equipped with an array of melee weapons and firearms. They are tall and pale, their heads usually shaved and their bodies marked out with scars and tattoos that mimic mechanical designs, their bodies pierced with metal.
Still, they are not invulnerable. Their strengths are their mobility and their heavy mobile armor, but they are restrained by numbers and the terrain, which you use to your advantage. After a few harsh lessons, you melt away whenever they seek to give open battle, using the woods and hills to restrict their movements before striking from unexpected places with masses of troops, your warriors the speartip backed up by levies. Your sharpshooters take down their drones and motorcycle scouts, and that doesn't even begin to touch your magical advantage.
Tree roots and vines tangle up their wheels and machinery, slowing their movements and damaging their vehicles. You use magic and superior knowledge of the terrain to outmaneuver them, scrying and divination to predict their movements, your raiders guided by forest spirits to attack them at night. Your warriors, their morale bolstered by rituals, are not frightened by the machines, no matter how big, loud, and dangerous they may seem. Once, a great ritual calls up the river spirits while they are in the middle of a crossing, their bridge and a number of machines washed away by a wrathful flash flood.
You also get your first look at what the League of Strength is capable of. The air around their warriors shimmers with magic, and you see warriors flip over technicals with their bare hands. Their war priests cast spells that make whole units break and run in terror, and there are whispers that they have called up terrible spirits, nightmares made flesh, primal beings of tooth and claw that stalk their enemies in the night. They seem to face some setbacks – reports are unclear, but it seems that one overconfident commander lost an entire army by attempting to engage the Machine Army in the field.
You make contact with them, acting as cobelligerents, and find that they are people much as you are, perhaps with differences in their values, culture, and religious practices, but they laugh, eat, sleep, and fight bravely.
Eventually the Machine Army finds itself drawing back to the city they took, and they begin to surrender, piecemeal, and then all at once. The war is over…but the crisis is not.
Almost immediately, your brief camaraderie with the League of Strength fades as you begin arguing over the spoils. You both want access to the machines and the surviving mechanics who maintained and operated them, who could possibly tell you something of how they work. There is also the question of the neutral tribes, who formed a buffer between you and who are now weak and, in many cases, bereft of leadership, having taken serious losses to the invaders that left their political structures in jeopardy. The League of Strength wishes to add them to its number, and they have local collaborators calling for annexation. Other factions in the tribes turn to you, asking you for help, for protection against the League of Strength as they asked not so long ago.
Your diplomats scramble to find a solution that will not provoke an open war, but there are heated words exchanged as both sides, flush with victory, seek to benefit as much as possible from the new state of affairs.
Neutral Tribes
[] Demand the Tribes Join You
[] Concede the Tribes' Entry to the League of Strength
[] Maintain the Tribes as a Neutral Buffer
Pick one from each category. Two demands will force a war with the League of Strength, one concession will allow you to get away with one demand, two compromises will risk the conflict breaking out at a later date, Two concessions…well, I don't know why you would do that, it would be bad domestically.
Honestly we need to strengthen our military. Larger polities are forming and we either need allies or a strong military and I'm not particularly inclined to reach out to the machine armies or the settlers. I'm convinced we will eventually clash with the League of Strength, a reasonable compromise now is going to buy us time but the League seems to double down on empowering its warrior caste and that is bad for continued coexistence.
We could try to establish diplomatic relations with the League of Strength and forge an alliance against mutual enemies though.
I think our military did pretty fine to good, there's no way the League of Strength isn't more focused on military development than we are but we had comparable performance and an edge in exotic sciences.
I think it's best for us to go with one demand + one compromise, because I think the League of Strength in its current form is kind of trash and so a full concession isn't worth it - even if it's a more reliable peace in the short or even middle term they're still too militaristic for us to not come into conflict with them again. It's more relative gain than double compromise but doesn't push us right back into war; it positions us to be at a bigger advantage when we come into conflict again. But of the two versions of demand + compromise available, one expects the League to walk away with nothing, while the other splits tech in exchange for letting us expand. The other way around is dangerously close to just being two demands, so I think the most gain comes from split tech/we get the tribes.
This is absolutely brinksmanship, but I think it's worth it. Also, if I'm interpreting this right, we get the same amount of tech steal out of this that we would from taking it only for ourselves - the downside is that the LoS also gets it, not that we're dividing a pie.
So my preference is split tech/we get the tribes. Failing that I'd probably favor demand tech/concede tribes, though I think people are significantly underrating the material benefits of expansion (for us or the LoS).
[] Split Technological Access
[] Demand the Tribes Join You
Ceterem autem censeo, Sanctuary must be contacted.