I mean, Blood Apes are notoriously hungry for flesh (particularly humans and cats, and you don't have nearly enough cats). So yeah, them not eating your people IS an exceptional success.
No???
Blood Apes like to drink blood, break bones, and they hate cats.
Give them blood and alcohol and a job and they will be reasonable, as long as you let them do things like scavenge the battlefield for snacks and loot.
edit:
What needs to be understood about Demons is that the vast majority of them would rather not be in Malfeas, and they know that purposefully acting like assholes towards a Solar Exalt summoner is a one-way ticket to never getting summoned by that Exalt ever again.( you can add in provisos like "not any demon that has previously betrayed me" to summonings)
TLDR Blood Apes will not randomly kill people that you tell them not to harm, so tell them who not to harm.
edit2:
Yes, there are exceptions, but that's true of literally every group of sapients.
You were right on the blood part, however:
3e Core, pg. 525: "While a few have unusually eclectic or catholic tastes, most favor the blood of humans and cats."
Maybe they don't like interacting with cats, but they sure like eating them.
Blood Apes hate cats and like killing them, drinking cat blood is just a combination of two things they like.
Also, Bones come into things both because of marrow, and due to how they reproduce; removing one of their own bones and implanting it into a corpse.
edit:
Also, why are you using 3E Core for this?
Further, in addition to everything else, the Blood Apes causing problems when Sondok( their progenitor) is right there seems....unlikely
Looks at Sovereigns, a type of Exigent, a concept introduced in 3e.
Looks at Uluiru, a nation created in 3e.
Looks at Getimians, introduced in 3e.
Looks at Workings, introduced in 3e.
Looks at Heart-Eaters, a scrapped 3e Exalt type that were later reinvented as villains in the same edition.
You know, I'm not sure. It's a real mystery I tell you.
Looks at Sovereigns, a type of Exigent, a concept introduced in 3e.
Looks at Uluiru, a nation created in 3e.
Looks at Getimians, introduced in 3e.
Looks at Workings, introduced in 3e.
Looks at Heart-Eaters, a scrapped 3e Exalt type that were later reinvented as villains in the same edition.
You know, I'm not sure. It's a real mystery I tell you.
Presumably, he meant that there is a different location with better blood-apes then the core book. Not that I would know where that is (if it does exist).
Presumably, he meant that there is a different location with better blood-apes then the core book. Not that I would know where that is (if it does exist).
2e Core, P310
Erymanthoi are the favored demons of summoners all over Creation. When they are summoned it is usually for battle, and nothing pleases a Blood-Ape more than the blood of its slain foes.
Erymanthoi often put up only a token resistance to being bound, and they serve willingly for the terms of their summoning. In the demon realm, they serve as foot soldiers in the armies of the Demon Princes or as guardians to small temples and entertainment halls.
The erymanthoi resemble hulking apes with dull red fur and horny bone protrusions along their back and on the crests of their heads. They have long, grooved black claws that puncture flesh to let blood flow over their gnarled fingers. They are of low, animal intelligence, but they have a cruel sort of cunning and are quite adept at martial combat. The erymanthoi cherish fresh, hot blood and become surly and recalcitrant if they are not allowed at least some blood after every battle.
The erymanthoi are the most prone of all demons to material form. Even when they are dematerialized in Creation, physical manifestations of their presence occur. Sometimes, it the fetid smell of their blood-caked bodies or, other times, a ghostly afterimage of where they have passed or even wilted ground plants where they have stepped. Erymanthoi dematerialize only when ordered to do so, and they will return to a material form at the earliest opportunity.
Erymanthoi may find their way out of the demon realm by listening for the sound of the last drop of blood of a mortal species of creature falling to the earth.
edit:
The Corebook is unfortunately the worst book in 3E, and is likely to remain that way for the foreseeable future.
...well, Miracles Of The Solar Exalted is also a strong contender for that title.
I can agree that Miracles deserves the title, with how it breaks what a Solar Exalt is even supposed to be in the interests of fulfilling backer requests. The Core Book, while creating some bad habits for the rest of the line, isn't as awful in comparison.
In other news, Diplomacy is finished being written up. Will probably write up Stewardship before publishing Part 1 of the results.
[X] Plan Demons And Hydras
-[X] You will overwork yourself-
--[X] By a normal amount (+1 Personal Action, +2 Critical Fail Threshold)
-[X] You will continue ration your current supplies
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 30+)
--[X] Send your general troops (Size 4, Quality 1, Might 0 = +30?)
-[X][Martial][LOCKED] Protecting the Flock 2
--[X] You will join the fray as an independent (-1 Personal Action, Frees up 1 Martial Action)
--[X] Send Sondok to defend the homestead (+23)
--[X] Assign Flaris and Rising Dawn. Plus the Blood Apes and, if needed, our other actual armies.
-[X][Martial] Wrong Kind of Moat (DC 30)
--[X] SPECIAL: Nokun (Ramparts of Obedient Earth)(Hero; +20)
-[X][Diplomacy] Linguistic Drift (DC 10+)
-[X][Diplomacy] Build the Docks (DC 50+)(CONSUMES 1 LUMBER)
-[X][Stewardship] Start Some Farms (DC 60)
-[X][Stewardship] Draw Freshwater (DC 15/25/35)(SORCEROUS)
--[X] Assigned Sorcerer (SPECIAL): Abioye (Hero; +6 -> +16)
-[X][Intrigue] Scouting Ahead (Variable)
--[X] At the enemy army (DC 20)
--[X] Assign Fuvor (Fuvor, +7 Intrigue)
-[X][Intrigue] Build a Jail (DC 20)(CONSUMES 1 LUMBER OR STONE)
-[X][Intrigue] Make the Hydra Yours (DC 40/50/60)
--[X] Yours Forever (DC 50/60/70)
---[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action; +20 DC for second option)
-[X][Piety] Ask Ulric for a blessing (DC 20+)
-[X][Piety] Ask the Earth Elementals for Military Help (DC 40+)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] House of Healing (DC 20)(CONSUMES 1 LUMBER OR STONE)
-[X][Mining] Dirt to Rock (DC 30/40/50)(SORCEROUS)
--[X] Assigned Sorcerer: Your Students (Hero; +7)
-[X][Mining] Build a Mine (Iron)(Variable)
--[X] In the Homestead (DC 10+)
-[X][Personal] Summon a Demon! (Variable)
--[X] First Circle (DC 30)
--[X] Size 2 group of Blood Apes for use defending the city
These 3 months have proven… frustrating to you. For every great success, it seemed that a failure was right behind it to sour the victory. That wasn't even accounting for the sizable army nearly on your doorstep, for which you and many of your more free Exalted were preparing for with haste.
It seemed miraculous then that despite your failures, no true disaster emerged to plague you. Yes, you suffered setback after setback, but there was no repeat of your handling of the Festival here. You had not actively sabotaged your own people, your own nation this time, and that was something you could find some comfort in.
There were three things you were certain about now, however. First, this was not Creation, not the world you had grown up in. Second, the current Season was Autumn, with how the weather began to cool even further below its already cold temperatures. Third?
The Green Moon in the sky was a thing of true evil, and it was only your own foresight that prevented its most dire effects. One night in particular, as the Green Moon reached the peak of its size alongside Luna, you could feel the Wyld Essence channels failing to fully redirect the streams of chaotic power, your best efforts breaking down just this once. It thankfully did not damage the Working, your work was too great to be simply erased by an overwhelming tide of Essence, but it did inform you as to just what this Green Moon did. Its light emitted such a grand wave of the Wyld's influence onto the world that mutation was a rampant phenomena… or at least, it should be.
If you had anything to say about it, you would cripple its reach until none in this world would ever be tainted by its rays ever again.
Geheimnisnacht has passed with no ill consequences… this time. Each 4-turn interval or year, a random turn will be selected to have Geheimnisnacht occur in that period. Thus, it will not have a chance of occurring again until at minimum Turn 5.
When it strikes, the local mutagenic factor increases by 1 degree. Currently, the citizens in your homestead will be immune to this change, but it's not strong enough to completely shut out all of the Wyld Essence on this night. In other words, no NEW mutants will be created, but those who already possess mutations will have to roll for whether they gain more.
Outside of your homestead, things are a lot more dire. Right now, everywhere directly outside has a Moderate mutagenic level (1d10 individuals mutated each turn). During Geheimnisnacht, this will increase to Major (3d10 individuals mutated each turn). In addition, the veil between worlds thins, enough for demons to potentially manifest and cause harm.
There is another time in the year where Morrslieb is at its fullest, and unlike Geheimnisnacht, Hexennacht ALWAYS occurs near the end of Winter (Turn 4 is the next time it will happen, I'm going with seasons rather than Imperial Calendar here). It provides the same issues as its cousin, and it's possible for both holidays to occur in the same turn period.
Further Mutation roll (1d6-3): 1 - 3 = 0, No further mutations from your afflicted.
Martial Actions
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 30+)
--[X] Send your general troops (Size 4, Quality 1, Might 0 = +30?)
Enemy Troops: Size 1, Quality 1 - 1 (Field) = 0, Might 1 = DC 20
Our Troops: Size 4, Quality 1, Might 0 = +30 from Outnumbering, +10 from greater Quality = +40 from troops
DC 20 - 15 (God's Blessing) = DC 5
Roll Bonus: +40 from troops, +12 from Gwai's Martial = +52 total bonus
Roll: 77 + 52 = 129, 100 greater than DC = CRITICAL SUCCESS!
At this point, you had deemed it prudent to have your standard troops to constantly patrol around and on top of the walls of the homestead. The former to serve as a first line of defense, and the latter to provide ranged support and spot does from a greater distance. Having your soldiers marching around the walls also helped to protect Nokun as she carefully divided earth from rock. You didn't want your best war engineer to lose her life in a surprise attack, after all.
It was early in the morning, quite soon after you woke up in fact, that one of your soldiers asked to be let into your tent. As he bowed in obeisance, you noticed that he held in his hand a piece of parchment. You doubted that someone would have wasted precious writing material on something trivial, so it must have been important.
When the soldier's head rose back up, he bore a wide grin on his face. "Your majesty, I have GREAT news to tell you!" He waited to speak further as you briefly considered that statement.
You waved your hand towards him and said, "Go on then, what good news do you have for me?"
Nodding his head rapidly, he began to tell his tale. A small contingent of enemy cavalry, caught within the disorientation field, which your men noticed and began to rain arrows down on. With good fortune, they were able to strike the riders yet not the horses, who remained docile enough to be escorted onto some of your fishing boats, transported around the walls and brought onto the shoreline. "But!" He declared with much enthusiasm, "That's not the best part. THIS was in one of the rider's packs."
He held the parchment towards you, and you unfolded the document fraction by fraction, until the entirety of it was revealed to you.
It was… beautiful. This kind of map was the sort you would see in royal palaces and institutions of learning, not carried around by a random scout. It's sheer geographical detail was astounding, the brush strokes vanishing to give an accurate portrayal of the land from many lengths in the air looking down. Whoever created this masterpiece must either have access to flying mounts, have some kind of spell to view the land from heaven's perspective, or had explored every particular portion of this region to exactness. There were, however, some issues.
First, as you expected, it was all written in the language of the pointed-ears people, which your advisors had yet to decipher. That meant that you didn't know the local names for each region. The second was that it was an environmental map, rather than a political one. You had no chance of finding out where any particular nation might be on this landmass. And that led to your third problem.
"This is a continent," you said as you gazed upon the map with more scrutiny. With the size of the mountain ranges involved, this landmass couldn't be much smaller than the Blessed Isle. Worse, none of it looked familiar to you. You knew from historical research that the Balorian Crusade caused a sizable amount of Creation to fall within the grasp of the Wyld, but even that could not explain a locale of this size to be lost. Combine that with the Green Moon which steadily grew in size every day, and one of your theories began to solidify in your mind.
This isn't Creation. This isn't your world. Maybe it was a similar land, given the white moon's presence, but it was NOT the world you grew up in. Before your face could betray your rising panic, you looked up at your still smiling subordinate.
"Good job. You are dismissed." He quickly left you to your thoughts as you pondered the parchment below. Before you could freak out, you needed to quickly make copies of this document somehow. If your scouts had access to this information, it would be a major boon to their navigation.
You have obtained a beautiful, accurate map of Naggoroth! You have received confirmation about where you (generally) are!
Unlocked Intrigue Action: Copies of a Map
-[X][Martial][LOCKED] Protecting the Flock 2
--[X] You will join the fray as an independent (-1 Personal Action, Frees up 1 Martial Action)
--[X] Send Sondok to defend the homestead (+23)
--[X] Assign Flaris and Rising Dawn. Plus the Blood Apes and, if needed, our other actual armies.
To be continued in Turn 3.5…
-[X][Martial] Wrong Kind of Moat (DC 30)
--[X] SPECIAL: Nokun (Ramparts of Obedient Earth)(Hero; +20)
DC 30 - 15 (God's Blessing) = DC 15
Roll Bonus: +20 (Nokun) +12 (Gwai's Martial) = +32
Roll: 23 + 32 = 55, Success!
After the amazing feat that was the walls surrounding your home, you had high hopes for Nokun's next project. Thankfully, she did not disappoint.
Where there was once dry land surrounding the earthen walls, there was now situated a sizable moat five men in width and less than that deep at its lowest point. If it had been wider and deeper than this, it would not just threaten the foundation of your home, but also allow ships to sail through. It was filled with saltwater, save for a single point which remained filled with rock and soil. This point connected to a guarded entrance through your walls, forming a bridge that your troops could use to exit through the moat area. Were it not for a lack of boats to carry all of your troops from the shoreline to outside the walls, you would have avoided such a vulnerability altogether, but beggars can't be choosers.
From what the Earth Aspect told you, this moat would require regular maintenance to avoid future issues, but that she could easily handle it herself. You decided to trust that she had it all in hand, and instead simply basked in how more protected it made your territory.
Your walled-off land is now surrounded by a decent sized moat! From research, these things require a lot of maintenance, but I don't want to simulate that so consider it free of ongoing costs.
Diplomacy Actions
-[X][Diplomacy] Linguistic Drift (DC 10+)
DC 10
Roll Bonus: +11 (Fumnanya Diplomacy) = +11
Roll: 43 + 11 = 54, just short of a Notable Success.
After half a year's worth of time had passed, it was past time to get a survey of the languages spoken by your people. Being involved with trade as Uluiru was, between the Blessed Isle, the tribes of the North and the Isles of the West, it was no surprise that a large number of tongues had been picked up over the centuries. While the nation was founded by a collective of Northern Tribes, its access to the sea created a diaspora among your citizens.
In short, today the average citizen of New Uluiru spoke Skytongue, Seatongue or both. This diversity in language was more of a strength than a weakness, as Skytongue was an easier language to pick up, while Seatongue had an easier time describing things. Indeed, Seatongue was the language used most often for poetry and song, while Skytongue was more for casual conversation. While needing to learn multiple languages just to enjoy their nation's culture was likely a hindrance, that approach did have its benefits.
Less well known was High Realm, owing both to its greater complexity and usage by the Realm, which Uluiru had a hot-cold relationship with. High Realm was used by traders from the Blessed Isle near exclusively, which made it annoying to perform deals with them as most refused to speak any other language to do their business in. With it came several individuals who spoke Low Realm, the… simplified version of High Realm (saying "bastardized" felt too harsh for a culture's tongue).
In total, that meant 2 primary languages, with 2 much less frequent tongues being spoken among the populace. And with the position you were now in, it might be possible to create a council to debate what should be done to preserve these languages.
You have found out what languages are spoken in New Uluiru.
Unlocked Learning Action: A Council of Tongues
-[X][Diplomacy] Build the Docks (DC 50+)(CONSUMES 1 LUMBER)
DC 50
Roll Bonus: +11 (Fumnanya Diplomacy) + 10 (Omake Bonus) = +21
Roll: 88 + 21 = 109, Notable Success!
It would be a dire exaggeration to say that it was a beautiful sight, but the sight of a harbor, no matter how small, was a welcome one. As much as Uluiru depended on its mines in the past, it held plenty of space to store trade vessels in order to facilitate the exchange of metal for food, a vital process for the nation's survival. While you doubted that any amenable trade partner would appear sometime soon, it was better to have the space available for the future. For now, it would help to store whatever vessels you constructed yourself.
Five sizable wooden piers, each situated like teeth from an oakwood comb, provided enough room on each side for multiple fishing vessels or 1 large galleon. In total, that meant that up to 10 Galleons, or several times that in fishing boats, could be stored at the docks. Small for a navy, but enough for less than 2000 people.
It wouldn't serve to hold an armada just yet, but it was still quite sizable. There was even a designated space off to the side where a shipyard could be built, though there just wasn't enough lumber remaining to build it just yet. If wood could be acquired, or conjured, then that might provide the remainder of what was needed.
The Docks are created! With its current size, it can hold up to 10 Galleons, or 10 instances of the Fishing Boats action, or some combination of the two adding up to 10.
Unlocked Diplomacy Action: Build a Shipyard
Due to the Notable Success, Build a Shipyard DC reduced from 50 to 30!
Stewardship Actions
-[X][Stewardship] Start Some Farms (DC 60)
DC 60
Roll Bonus: +12 (Milosen's Stewardship) = +12
Roll: 4 + 12 = 17, Failure.
Unfortunately, the chilling weather in combination with the permafrost soil meant that starting a farm just wasn't viable this time of year. That, and the sudden emergence of the Green Moon in its full strength meant that many of your farmers refused to work until the worst had passed. As frustrating as it was, you could hardly begrudge them for their caution. After all, you still knew little about the Green Moon yourself.
You would just need to try again later, perhaps using sorcery to speed up the growth process for any seeds that germinated.
Thankfully, while your food situation was far from ideal, you were doing much better in regards to your water supply. Abioye had outdone herself, creating a stream from the ocean which flowed through the homestead. This stream had a special enchantment created at the head of it, which sent all of the salt and other particulates downwards as if they held ten times their normal weight. This meant that as the water flowed, all of its contaminants were dragged down leaving only fresh clean liquid to be drunk.
You rightfully praised her for her creativity, though you wished that she had warned you about the urban redevelopment she was going to create by shaping a stream in the middle of where everyone was living. At least they were all just in tents, and not permanent homes. You would have been far more cross if that were not the case.
A stream of freshwater has been created, providing 2/5 of Water each turn for your citizens. Currently, you have enough water to overcome your rationed deficit, and with 2 more uses of this action, you will have enough to end the water rationing.
Intrigue Actions
-[X][Intrigue] Scouting Ahead (Variable)
--[X] At the enemy army (DC 20)
--[X] Assign Fuvor (Fuvor, +7 Intrigue)
DC 20
Roll Bonus: 13 (Ekundayo's Intrigue) + 7 (Fuvor's Intrigue) = +20
Roll: 5 + 20 = 25, success.
Cursing as softly as he could, Fuvor sat back down in his tiny spy boat as yet another guard patrol got near his location. These lance-bearing guards were particularly attentive, and he had almost been spotted twice already. Only his ability to manipulate the winds to distract them gave him the time he needed to relocate his vessel. And that wasn't taking into account the occasional horse riders, or, you know, THE BEHEMOTH WHICH COULD EAT HIM LIKE A SIDE DISH! As it was, he was making no progress on his assigned task. This… was not the first time he had proven a disappointment. Not the first at all.
Eventually, he just had to give up for tonight and return back to his hideout. Tonight was yet another bust, and at this point it might be better to just call it quits and avoid being detected. Getting his idiot self captured would be far more detrimental than showing back up at the earthen walls with empty hands. The only thing he had managed to confirm was the large tent which important-looking individuals gathered within. Probably the war tent, or maybe even the commander's tent, he wasn't sure which. It was definitely important though, he was sure of it.
Once the guards had passed by, he pulled out a short oar and gently moved his vessel away from the shore and back to the north. He would take his meager offerings back home.
You have found out what the enemy commander's tent looks like, nothing less, nothing more. Assassination might still be possible, but it's going to be tough and dangerous.
-[X][Intrigue] Build a Jail (DC 20)(CONSUMES 1 LUMBER OR STONE)
DC 20
Roll Bonus: 13 (Ekundayo's Intrigue) = +13
Roll: 46 + 13 = 59, success! It will now be more difficult for your prisoners to break free this turn and for the future.
Breakout DC: 60
Roll Penalty: 13 (Ekundayo's Intrigue) = -13
Roll: 13 - 13 = 0, Total Failure!
As you observed the movement of the prisoners, both human and pointed-ear, into the stone structure, you felt a small bit of anxiety leave your body. After the breakout a few weeks ago, you immediately commissioned your masons to build a sturdy building to contain the rest of your prisoners in. And they had done a good job, a certifiably tough jail now situated before you. It was perhaps a bit sad that one of your first permanent homes was meant for your prisoners instead of your people, but needs must.
At least the prisoners seemed to have little energy for escape. Perhaps they had heard what happened to most of the prisoners who broke free, perhaps they recognized that this prison would be more difficult to break free from than the last. Or maybe, at least for the human prisoners… they were already used to being locked up in cells. It was a disquieting thought.
Your jail has been constructed! It's a rather basic building, but made out of solid stone that will help to prevent breakouts (increasing the DC from 50 to 60.)
-[X][Intrigue] Make the Hydra Yours (DC 40/50/60)
--[X] Yours Forever (DC 50/60/70)
---[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action; +20 DC for second option)
DC 50/60/70 + 20 (Out-of-Circle) = DC 70/80/90
Roll Bonus: 13 (Ekundayo's Intrigue) + 17 (Sango's Learning) = +30
Roll: 4 + 30 = 34, just barely not a critical fail.
You would never admit it to others, but this time, for this project… you realized just how badly you were outmatched. Trying to subdorn a behemoth like the one possessed by your enemy would be difficult enough if you had access to flesh samples, or even the behemoth's constant presence. Without coming into contact with the beast, and without defaulting to a temporary enthrallment… it was impossible. More impossible than anything you had ever attempted before.
So you gave up. You gave up, and you hated it. You hated how little you could do to make your people safer against this monstrosity, but there was nothing to be done. You just… just weren't good enough.
You have found no means to control the hydra. It will need to be dealt with in some other manner.
Author's Note: In case you couldn't tell, I'm not good with maps or with Photoshop, I just found one online and then edited out the World Map in the corner. Just assume that the English Characters are replaced with the elven equivalent, and Sango cannot read those just yet. As for why he immediately believes that it's a continent, the sheer amount of mountain ranges in Uluiru NAGGAROTH would never happen on a small island, not without those same mountains being immediately visible to the naked eye. That, and the small size of the tall watchtowers on the map gives him a degree of scale.
The large "general area" is both to account for the disorientation field at play, and also so that I don't need to be precise in where exactly New Uluiru is situated. It's on the coast, it's (relatively) near the mountains, that's good enough for me. Hope that helps.
Sorry for the short size of this update, most of this stuff I just had trouble coming up with more to talk about for them, particularly the failures.
I think it might just be worth counting on fishing for food until we have the AP to make the farms safe, or even better just build magical greenhouses that can produce a decent amount of food with a small footprint. One of the advantages of fishing boats is that you do not have scattered population to defend, you can just bring the boats in.
I think it might just be worth counting on fishing for food until we have the AP to make the farms safe, or even better just build magical greenhouses that can produce a decent amount of food with a small footprint. One of the advantages of fishing boats is that you do not have scattered population to defend, you can just bring the boats in.
I think we need farms in the long term, but I'm looking at that Diplomacy action to make 50 boats with Sorcery real carefully for Sango's action. That apparently counts for 3/5 Food per turn if the boats meet the fishing DC all by itself...in combination with the 1/5 we have right now, that may be the best short term solution if they last more than a turn. @Critian Caceorte do the Floral Flotilla actually last?
I think we need farms in the long term, but I'm looking at that Diplomacy action to make 50 boats with Sorcery real carefully for Sango's action. That apparently counts for 3/5 Food per turn if the boats meet the fishing DC all by itself...in combination with the 1/5 we have right now, that may be the best short term solution if they last more than a turn. @Critian Caceorte do the Floral Flotilla actually last?
Like most Workings, they are Permanent yes, just extra vulnerable to fire due to their closer ties to the Element of Wood. So if a naval force comes by to firebomb everything, they're definitely the first things to go, but otherwise they'll remain around forever. Besides, how likely is it that such an armada would come here?
Like most Workings, they are Permanent yes, just extra vulnerable to fire due to their closer ties to the Element of Wood. So if a naval force comes by to firebomb everything, they're definitely the first things to go, but otherwise they'll remain around forever. Besides, how likely is it that such an armada would come here?
I mean we could always not lose control of our own waters. And even if we do unless it happens the turn after we make them they will have paid for themselves.
Like most Workings, they are Permanent yes, just extra vulnerable to fire due to their closer ties to the Element of Wood. So if a naval force comes by to firebomb everything, they're definitely the first things to go, but otherwise they'll remain around forever. Besides, how likely is it that such an armada would come here?
It's definitely a factor, but worth it for only one action mostly fixing our food problem in the short term, I think. We'll need warships and to defend our seas in the long term anyway, and while this ups the priority, it also hopefully mostly solves a big problem with only one action.
It's definitely a factor, but worth it for only one action mostly fixing our food problem in the short term, I think. We'll need warships and to defend our seas in the long term anyway, and while this ups the priority, it also hopefully mostly solves a big problem with only one action.
I would rather go for shore defense then attempt constructing a big navy at this time, too expensive in lumber, in manpower and in time for very little benefit while forsaking many of our advantages.
I would rather go for shore defense then attempt constructing a big navy at this time, too expensive in lumber, in manpower and in time for very little benefit while forsaking many of our advantages.
I meant we need a way to protect from sea attacks whether we have the flotilla or not, so getting it for food seems an acceptable risk. I was saying it doesn't actually add a problem, just make an existing one that already needs solving slightly more urgent.
Soo... when do we tell the populace that we seem to have stumbled into another world? I assume that we tell our advisors automatically and they can deal with it being Princes of the Earth/Sovereigns/Sorcerers, but the citizens are unlikely to take it well especially as this world seems to be remarkably dangerous. I mean there is a celestial body in the sky (those things that in Creation mark the presence of the Incarna) which is Evil.
Also we should really start doing something about the dead soon. I mean we have been lucky so far that nothing has come back to haunt us, but consider that that green thing in the sky does not only herald mutants and demons it heralds ghosts.
Soo... when do we tell the populace that we seem to have stumbled into another world? I assume that we tell our advisors automatically and they can deal with it being Princes of the Earth/Sovereigns/Sorcerers, but the citizens are unlikely to take it well especially as this world seems to be remarkably dangerous. I mean there is a celestial body in the sky (those things that in Creation mark the presence of the Incarna) which is Evil.
Also we should really start doing something about the dead soon. I mean we have been lucky so far that nothing has come back to haunt us, but consider that that green thing in the sky does not only herald mutants and demons it heralds ghosts.