Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Forgotten Realms Journals
 General Forgotten Realms Chat
 Mulhorand-Unther War, slang, strategy and more
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Next Page
Author Previous Topic Topic Next Topic
Page: of 2

Icelander
Master of Realmslore

1864 Posts

Posted - 05 Apr 2012 :  04:05:06  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote  Delete Topic
I'm running a campaign set in 1373 DR and one of the areas of focus is the north of former Unther, around Messemprar. This is, of course, the ultimate goal of the invading Mulhorandi and the center of what outsiders call Free Unther.*

The PCs in my game make up the owners and officers of a merchant house and mercenary company employing some 2,000 troops and a dozen ships, two of them powerful warships that have so far been able to duke it out with the best Mulhorand can throw at them. They call themselves the Purple Reign Trading Group and are based in Ravens Bluff, with outposts in Lyrabar, Telflamm, Reth, Escalant, Delthuntle and Bezantur. Apart, of course, from the huge effort they have ongoing in Free Unther.

Here they are employed by the Northern Wizards of Messemprar, but might find their contract being renewed by the Shibutu (Council) of Messemprar. That, in turn, is a new body which was supposed to be a polite fiction to make more formalised Northern Wizard rule more palatable to minority factions in the city but might not be as dominated by the appointees of the wizards as they planned.

Purple Reign has already broken the naval blockade of Messemprar, smashing a Mulhorandi fleet while doing so and escorting a humongous fleet of chartered dromonds from Wizard Reach cities and Thay to the harbour. Messemprar will eat for spring and summer, all the way until they hopefully reap a decent harvest in autumn. The fact that at least a score of dromonds should have begun regular runs between the Reach and Messemprar won't do any harm, neither.

Two bombardments of Shussel and a couple of other naval victories has given Purple Reign more or less free hand in Untheri waters and the ability to raid shipping going from Skuld to occupied Unther. It also forces Mulhorand to ship all supplies for its field armies to Red Haven (too small to take more than a fifth of that traffic) and Unthalass, carting it the rest of the way. Which means that they need around 10,000 more oxen than they counted on, not to mention an extra few hundred tons of supplies per day.

Whatever they planned to do that summer, it just got a lot more expensive and a lot more difficult. And what they planned on doing is likely enough, at least so my players reckon, to have included taking Sadamzar to make sure that they can use the Methmere to ship supplies from Chessenta directly to a siege at Messemprar. Which means that the next order of business for Free Unther is making sure that Methmere stays an Untheri lake.

First question for Candlekeep scribes; from the perspective of a Mulhorandi general, what viable options are there to deal with a supply shortage for the spring offensive?

1a) It's obvious that regaining control of the sea is crucial, but is it worth risking Sultim by surging their defensive fleet from there out to fight in a foreign war, leaving Sultim bare in case of a treacherous Thayan raid?

1b) Does Mulhorand have the magical might to instantly add some dozen warships to their fleet somehow? They are buildig more through regular means, with all their drydocks at capacity, but is there some magical method that ought to be available to them?

1c) Can Mulhorand somehow move warships to the Methmere or are they stuck with converted fishing boats filled with soldiers?


While the majority of the Untheri soldiers obey generals that mostly appear content to allow the Northern Wizards to hold the reins of civil authority, that is more or less contingent on civil authority giving the army everything it asks for and not demanding anything of it. The exception is Azam Bahadur Oriseus, not technically a general, but acknowledged as such by his five thousand veterans and so treated as one. He has struck out on a spring campaign along the coast, fighting alongside Purple Reign troops.

Of course, Unther doesn't have much in the way of beasts of burden. Which means that unless they take Shussel from the sea, his current position around 50 miles to the north of it will be as far as he can go, as there aren't many other places to land supplies on the coastline. And he can't march inland without animals to carry supplies.

At the level of technology in the Forgotten Realms in 1373 DR, how practical is an amphibious operation involving almost ten thousand men (what you'd need to take and hold Shussel)?

The Mulhorandi would be hard pressed to scrounge up a naval response of any sort, but they have priests, mages and soldiers in Shussel and could defend landings pretty well. They also have some artillery, but it is built locally of wood and ropes and so has less range than the steel and torsion-spring artillery of the Purple Reign naval vessels. It also lacks the prodigious amounts of smokepowder and alchemist's fire that the PCs have been willing to expend so far.

Maybe ten shallow-draft vessels like light galleys could be beached at one time around Shussel, allowing men from them to land. Purple Reign only has access to half that many, however, unless they abandon Methmere to do this. They could bring chartered dromonds, if any captains could be convinced to bring them into a war zone, but they could only land troops by ferrying them in ship's boats. I wonder how long it would take to ferry 200 men from one dromond...


One thing that always improves my immersion and adds a touch of human interest is how soldiers come up with new slang that characterises wars. The British have been the Redcoats, the Goddamns, the khakis, Tommies (Atkins) and the Rosbifs in a few of their wars; the Germans have been Huns, Jerries, Boche, Fritzes and more; the Crusaders were Franks or Ferenghi; the French have been Crapauds or Frogs and every war has had plenty of such nicknames, complimentary or not.

I was wondering what the Mulhorandi call Untheri soldiers and vice versa. Ideally, I'd like there to be seperate nicknames for seperate units, at least as far as the common soldiers noticed a difference. Die-hard Gilgeamite fanatics would probably have some other nickname than poorly equipped militia still fighting for what remains of Unther's official armies.

I'd like both Untheric, Mulhorandi and Common nicknames, since all would be heard. For Untheric, something similar to Akkadian would probably do the trick and Egyptian-derived terms would be good enough for Mulhorandi.

In my game, at least, Common is little spoken outside the small Middle Class and above of Messemprar. Most of the refugees and herdsmen from Unther's hinterlands have little reason to be multilingual and no incentive at all to learn to speak with visitors from half a world away. So they speak a dialect of Untheri mutually intelligable, but distinct nonetheless, from the Chessentan-influenced and sailor-slang littered tongue of the port cities. Nobles speak High Untheric among themselves, but often know the modern variety well enough too, as well as being more likely to know Mulhorandi, Chessentan and even Common Trade Tongue.

This means that those of the PCs in my game don't speak Untheric have to speak with the minority of their allies that know Common, who function as interpreters and gain an importance they otherwise wouldn't have.

So, what do scribes think that the opposing forces would call each other?

For a general purpose nickname, translated into Common for the benefit of foreign mercenaries, I was thinking that the Mulhorandi could be 'godslaves'. The Mulhorandi would call their foes a variety of terms, with the Rebels of the Moon being 'moonies', Grey Ghosts being 'greys', noble retinue forces being 'oilies'** and I'm not entirely sure what to call the regular Untheri soldiers.

I'd welcome any and all suggestions.


*Those who live there know too damn well that there is no single polity there and that the detente between factions nominally opposed to the Mulhorandi is far from something that could be called a functioning government. Still, the government of Messemprar, such as it is, is closer than anything else to a representative government of what remains of Unther, at least as long as the various generals and nobles that form the remains of the armies are content to allow them to worry about everything other than the fighting.
**Named for the tendency of high-born Untheri warriors (or those serving nobles, at any rate) to anoint their bodies with aromatic oils, some of which is magical and gives protection equivalent to armour for a few hours.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas

MalariaMoon
Learned Scribe

324 Posts

Posted - 05 Apr 2012 :  16:37:18  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
I'm always so impressed with the depth of your Old Empires campaign, it feels 'War & Peace' epic! I'll try my best to think of some useful input for you, but for now its bedtime!
Go to Top of Page

MalariaMoon
Learned Scribe

324 Posts

Posted - 05 Apr 2012 :  16:46:38  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
I'm always so impressed with the depth of your Old Empires campaign, it feels 'War & Peace' epic! I'll try my best to think of some useful input for you, but for now its bedtime!
Go to Top of Page

Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 05 Apr 2012 :  17:52:58  Show Profile Send Markustay a Private Message  Reply with Quote
Awhile back, someone over on the WotC site had a thread where they updated the Old Empire to 3e, and they did one entire section on the 'Forgotten War' (the Tuigan campaign against Murghom, Mulhorand, and Unther). It was some really great HB stuff. I had saved it all into a pdf, but now thats gone - does anyone else remember or have it?

@Icelander - when I write any HB lore, the first thing I do is see if anyone else (unofficial) has tackled the subject before me, and I try to build upon what others wrote. I feel this 'enhances' the overall community, by at least bringing a bit of continuity to the non-canon stuff (after all, how can we complain about what they do, if we do the same thing? We should hold ourselves to a higher standard).

Anyway, my point is, you should see if you can find that guy's outline - he had some great ideas, and he was very thorough with his research and update.

EDIT: Here is something I found about Murghom a while back - I wouldn't use all of it - I tweaked it for my own campaign - but its a great base for someone to work off of. Its not what I was talking about above, but it was very easy to find (and is an interesting take on the place).

EDIT2: Dragon #358 - by our own Brian Cortijo - had some official updates as well.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 05 Apr 2012 18:07:02
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 05 Apr 2012 :  18:41:14  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Awhile back, someone over on the WotC site had a thread where they updated the Old Empire to 3e, and they did one entire section on the 'Forgotten War' (the Tuigan campaign against Murghom, Mulhorand, and Unther). It was some really great HB stuff. I had saved it all into a pdf, but now thats gone - does anyone else remember or have it?

Googling with keywords such as 'Tuigan', 'Murghom' and 'Forgotten War' yields nothing.

In my campaign, the army under the 'Great Khan' seen in Swords of the Iron Legion did not have anything to do with Yamun Khahan. For one thing, that adventure was set before the Tuigan wars, so it couldn't have been a remnant of one of his armies. It travelled from Kara-Tur by means of a portal that opened up in the Raurin. How Yrkhetep got Tan Chin's help is an interesting mystery, but not, at the moment, relevant to my campaign.

I have it so that Murghom did fight Tuigan in 1360 DR, as there were raids from the east and north. Mulhorand, on the other hand, did not suffer such raids.

quote:
Originally posted by Markustay
[brEDIT: Here is something I found about Murghom a while back - I wouldn't use all of it - I tweaked it for my own campaign - but its a great base for someone to work off of. Its not what I was talking about above, but it was very easy to find (and is an interesting take on the place).

I have this and am using the majority of it.

quote:
Originally posted by Markustay

EDIT2: Dragon #358 - by our own Brian Cortijo - had some official updates as well.


I have that too.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas

Edited by - Icelander on 05 Apr 2012 18:48:55
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 07 Apr 2012 :  06:45:33  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Speaking of strategy, after the last two sessions, Mulhorand has lost some six warships (two of which were captured), twelve big trade ships (all captured) and some eight smaller vessels (burnt or sunk).

This has more negative effects on a naval strategy for Mulhorand, which is looking more and more like a lost cause unless they can pull a magical bunny out of the hat.

Just loading their ships with priest and mages is not enough, as the Unther-Mercenary (supported by Thayan 'protectorades' and suchlike) ships are proving able to defeat them anyway, at least without proper warships around.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

Power2the1
Acolyte

12 Posts

Posted - 07 Apr 2012 :  07:19:27  Show Profile  Visit Power2the1's Homepage Send Power2the1 a Private Message  Reply with Quote
quote:
Originally posted by Icelander

I'm running a campaign set in 1373 DR and one of the areas of focus is the north of former Unther, around Messemprar. This is, of course, the ultimate goal of the invading Mulhorandi and the center of what outsiders call Free Unther.*


Certainly a GREAT area to run a campaign. I DM'ed with a great group in Unther during a campaign a year ago, and it was awesome. I love the socio-political situation that forces the Mulhorandi army, Thanyan, Banites, Zhents, Gilgeamites, The Legion of Nanna-Sin, Furifax's rebels, and others into a power struggle. No place in the Realms has such varied and powerful forces aligned with and against each other as Unther does.

quote:
First question for Candlekeep scribes; from the perspective of a Mulhorandi general, what viable options are there to deal with a supply shortage for the spring offensive?

1a) It's obvious that regaining control of the sea is crucial, but is it worth risking Sultim by surging their defensive fleet from there out to fight in a foreign war, leaving Sultim bare in case of a treacherous Thayan raid?

1b) Does Mulhorand have the magical might to instantly add some dozen warships to their fleet somehow? They are buildig more through regular means, with all their drydocks at capacity, but is there some magical method that ought to be available to them?

1c) Can Mulhorand somehow move warships to the Methmere or are they stuck with converted fishing boats filled with soldiers?



With the greenfields being trampled to mud in the official sources (something I think is difficult to manage. The Greenfield region is pretty large. What, did the whole Mulhornadi army match shoulder to shoulder stomping the region the whole way through? I digress lol), then in order to feed the soldiers in occupied Unther I'd think that imports from the Eastern Sharr could perhaps be resonably expected, or maybe the produce grown in Mulhorand itself be requesitioned for rationed out somehow? Without hundreds of tons of food a spring offensive would grind to a halt.

1a) I believe that the Thayans interest in helping the Northern Wizards equates to Thay being in an unofficaial state of war, or somesuch, against Mulhorand and would like nothing more than the see them fail. If the Pharaoh's fleet left harbor, I would certainly try my hand at a heavy incurion into northern Mulhorand were I Szass Tam. This would immediately force the pharaoh to divide his army and force a portion of it back north away from Unther to try and expell the Thayans.

1b) I would think so. Mulhorand war machine leading up the war is largely intact and iirc facing no notable internal divisons. This means the empire is united and focused. This also means that their priestly power is wholly intact and ready for whatever the pharaoh wishes. However, many of these priests and the magic forces of Mulhorand could be concentrated in occupied Unther, therefore leaving Mulhorand proper with a meager smattering of priestly or wizardly forces to counter a Thayan incursion or, even worse, an invasion with a purpose. Alternatively, the Mulhorandi shipbuilders could already be working at full capacity now that they are at war controlling the seas around them and if there are regular losses to their fleet then the shipbuilders would be prepared to construct more I'd think.

1c) Great question. If the boats/ships are small enough, I would think this could be possible. Huge war galleys or what have you would be a huge undertaking and sabatage would be prevalent seeing how plenty of forces arrayed in Unther would prefer to keep Mulhorand as far away as possible. Fire ships sent against any dock facilities could be effective against pending Mulhornadi operations in the Methmere.


quote:
At the level of technology in the Forgotten Realms in 1373 DR, how practical is an amphibious operation involving almost ten thousand men (what you'd need to take and hold Shussel)?

The Mulhorandi would be hard pressed to scrounge up a naval response of any sort, but they have priests, mages and soldiers in Shussel and could defend landings pretty well. They also have some artillery, but it is built locally of wood and ropes and so has less range than the steel and torsion-spring artillery of the Purple Reign naval vessels. It also lacks the prodigious amounts of smokepowder and alchemist's fire that the PCs have been willing to expend so far.

Maybe ten shallow-draft vessels like light galleys could be beached at one time around Shussel, allowing men from them to land. Purple Reign only has access to half that many, however, unless they abandon Methmere to do this. They could bring chartered dromonds, if any captains could be convinced to bring them into a war zone, but they could only land troops by ferrying them in ship's boats. I wonder how long it would take to ferry 200 men from one dromond...



If the invasion is planned with secret, it could certainly catch the Mulhorandi garrison off guard, lessening the chances that reinforcements could arrive to throw the Purple Reign invasion forces back into the sea. This situation reminds me of D-Day somewhat, with the Frech resistance cutting off communication lines hampering the Wehrmacht from coordination operations as efficiently as before. I guess a small number of 'commandos' from the Purple Reign of coverntly infiltrate the harbor and cause chaos at the appointed time of a naval invasion of Shussel.

quote:
One thing that always improves my immersion and adds a touch of human interest is how soldiers come up with new slang that characterises wars. The British have been the Redcoats, the Goddamns, the khakis, Tommies (Atkins) and the Rosbifs in a few of their wars; the Germans have been Huns, Jerries, Boche, Fritzes and more; the Crusaders were Franks or Ferenghi; the French have been Crapauds or Frogs and every war has had plenty of such nicknames, complimentary or not.

I was wondering what the Mulhorandi call Untheri soldiers and vice versa. Ideally, I'd like there to be seperate nicknames for seperate units, at least as far as the common soldiers noticed a difference. Die-hard Gilgeamite fanatics would probably have some other nickname than poorly equipped militia still fighting for what remains of Unther's official armies

I'd like both Untheric, Mulhorandi and Common nicknames, since all would be heard. For Untheric, something similar to Akkadian would probably do the trick and Egyptian-derived terms would be good enough for Mulhorandi.

So, what do scribes think that the opposing forces would call each other?



For a general purpose nickname, translated into Common for the benefit of foreign mercenaries, I was thinking that the Mulhorandi could be 'godslaves'. The Mulhorandi would call their foes a variety of terms, with the Rebels of the Moon being 'moonies', Grey Ghosts being 'greys', noble retinue forces being 'oilies'** and I'm not entirely sure what to call the regular Untheri soldiers.

I'd welcome any and all suggestions.



I wish there was a term for what each side called each other in official sources! I've always thought of the common Untherite, or all of their people, as being a proud and persevering race of men. In the Alabaster Staff this is made mention of several times, that when pain or hardship prevails upon an Untherite, they basically have a 'stiff upper lip' in the face of it, hanging on in desperation with quiet resolve. Maybe that may help you pick a name for them?

Say, do you run your game online or have AAR's or blogs? I'd love to read transcripts of your game if so.
Go to Top of Page

MalariaMoon
Learned Scribe

324 Posts

Posted - 07 Apr 2012 :  12:59:47  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
The Mulhorandi are supposedly powerful in magic; do they have magical means to circumvent the victories your PCs have won? If they no longer control the seas and don’t have enough oxen to transport their supplies overland, why don’t they consider constructing a portal directly to the front line? Preventing such a project from succeeding sounds like a good adventure hook for your PCs.
What about necromantic magic? Skeletons and zombies are easy to create and never tire, perhaps teams of undead could replace the oxen pulling supply wagons?
In response to more specific questions:

1a) With regards to risking Sultim, do the Mulhorandi have any political bargaining power with Thay to ensure the Red Wizards don’t get involved and if Sultim navy goes to war?
1b) Once again, considering Mulhorand’s magical might, I think it’s a distinct possibility they could replenish their diminished fleet through magical means. One cool idea is that the funerary barges (I don’t know if such things would exist in Mulhorand) of deceased nobles might be disinterred from the tombs in which they rest to help the war effort; with crews of mummies and other undead aboard and ready to serve!
1c) Again, thanks to arcane means it seems reasonable that warships could be transported to the Methmere (carried upon the ranks of hundreds of trudging, animated skeletons?).

I love the nicknames you’ve come up with for the different factions, and I can’t add anything better. Considering the Untheric/Akkadian RL comparisons, the Akkadians were depicted in ancient art as having distinctive curling beards. If Untheric people mirrored this tradition, it strikes me as a good source for a nickname.

Plus I’d also love to read transcripts of this campaign.
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 09 Apr 2012 :  00:33:26  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Power2the1

With the greenfields being trampled to mud in the official sources (something I think is difficult to manage. The Greenfield region is pretty large. What, did the whole Mulhornadi army match shoulder to shoulder stomping the region the whole way through? I digress lol),


I expect that 'trampled to mud' is poetic language. A more precise cause of the crop failure there is that because a series of battles was fought there, the peasants that should have sown the fields, irrigated and harvested were busy fighting as conscripts and/or fleeing the armies.

While a lot of the best land there would also have been the scene of the fiercest fighting, it is true that the Greenfields are vast. If the Mulhorandi manage to hold them and contain any rebellious Untheri until the autumn of 1373 DR, I expect they'll see a decent harvest. Not a patch on real harvests there, but it would go a long way toward feeding the peasants and soldiers living on the Greenfields. The Mulhorandi have been dutiful in trying to feed not only their own men, but also the conquered Untheri, in keeping with their stated justification for the war, i.e. the saving of the Untheri from chaos and misrule.

quote:
Originally posted by Power2the1

then in order to feed the soldiers in occupied Unther I'd think that imports from the Eastern Sharr could perhaps be resonably expected, or maybe the produce grown in Mulhorand itself be requesitioned for rationed out somehow? Without hundreds of tons of food a spring offensive would grind to a halt.

Importing from Eastern Shaar demands overland transit, always orders of magnitude more expensive than waterborne shipping. The most efficient way to get food to Unther is shipping it from Thay. Thayan ships mostly refuse to sail into contested waters, so they've been shipping food to Skuld and from thence to Shussel, Red Haven and Unthalass.

Shussel was receiving ca 500 tons of supplies per day over sea. Without it, Shussel starves, the hinterland eats poorly and the Mulhorandi and Chessentan soldiers, not to mention Untheri slaves employed against their former masters, will be reduced to idleness as they try to survive on starvation rations.

Even using all the oxen earmarked for their spring campaign to carry supplies overland from Red Haven and Unthalass, the available supplies per day in the northern theatre will have shrunk by half. That's enough to live, but not enough to operate, even if they did get enough new oxen to handle this new ad hoc supply situation and simultaneously act as army logistics chain.

The hope of the Mulhorandi is that Shussel was just stunned, not knocked out. If they can start up shipping there again, they can start their spring offensives only a tenday late or so. This makes it really tempting to use the Sultim fleet to attack the Purple Reign ships that currently make it risky to sail near the Untheri coast under Mulhorandi flag.

quote:
Originally posted by Power2the1

1a) I believe that the Thayans interest in helping the Northern Wizards equates to Thay being in an unofficaial state of war, or somesuch, against Mulhorand and would like nothing more than the see them fail. If the Pharaoh's fleet left harbor, I would certainly try my hand at a heavy incurion into northern Mulhorand were I Szass Tam. This would immediately force the pharaoh to divide his army and force a portion of it back north away from Unther to try and expell the Thayans.

Szass Tam does not control Thay sufficiently so that he can lead them into war or order them to avoid it in 1373 DR. Factions do want a war, but the majority opinion is that provoking the Mulhorandi while they have a veteran army in the field and have been winning victories for two years in a row, would be misguided.

On the other hand, a naval engagement would not necessarily lead to an all-out war. If Sultim were unprotected, the temptation to raid it and raze the harbour defences would be strong. After all, the Mulhorandi attacked Alaor recently and despite having taken it back, the Thayans have not yet retaliated for that slight. Sultim is legitimately a threat to their national security and the current administration there has demonstrated a willingness to use their ships for warlike purposes.

On the other hand, Thay is the largest foreign trade partner of Mulhorand and Sultim is a center of trade as well as war. It would have a very negative effect on the bottom line for a lot of Thayans if the Mulhorandi were to bar Thayan dromonds from their harbours. And a lot of those who would be affected are important Red Wizards.

Contrainwise, the Mulhorandi are getting most of the surplus wheat they need to feed their armies and the conquered areas of Unther from Thay. If they barred Thayan ships, they'd be driving up food prices at home and compounding their supply troubles in Unther.

There are a lot of good reasons for Sultim and Alaor to eye each other warily but do nothing hostile. On the other hand, if Mulhorand decides to roll the dice and use the fleet there or a part of it to cover Skuld or to attack Purple Reign fleets, what will Thessaloni Canos, the Tharchion of Alaor, do? It's not like she's getting rich of the wheat trade and she would be rid of a dangerous threat if Sultim were humbled.

It is question that the Precept of Sultim would give much to know the answer to, certainly.

quote:
Originally posted by Power2the1

1b) I would think so. Mulhorand war machine leading up the war is largely intact and iirc facing no notable internal divisons. This means the empire is united and focused. This also means that their priestly power is wholly intact and ready for whatever the pharaoh wishes. However, many of these priests and the magic forces of Mulhorand could be concentrated in occupied Unther, therefore leaving Mulhorand proper with a meager smattering of priestly or wizardly forces to counter a Thayan incursion or, even worse, an invasion with a purpose. Alternatively, the Mulhorandi shipbuilders could already be working at full capacity now that they are at war controlling the seas around them and if there are regular losses to their fleet then the shipbuilders would be prepared to construct more I'd think.

In my campaign, I have the Mulhorandi turning out 40 'capital' ships* per year (and a fair bit of smaller vessels), which is almost a third of their total fleet size. That is a massive effort and could plausibly represent their maximum capacity even with the help of some magic. The question remains, could they boost production by other magical means, which they would have been reluctant to commit to while winning?

In terms of gp value, they are spending more than 15 millions of gold pieces on new construction for their navy per year. Some of that is private investments, much of it is the churches of Horus-Re and Anhur, but 2/3rds is the Pharoah personally (all Horus-Re wealth nominally belongs to him anyway). That rate of expenditure, combined with the massive burden of feeding armies in the field and all the Untheri refugees, is cutting into Mulhorandi gold (and magic) reserves.

Granted, they have a lot of reserves to cut into, but even so, I can't imagine that they'd want to spend much more. But losing the war might be even more costly, of course.

*War galleys with a crew of 150+ or cargo vessels of 250+ tons.

quote:
Originally posted by Power2the1

1c) Great question. If the boats/ships are small enough, I would think this could be possible. Huge war galleys or what have you would be a huge undertaking and sabatage would be prevalent seeing how plenty of forces arrayed in Unther would prefer to keep Mulhorand as far away as possible. Fire ships sent against any dock facilities could be effective against pending Mulhornadi operations in the Methmere.

Without the regular supply shipments coming into Shussel, I doubt very much that it's practical to lug any kind of boat overland to the Methmere. Working men and oxen eat much more than idle ones and moving a boat a hundred miles overland is a huge undertaking. At any rate, doing it nonmagically would demand the use of oxen that could better be employed in preventing famine and doing it magically would consume magical resources that, if they exist, could be used to substitute for the lost naval shipping.

I would think that the best chance of getting warships to the Methmere for the Mulhorandi is have them made by Chessentans in Maerch. Given that they had no reason to expect attacks by enemy warships other than converting fishing sloops, I should think that what they have in place already is some form of transport fleet capable of carrying a few soldiers and a ballista for self-defence, but not capable of meeting a war raker with a crew of fifty men-at-arms on equal terms.

But Maerch is not likely to have dry-dock facilities for larger warships, so they'll have to build the infrastructure before starting on the ships. Or do the best they can with fishing boat dry-docks and turn out some form of fighting boat between 30' to 40' long. The Purple Reign flotilla of four 70' long rakers will eat them alive, but unless the Mulhorandi have magical means of building up their strength there, I don't see an alternative that can help them fast enough.

quote:
Originally posted by Power2the1

If the invasion is planned with secret, it could certainly catch the Mulhorandi garrison off guard, lessening the chances that reinforcements could arrive to throw the Purple Reign invasion forces back into the sea. This situation reminds me of D-Day somewhat, with the Frech resistance cutting off communication lines hampering the Wehrmacht from coordination operations as efficiently as before. I guess a small number of 'commandos' from the Purple Reign of coverntly infiltrate the harbor and cause chaos at the appointed time of a naval invasion of Shussel.


The first strike of Purple Reign forces was the infiltration of the PCs for just such a commando raid, where they used Oil of Impact, Alchemist's Fire and smokepowder to wreak havoc on vessels at harbour and the harbour facilities.

A mere two days after that strike, the PCs took a fleet of warships and made a simultaneous strike by powerful mages using flying mages and artillery from six vessels, firing hundreds of houses and the entire port district. The goal was to prevent the Mulhorandi from shipping anything through Shussel and the damage is at least extensive enough so that the port won't function for the next ten days and it might take more if Purple Reign naval forces manage to blockade imports of specialist engineers and magical craftsmen.

What this means is that the remaining garrison in Shussel will be extremely alert over the next days. They'll also be doing their best to get the facilities repaired within the tenday or at worst, the month.

The supply situation also means that some 30,000 soldiers who should have been heading away from their encampments around Shussel in the next days might be forced to stay there. That is a bad thing for any attacking force, as they could not land more than ca 2,000 men and then maybe reinforce those by another thousand or so within an hour. In two or three days, they could move another three thousand and the balance of the 7,000 troops available to Purple Reign and General Oriseus could be there in two more days.

That's entirely too long for a few thousand to hold against tens of thousands. Taking Shussel won't be practical unless the Mulhorandi move their field armies from the camps around it.

Well, if the PCs and their allies take every potential vessel available to them and load them full of soldiers, I expect they could land all the seven thouand in one night. Still, only the first 2,000 would be there for the first hour. That's touch and go, even if we just assume that they'd be fighting the ca five thousand men in the garrison.

And holding Shussel against 30,000 men would demand at least ten thousand, up to fifteen thousand. Remaining, after taking it. Since the initial landing force would be lucky to get off with 50% casualties, that means that at least five thousand Untheri soldiers not answering to Oriseus would have to be prepared to join in.

And ships to carry them, which means fifty small vessels or more likely, a combination of larger and smaller ones. More than they have access to now, certainly.

Shussel looks to be too risky. Which is a shame, as it would be a death blow to Mulhorandi aspirations for further conquests in Unther.

quote:
Originally posted by Power2the1

Say, do you run your game online or have AAR's or blogs? I'd love to read transcripts of your game if so.


Unfortunately (well, fortunately for me), I run my games face to face. One player meant to keep IC journals, but I haven't seen much evidence of those. Maybe I'll put up more information as I do my thinking with a keyboard, though.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas

Edited by - Icelander on 09 Apr 2012 03:54:09
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 09 Apr 2012 :  04:24:19  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by MalariaMoon

The Mulhorandi are supposedly powerful in magic; do they have magical means to circumvent the victories your PCs have won? If they no longer control the seas and don’t have enough oxen to transport their supplies overland, why don’t they consider constructing a portal directly to the front line? Preventing such a project from succeeding sounds like a good adventure hook for your PCs.


That's a good idea.

In my campaigns, I have portals have some associated risks and problems not mentioned in the D&D rules. This is because if they really worked like the rules in Powers of Faerun, shipping would exclusively be through portals and Toril would be considerably wealthier than a modern first world nation on average.

For one thing, the secrets of making them are rare and jealously guarded. For another, most of the modern methods are less effective than the great portal magics of the past, so that the more the portals are used, the more the magic that powers them frays and decays. Constant traffic can quickly cause the portal to come untethered or open it up to strange astral creatures or even cause it to open into another plane entirely. Which is usually the prelude to a terrible planar invasion and potentially, at least if the portal is not quickly closed, a apocalyptic event.

Even so, I expect that there are researchers and scholars of old Imaskar who would be able to build portals. Not all that many, but many enough so that the Pharoah could convince more than one to help him. But it would not be the work of days, more like months.

Yes, I imagine that a portal in Shussel is a goal for them. The wizards in question could probably teleport there, so that they will not be kept away. It's unlikely that the PCs would even know of the project, not if secrecy is kept.

On the other hand, the Mulhorandi will have to hold Shussel while they do this. Which means that they have to find a preliminary solution to their supply situation.

Teleport circles? Still would take weeks...

quote:
Originally posted by MalariaMoon

What about necromantic magic? Skeletons and zombies are easy to create and never tire, perhaps teams of undead could replace the oxen pulling supply wagons?

I don't think that the priests of Anhur, the god of heroic warfare, or Horus-Re, the sun, order and Mulhorand, would be overjoyed at that. They respect the dead, almost to the point of obsession, and are very hostile to anything that might make them appear to be 'evil' to others. Undead are a Thayan thing and people who disturb the honourable rest of others are beyond the pale, evil necromancers who deserve nothing but death.

quote:
Originally posted by MalariaMoon

1a) With regards to risking Sultim, do the Mulhorandi have any political bargaining power with Thay to ensure the Red Wizards don’t get involved and if Sultim navy goes to war?

Well, one of the greatest weaknesses of Thay is the fact that no one man can dictate their policies. When it comes to diplomacy, this means that you can't really get enforcable treaties. Even if one Red Wizard or even a Zulkir makes you a promise, that doesn't bind other Red Wizards or other Zulkirs. Even if Tharchion Thessalona Canos promises non-aggression with her fleet on the Alaor, that does not bind Zulkir Aznar Thrul, Tharchion of Bezantur, and his formidable fleet. Even if both of them are quiet, that does not bind Tharchion Milsantos Daramos, the canny old warlord in Thazalhar.

Even so, if Thessalona Canos would promise that her fleet would not move, the Precept of Sultim would probably sally forth with no delay.

The problem is, Tharchion Canos has a lot of reasons to want to raze Sultim and not much reason to refrain if she is given a chance at it. Many people in Thay have good reasons to preserve an appearance of friendly relations with Mulhorand, but Tharchion Canos was thrown off her tharch and almost killed by Anhurite fanatics just a couple of years ago. She knows that they are not friendly and that the way to be safe from them is to make them too weak to threathen her.

I guess they could try a massive bribe.

quote:
Originally posted by MalariaMoon

1b) Once again, considering Mulhorand’s magical might, I think it’s a distinct possibility they could replenish their diminished fleet through magical means. One cool idea is that the funerary barges (I don’t know if such things would exist in Mulhorand) of deceased nobles might be disinterred from the tombs in which they rest to help the war effort; with crews of mummies and other undead aboard and ready to serve!

Wouldn't it be sacrilegious to thus disturb the rest of nobles? I see this as being something that would revolt most Mulhorandi and while war often forces people into appaling actions, this also quickly turns the populace against wars. I think that respect for the dead is a bit of a sacred cow in Mulhorandi culture, with the Thayans demonised a great deal because they do not show the same respect for the mortal remains of people.

quote:
Originally posted by MalariaMoon

1c) Again, thanks to arcane means it seems reasonable that warships could be transported to the Methmere (carried upon the ranks of hundreds of trudging, animated skeletons?).

For reasons alluded above, I'd not expect to see Mulhorandi use undead for labour.

That doesn't mean that they can't do much the same thing with elemental servants or golems, of course. It would be a terrible expensive way to move ships and, at any rate, their closest ones are in Unthalass (where they may not prove enough to defend the city). It's an option, but one which they'd prefer not to have to explore.

Unless, of course, they can add ca ten warships through magical means quickly. Could they? Would it be politically tenable if they could, wasting powerful magic like that on a war of conquest that benefits Anhur's church more than any other?

quote:
Originally posted by MalariaMoon

I love the nicknames you’ve come up with for the different factions, and I can’t add anything better. Considering the Untheric/Akkadian RL comparisons, the Akkadians were depicted in ancient art as having distinctive curling beards. If Untheric people mirrored this tradition, it strikes me as a good source for a nickname.

No canon source has Untheri be all bearded, but no source says it's unknown, either, and Gilgeam had a flowing beard. I have it as a noble affectation that was also somewhat popular among the theocratic priest caste.

I was thinking that the regular Untheri forces could have earned the partly disparaging, partly grudgingly respectful nickname 'die-hards' from their foes. They are fighting for a political regime which is clearly crumbling, with officers that are often politically or religiously appointed, but they've managed to slow the advance so far and those who remain are clearly adept at living through battles where their side loses. I expect that they are tough, veteran troops, made elite by the vicious selection process of the battlefield. They die at the hands of victorious Mulhorandi legions, yes, but they die hard.

quote:
Originally posted by MalariaMoon

Plus I’d also love to read transcripts of this campaign.


I guess you'll have to scream and shout until my players keep IC journals online.

I might also be persuaded to regularly update the situation, if I'm not too lazy. I do keep notes and records, so it's not impossible.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

Power2the1
Acolyte

12 Posts

Posted - 11 Apr 2012 :  04:53:30  Show Profile  Visit Power2the1's Homepage Send Power2the1 a Private Message  Reply with Quote
Icelander, you may have need of this tidbit of info on Murghom:

p. 188 of the Forgotten Realms Campaign Setting
quote:
Once part of the great empire, this country is semi-independent
from Mulhorand, giving food to its parent in times of famine
and cavalry in times of war.


Perhaps this can help with some of the food/supply situations in you campaign.
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 11 Apr 2012 :  07:31:36  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by Power2the1

Icelander, you may have need of this tidbit of info on Murghom:

p. 188 of the Forgotten Realms Campaign Setting
quote:
Once part of the great empire, this country is semi-independent
from Mulhorand, giving food to its parent in times of famine
and cavalry in times of war.


Perhaps this can help with some of the food/supply situations in you campaign.


Indeed, I have several units of Murghomi cavalry serving in Unther, under the banner of Mulhorand.

As for food, however, the problem isn't so much that Mulhorand can't get enough of it to feed two nations, but that they have no way of transporting the food they have in Mulhorand (which includes anything they have from Murghom) to their legions around Shussel.

Food shipped down the river from Murghom, over the sea from Thay or overland from the Shining South, it's all one, they haven't got any easy means of transporting it cheaply and efficiently to Shussel if they can't use ships.

They can, as noted, use overland transport, but that occupies thousands of beasts of burden and is immensely wasteful, as all those beasts need to be fed. At worst, oxen will eat up a whole wagonload of supplies in six days, during which they'll travel 60 miles and bring an empty cart. At best, with good roads, high-quality wagons and periodic supply dumps for the oxen so they don't cut into their burden, you're still looking at having to 'waste' almost 10 lbs. of feed per ton of supplies for every mile you move it overland.

Oxen can eat stuff that won't feed humans as well, yes, but it's not as if there is enough feed for them on the ground in the spring. Only in high summer will there be forage and even so, oxen that are working in the heat will need more than just forage. For every ton of corn, barley, wheat, etc. that is shipped overland from Unthalass to Shussel, I guess that maybe half can be used to feed the troops and the Untheri (remember, the oxen have to go back with the empty wagons for more).

And this is if they had an infinite number of oxen. In truth, enough oxen to replace the dozens of ships that they were using aren't available in Unther and would have to be brought from Mulhorand. Either they travel by walking, which is expensive as all get-out in terms of grain and takes around 100 days, or the Pharoah will have to ship them to Unthalass and walk them from there. Which, in turn, means that a lot of ships are not available for anything else for a month or two.

The problem is not so much food, it's the logistics train. The one they had relied on sea-borne transport for much of the heavy lifting. Replacing that with an entirely land-based train will mean taking an efficiency hit and even accepting that, it will still take a long time to do.

The idea about a portal has merit, I'll admit. One between Shussel and Unthalass would be strategically wonderful for Mulhorand. But it will necessarily be a very difficult and expensive proposition, otherwise all military logistics on Toril would use portals exclusively, which is demonstratably not true.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 12 Apr 2012 :  16:18:13  Show Profile Send sleyvas a Private Message  Reply with Quote
I can see Mulhorandites following certain deities being named after the animal that is most representative of their deity. For instance Horus-Re worshippers being "hawkheads". Anhurites might be "lions". Thothites might be "cranes".

Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 12 Apr 2012 :  17:55:11  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Icelander

quote:
Originally posted by MalariaMoon

The Mulhorandi are supposedly powerful in magic; do they have magical means to circumvent the victories your PCs have won? If they no longer control the seas and don’t have enough oxen to transport their supplies overland, why don’t they consider constructing a portal directly to the front line? Preventing such a project from succeeding sounds like a good adventure hook for your PCs.


That's a good idea.

In my campaigns, I have portals have some associated risks and problems not mentioned in the D&D rules. This is because if they really worked like the rules in Powers of Faerun, shipping would exclusively be through portals and Toril would be considerably wealthier than a modern first world nation on average.

For one thing, the secrets of making them are rare and jealously guarded. For another, most of the modern methods are less effective than the great portal magics of the past, so that the more the portals are used, the more the magic that powers them frays and decays. Constant traffic can quickly cause the portal to come untethered or open it up to strange astral creatures or even cause it to open into another plane entirely. Which is usually the prelude to a terrible planar invasion and potentially, at least if the portal is not quickly closed, a apocalyptic event.

Even so, I expect that there are researchers and scholars of old Imaskar who would be able to build portals. Not all that many, but many enough so that the Pharoah could convince more than one to help him. But it would not be the work of days, more like months.

Yes, I imagine that a portal in Shussel is a goal for them. The wizards in question could probably teleport there, so that they will not be kept away. It's unlikely that the PCs would even know of the project, not if secrecy is kept.

On the other hand, the Mulhorandi will have to hold Shussel while they do this. Which means that they have to find a preliminary solution to their supply situation.

Teleport circles? Still would take weeks...

quote:
Originally posted by MalariaMoon

What about necromantic magic? Skeletons and zombies are easy to create and never tire, perhaps teams of undead could replace the oxen pulling supply wagons?

I don't think that the priests of Anhur, the god of heroic warfare, or Horus-Re, the sun, order and Mulhorand, would be overjoyed at that. They respect the dead, almost to the point of obsession, and are very hostile to anything that might make them appear to be 'evil' to others. Undead are a Thayan thing and people who disturb the honourable rest of others are beyond the pale, evil necromancers who deserve nothing but death.

quote:
Originally posted by MalariaMoon

1a) With regards to risking Sultim, do the Mulhorandi have any political bargaining power with Thay to ensure the Red Wizards don’t get involved and if Sultim navy goes to war?

Well, one of the greatest weaknesses of Thay is the fact that no one man can dictate their policies. When it comes to diplomacy, this means that you can't really get enforcable treaties. Even if one Red Wizard or even a Zulkir makes you a promise, that doesn't bind other Red Wizards or other Zulkirs. Even if Tharchion Thessalona Canos promises non-aggression with her fleet on the Alaor, that does not bind Zulkir Aznar Thrul, Tharchion of Bezantur, and his formidable fleet. Even if both of them are quiet, that does not bind Tharchion Milsantos Daramos, the canny old warlord in Thazalhar.

Even so, if Thessalona Canos would promise that her fleet would not move, the Precept of Sultim would probably sally forth with no delay.

The problem is, Tharchion Canos has a lot of reasons to want to raze Sultim and not much reason to refrain if she is given a chance at it. Many people in Thay have good reasons to preserve an appearance of friendly relations with Mulhorand, but Tharchion Canos was thrown off her tharch and almost killed by Anhurite fanatics just a couple of years ago. She knows that they are not friendly and that the way to be safe from them is to make them too weak to threathen her.

I guess they could try a massive bribe.

quote:
Originally posted by MalariaMoon

1b) Once again, considering Mulhorand’s magical might, I think it’s a distinct possibility they could replenish their diminished fleet through magical means. One cool idea is that the funerary barges (I don’t know if such things would exist in Mulhorand) of deceased nobles might be disinterred from the tombs in which they rest to help the war effort; with crews of mummies and other undead aboard and ready to serve!

Wouldn't it be sacrilegious to thus disturb the rest of nobles? I see this as being something that would revolt most Mulhorandi and while war often forces people into appaling actions, this also quickly turns the populace against wars. I think that respect for the dead is a bit of a sacred cow in Mulhorandi culture, with the Thayans demonised a great deal because they do not show the same respect for the mortal remains of people.

quote:
Originally posted by MalariaMoon

1c) Again, thanks to arcane means it seems reasonable that warships could be transported to the Methmere (carried upon the ranks of hundreds of trudging, animated skeletons?).

For reasons alluded above, I'd not expect to see Mulhorandi use undead for labour.

That doesn't mean that they can't do much the same thing with elemental servants or golems, of course. It would be a terrible expensive way to move ships and, at any rate, their closest ones are in Unthalass (where they may not prove enough to defend the city). It's an option, but one which they'd prefer not to have to explore.

Unless, of course, they can add ca ten warships through magical means quickly. Could they? Would it be politically tenable if they could, wasting powerful magic like that on a war of conquest that benefits Anhur's church more than any other?

quote:
Originally posted by MalariaMoon

I love the nicknames you’ve come up with for the different factions, and I can’t add anything better. Considering the Untheric/Akkadian RL comparisons, the Akkadians were depicted in ancient art as having distinctive curling beards. If Untheric people mirrored this tradition, it strikes me as a good source for a nickname.

No canon source has Untheri be all bearded, but no source says it's unknown, either, and Gilgeam had a flowing beard. I have it as a noble affectation that was also somewhat popular among the theocratic priest caste.

I was thinking that the regular Untheri forces could have earned the partly disparaging, partly grudgingly respectful nickname 'die-hards' from their foes. They are fighting for a political regime which is clearly crumbling, with officers that are often politically or religiously appointed, but they've managed to slow the advance so far and those who remain are clearly adept at living through battles where their side loses. I expect that they are tough, veteran troops, made elite by the vicious selection process of the battlefield. They die at the hands of victorious Mulhorandi legions, yes, but they die hard.

quote:
Originally posted by MalariaMoon

Plus I’d also love to read transcripts of this campaign.


I guess you'll have to scream and shout until my players keep IC journals online.

I might also be persuaded to regularly update the situation, if I'm not too lazy. I do keep notes and records, so it's not impossible.




Ok, this person has the right general idea. Your problem is this: the enemy has a lot of ships in play and you don't. The answer: take his ships and make them your own. How to do this? This is where Mulhorand having vast magical resources comes into play. They could for instance, seek out say 5 to 10 enemy ships on patrol. They then find out who said ships would first notify if there were problems that arise, and quietly assassinate these people or destroy their means of communicating. They then scry said ships such that they can focus on taking out the ships means of sending messages first (i.e. their mages or priests, one would think a given ship might have at most 5 or 6). They do this through sending teams of powerful Mulhorandi who can seize a ship without making it sink (you don't need fire and lightning... ice magic does wonders for clearing a deck, as do simple force/wind attacks which throw people overboard, or summoning spells to mop the floor with simple sailors). Once they seize a ship, teleportation circle is established and a Mulhorandi crew is sent aboard.

I have found this tactic of use in the past, because players are inevitably good at being offensive, but they usually lack the wherewithal to setup defenses against things like this. It also shows the players that they aren't the only powers at play in a way that can be exceedingly interesting. For instance, before you even start, make the players lay out their "emergency communications procedures" for the fleet. If they don't have themselves being contacted as immediate response to every issue, then they won't be contacted when the bad stuff starts... because as stated above, that emergency contact is who is hit first. If they DO say they're the first contact, make sure they feel what that's like as they receive updates mid combat, while making love, taking a dump, etc.... The world doesn't go to hell in a handbasket while all the party is sitting around a table, fully armored, and with all their weapons in place. Then, have them get assaulted right in the middle of the ship takeovers. Procedural breakdowns are where they're going to fail, and its this sort of thing that can make or break a general.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 13 Apr 2012 :  03:28:44  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

I can see Mulhorandites following certain deities being named after the animal that is most representative of their deity. For instance Horus-Re worshippers being "hawkheads". Anhurites might be "lions". Thothites might be "cranes".


Good thought.

Of course, only the Pharoah, the House of Helcaniant and the House of Ramathant have troops in Unther. The House of Tholaunt has a few temple guards as bodyguards to wizards there, but no organised bodies of troops.

I'm also concerned about the positive connotation of 'lions'. 'Hawkheads' is the right mix of condescending and dismissive, but 'lions' sounds as if they are awed by them or at least impressed by their courage. While no doubt true, you want a nickname that avoids giving that impression, if you can.

What about 'redmanes' for Anhurites in general? 'Cubs', for Anhurite soldiers without a red-painted cleric around? Or maybe just 'mangies', shortened from 'mangy lion curs'?

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 13 Apr 2012 :  04:51:35  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
sleyyvas, I'll have more to say later, but this post will do for now.

First, I'm using GURPS and not D&D, so I try to emulate the world as closely as possible, but don't care about specific rules-exploits that seem out of place in Ed's world. Thus, some spells work like they do in novels or well-written setting supplements, not the way D&D 3.x or 4e has them. In general, if a spell was ret-conned at any point, I chose the version that best fits 'fluff' canon and/or had several versions exist of different rarity and difficulty.

As a consequence, teleporting to a moving ship doesn't work well without a beacon to focus the spell on. The characters in my game can't do this and they will thus rightly complain if enemies can do it without a workaround. The fact that a moving ship isn't in the same place as it was when you scried it makes it very rare to do this without having the ship in view while you cast the spell. And even then, you can only cast something with a short casting time, as you lose view of the ship when you start casting something else than a scrying spell.

Using a ten minute casting time spell like Teleportation Circle, well, it would require you to successfully guess, with millimeter accuracy, the effects of wind, current, steering wheel and rigging, including any possible changes, for the next ten minutes. During which a ship may travel anywhere up to a mile or two.

Even the gentle up and down motion of the waves means that teleporting to a moving ship, even from line-of-sight range, is usually done at a distance of a few inches from the floor. It's better to end up slightly above the target than occupying the same space as it with your toes.

So any use of translocation spells to take ships is risky, right off the bat. That doesn't prevent it, of course, but it does put a damper on things.

There's also the problem that the Mulhorandi and in particular, the ruling regime, are strongly lawful and lean heavily toward good as opposed to evil. Assassins and secret slayers are rarer in Mulhorand than other countries and those who exist are more likely to belong to subversive factions than to the Pharoah and the 'good' priesthoods.

None of this stopped the Mulhorandi from trying to seize the PCs ship during a naval battle by using dimension doors, with royal guards and royal eyes (spies/covert operatives). Having fewer covert operatives than it otherwise might have is different from having none and within line of sight, teleports to ships are much safer.

That didn't work out, though. They lost a lot of their best men to the PCs carrying out a fighting retreat below their own deck and then detonating a cask half-full of smokepowder and hastily filled with lead bullets, a short distance above their own deck.

Wrecked the ship, killed some people below decks and wounded everyone else. Killed some fifty of the best infiltrators and royal guards Mulhorand had**.

You should also keep in mind that by D&D demographics, a nation of 6 million people (Mulhorandi has 5 and change, but can't be bothered to check) will have an average of 32 people who can learn Teleportation Circle. Whether they all did, whether they all serve the Pharoah loyally and so forth, is not guaranteed.

I'm not saying that Mulhorand or any other places is enslaved to D&D demographics in my campaign, but nor do I have them all be so insanely powerful that it's nothing like a normal land. High level people are special and rare, with people hurling the equivalent of 9th level spells around being less than 0.001% of the population. The number of people in Mulhorand who can teleport a group of soldiers with a snap of their fingers is therefore not all that high in any case.

Given the tendency of high-level wizards to have their own agendas, I'd be surprised if more than ten of the wizards who could do this who would be willing to do it in the furtherence of a war that only the church of Anhur supports wholeheartedly.*

The use of scrying to find fleets and then to get detailed information about the men inside the ships is also problematic. Most scrying spells scry identified individuals or items, not a general class of things. They'd have to know some of the crewmen to scry them. Some, at least in my campaign, can scry areas, but with thousands of square miles of ocean to search, that's less useful than it seems.

Great tool to keep someone under surveillance, not a substitute for traditional intelligence work.

Even if they manage to scry someone, mind you, they won't know where he is unless he happens to be plotting his position on a map. Even if he were, the expected margin of error for position of a naval ship is several thousand times more than what can be tolerated for magical transport spells and well above what a Clairvoyance spell boosted in range might require to find the ship.

Even if we accept that finding the fleet would be harder than casting a single spell and they would not always know where one was, we're still faced with more problems after the fleet is found. First of all, most scrying spells would just allow them to look at one particular crewman, essentially useless unless he is an officer or the wizard they are looking for.

Shifting point of view would take another casting, which means that keeping a fleet of six ships under observation well enough to be fairly sure that you know what is happening with each important area on them might take something like 120 wizards, constantly casting new spells***. Needless to say, that's a lot of wizards.

How does a scrying spell determine which of ca 220-240 men is a spellcaster, particularly if using some more exotic spell than just Scrying to view a ship from the outside and can therefore only see ca 12-45 men that are on the deck?

If using Scrying or Greater Scrying, how would someone know from spying on a some sailor or even an officer who among his couple of hundred comrades was a wizard unless he happened to visit him during the few minute window of scrying?

How does anyone viewing it from the outside know who has orders or plans to contact someone in the event of an attack? Which magical item of the many possessed by officers aboard are enchanted for far-speaking?

How do you even know that a particular ship or group of ships are alone and not accompanied by other ships just outside the limits of your scrying vision?

While the Mulhorandi will have many priests in favour with their gods, the gods do not direcly solve all problems for them. They can't just ask the gods to answer all these questions. What scrying spells will answer all these questions with any degree of reliability?

I think that in order for such a raid to be worthwhile, they have to do some traditional spying in order to know more about the ships, their crews, complements and defences and their expected patrolling areas. And some of their wizards have to learn enough about some important captains or other naval characters to be able to scry them.

Even if they do, though, the only really viable way of taking a ship by means of teleporting in would be to take a teleport beacon aboard or draw a 'reverse' teleport circle there that would serve as the terminus for one made at the other side.

Which requires a social infiltration of a trusted asset as part of the crew or a swimmer insertion covert operation. Both sound like a good idea, if the Mulhorandi can pull it off. And if they can get the requisite support from one of the few mages around who can use that sort of powerful magic.

Somehow, I think the Pharoah will persuade a few. Particularly after having to shell out millions of gold to ransom several thousand battle captives, including his cousin, one of the highest ranking priests of Horus-Re, and Kendera Steeldice, leader of the Gold Swords and a particular friend of his.

*The House of Helcaliant, the Pharoah's own church, is still in favour of it, but near-unanimous majority has become merely a majority with a significant discontented minority. Meanwhile, the church of Thoth is cautiously in favour, but unwilling to assume great risks for a venture which will, if successful, end up benefitting the church of Anhur far more than theirs. Other Mulhorandi churches are mostly neutral, with the church of Set strongly (and clandestinely, as always) opposed.
**Even those who were high-level in D&D terms and therefore had a supernatural resistance to damage were likely to be wounded or stunned by the blast, since GURPS physics are Earth physics. The survivors were also scattered and in no condition to form ranks. That means that survivors were quickly cut down by the PCs who charged from belowdecks to fight on the shattered upper deck while the ship sank.
***And being able to cast only a few per day, so 24-hour-surveillance, i.e. otherwise known as the only reliable way to get information about the daily routine aboard, would require something like twenty times that many.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 13 Apr 2012 :  13:48:27  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Icelander

sleyyvas, I'll have more to say later, but this post will do for now.

First, I'm using GURPS and not D&D, so I try to emulate the world as closely as possible, but don't care about specific rules-exploits that seem out of place in Ed's world. Thus, some spells work like they do in novels or well-written setting supplements, not the way D&D 3.x or 4e has them. In general, if a spell was ret-conned at any point, I chose the version that best fits 'fluff' canon and/or had several versions exist of different rarity and difficulty.

As a consequence, teleporting to a moving ship doesn't work well without a beacon to focus the spell on. The characters in my game can't do this and they will thus rightly complain if enemies can do it without a workaround. The fact that a moving ship isn't in the same place as it was when you scried it makes it very rare to do this without having the ship in view while you cast the spell. And even then, you can only cast something with a short casting time, as you lose view of the ship when you start casting something else than a scrying spell.

Using a ten minute casting time spell like Teleportation Circle, well, it would require you to successfully guess, with millimeter accuracy, the effects of wind, current, steering wheel and rigging, including any possible changes, for the next ten minutes. During which a ship may travel anywhere up to a mile or two.

Even the gentle up and down motion of the waves means that teleporting to a moving ship, even from line-of-sight range, is usually done at a distance of a few inches from the floor. It's better to end up slightly above the target than occupying the same space as it with your toes.

So any use of translocation spells to take ships is risky, right off the bat. That doesn't prevent it, of course, but it does put a damper on things.

There's also the problem that the Mulhorandi and in particular, the ruling regime, are strongly lawful and lean heavily toward good as opposed to evil. Assassins and secret slayers are rarer in Mulhorand than other countries and those who exist are more likely to belong to subversive factions than to the Pharoah and the 'good' priesthoods.

None of this stopped the Mulhorandi from trying to seize the PCs ship during a naval battle by using dimension doors, with royal guards and royal eyes (spies/covert operatives). Having fewer covert operatives than it otherwise might have is different from having none and within line of sight, teleports to ships are much safer.

That didn't work out, though. They lost a lot of their best men to the PCs carrying out a fighting retreat below their own deck and then detonating a cask half-full of smokepowder and hastily filled with lead bullets, a short distance above their own deck.

Wrecked the ship, killed some people below decks and wounded everyone else. Killed some fifty of the best infiltrators and royal guards Mulhorand had**.

You should also keep in mind that by D&D demographics, a nation of 6 million people (Mulhorandi has 5 and change, but can't be bothered to check) will have an average of 32 people who can learn Teleportation Circle. Whether they all did, whether they all serve the Pharoah loyally and so forth, is not guaranteed.

I'm not saying that Mulhorand or any other places is enslaved to D&D demographics in my campaign, but nor do I have them all be so insanely powerful that it's nothing like a normal land. High level people are special and rare, with people hurling the equivalent of 9th level spells around being less than 0.001% of the population. The number of people in Mulhorand who can teleport a group of soldiers with a snap of their fingers is therefore not all that high in any case.

Given the tendency of high-level wizards to have their own agendas, I'd be surprised if more than ten of the wizards who could do this who would be willing to do it in the furtherence of a war that only the church of Anhur supports wholeheartedly.*

The use of scrying to find fleets and then to get detailed information about the men inside the ships is also problematic. Most scrying spells scry identified individuals or items, not a general class of things. They'd have to know some of the crewmen to scry them. Some, at least in my campaign, can scry areas, but with thousands of square miles of ocean to search, that's less useful than it seems.

Great tool to keep someone under surveillance, not a substitute for traditional intelligence work.

Even if they manage to scry someone, mind you, they won't know where he is unless he happens to be plotting his position on a map. Even if he were, the expected margin of error for position of a naval ship is several thousand times more than what can be tolerated for magical transport spells and well above what a Clairvoyance spell boosted in range might require to find the ship.

Even if we accept that finding the fleet would be harder than casting a single spell and they would not always know where one was, we're still faced with more problems after the fleet is found. First of all, most scrying spells would just allow them to look at one particular crewman, essentially useless unless he is an officer or the wizard they are looking for.

Shifting point of view would take another casting, which means that keeping a fleet of six ships under observation well enough to be fairly sure that you know what is happening with each important area on them might take something like 120 wizards, constantly casting new spells***. Needless to say, that's a lot of wizards.

How does a scrying spell determine which of ca 220-240 men is a spellcaster, particularly if using some more exotic spell than just Scrying to view a ship from the outside and can therefore only see ca 12-45 men that are on the deck?

If using Scrying or Greater Scrying, how would someone know from spying on a some sailor or even an officer who among his couple of hundred comrades was a wizard unless he happened to visit him during the few minute window of scrying?

How does anyone viewing it from the outside know who has orders or plans to contact someone in the event of an attack? Which magical item of the many possessed by officers aboard are enchanted for far-speaking?

How do you even know that a particular ship or group of ships are alone and not accompanied by other ships just outside the limits of your scrying vision?

While the Mulhorandi will have many priests in favour with their gods, the gods do not direcly solve all problems for them. They can't just ask the gods to answer all these questions. What scrying spells will answer all these questions with any degree of reliability?

I think that in order for such a raid to be worthwhile, they have to do some traditional spying in order to know more about the ships, their crews, complements and defences and their expected patrolling areas. And some of their wizards have to learn enough about some important captains or other naval characters to be able to scry them.

Even if they do, though, the only really viable way of taking a ship by means of teleporting in would be to take a teleport beacon aboard or draw a 'reverse' teleport circle there that would serve as the terminus for one made at the other side.

Which requires a social infiltration of a trusted asset as part of the crew or a swimmer insertion covert operation. Both sound like a good idea, if the Mulhorandi can pull it off. And if they can get the requisite support from one of the few mages around who can use that sort of powerful magic.

Somehow, I think the Pharoah will persuade a few. Particularly after having to shell out millions of gold to ransom several thousand battle captives, including his cousin, one of the highest ranking priests of Horus-Re, and Kendera Steeldice, leader of the Gold Swords and a particular friend of his.

*The House of Helcaliant, the Pharoah's own church, is still in favour of it, but near-unanimous majority has become merely a majority with a significant discontented minority. Meanwhile, the church of Thoth is cautiously in favour, but unwilling to assume great risks for a venture which will, if successful, end up benefitting the church of Anhur far more than theirs. Other Mulhorandi churches are mostly neutral, with the church of Set strongly (and clandestinely, as always) opposed.
**Even those who were high-level in D&D terms and therefore had a supernatural resistance to damage were likely to be wounded or stunned by the blast, since GURPS physics are Earth physics. The survivors were also scattered and in no condition to form ranks. That means that survivors were quickly cut down by the PCs who charged from belowdecks to fight on the shattered upper deck while the ship sank.
***And being able to cast only a few per day, so 24-hour-surveillance, i.e. otherwise known as the only reliable way to get information about the daily routine aboard, would require something like twenty times that many.




Firstly, I'd like to answer the idea of scrying out where the ship is and who is a mage, etc... I'm not talking about a task that won't take some time to setup. Nor am I talking about a task that involves some old mage sitting snug in his tower and scrying all day. However, it shouldn't be a task of say longer than maybe a week. Primarily, my viewpoint would be of the "strike team" for a given ship following said ship. There's lot of spells to block divinations, allow flight for long periods, and make one unseen. They might start following a given ship as it leaves the harbor in enemy territory (because its not like these individuals in the strike team won't be able to infiltrate the enemy harbors in a disguise). My belief would be that you have lots of ships that might only be working by themselves, not a vast moving fleet that's always together (as said vast fleet won't be able to quickly respond to people smuggling food in). This strike team then follows the ship and scries on individuals or rooms within the ship. Most wizards gear will have books, components, etc... and priests should be recognizable via their holy symbols, etc... They may even invisibly board the ship and search around (again, with divination blockers up). The idea here is essentially that the strike team is following the ship and forming up their strike plan based upon what they find. Heck, they may even infiltrate the crew.

They may be strongly lawful, but assassination of enemies during war time is not the same as assassination of say a noble for cash. Any army will have "quick strike teams", if you'd prefer to call it that.

As to the idea of how many arcane casters there would be throughout mulhorand capable of teleportation circle... all you need is 2 willing to cast said spell say twice in a given night from memory and maybe they prep a scroll of it the day before. As to them not being willing to support the theocracy's goals?????????? That's why Thay got formed. They are servants to the government. Granted, they're probably given a lot of leeway, but if asked "hey, will you take one night and transport some of soldiers so that we aren't losing the war?" they're going to do it.

As to the idea of it being impossible to use teleportation to a moving ship, there could be other options as well if that would be your ruling. Your worry comes in that the sailors couldn't get exactly to the deck. That's a viable ruling. However through scrying you should be able to get near the crow's nest (especially if the strike team that just liberated the ship places something there). Fly is a relatively low level spell, and the Mulhorandi could come up with a couple wands of fly and simply cast it upon the sailors being sent. They end up in the air above the ship and make their way down to the deck. A little more effort (not much in the end game), but if its so hard to make new ships as is being postulated, worth the effort. In addition, there may be a small island where more sailors are transported to nearby such that a skeleton crew is built and the captured ships then go to that island and fill up.

How do they find out the communication plan? I mentioned that the strike team would follow the ship from the harbor. They would of course do some research while the sailors are in harbor (coercion spells, information gathering, greasing palms, etc...). Turning a shipmate who isn't well defended against mind control should be a viable option, and rewarding them will only sweeten the deal. Said shipmate might also be useful in identifying who the mages & priests are on board his ship. Finally, another option is taking over the role of said shipmate if you can find a new crew member, or even getting hired on as a replacement sailor. Then you can have a spy in their midst. All depends on how a given strike team tends to work together.

I think I hit most of your worries, and I can understand why you had problems with some. I'm used to thinking along the lines of following my prey magically, infiltrating my prey, and seizing them unawares. It all comes down to these strike teams.... or as I term Sleyvas, bounty hunters.


Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 17 Apr 2012 :  18:45:17  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Firstly, I'd like to answer the idea of scrying out where the ship is and who is a mage, etc... I'm not talking about a task that won't take some time to setup. Nor am I talking about a task that involves some old mage sitting snug in his tower and scrying all day. However, it shouldn't be a task of say longer than maybe a week.

Assuming the use of surveillance and good-old-fashioned human intelligence to support scrying, I agree that it could be done. The estimate of a week to accomplish it seems profoundly optimistic. We're talking about a comprehensive intelligence estimate of a military unit numbering in the hundreds, with an internal security force of thirty men, and with even visual access strictly limited by circumstance and the fact that traffic around it is guarded by armed men employed for their lack of personal trust in people around them.

Barring a terrific stroke of luck like a drunk junior officer getting extraordinarily talkative with a honeypot, it's a job that will take extensive cross-indexing of disparate nuggets of intelligence and will yield an incomplete picture in the end. Enough to plan a raid, perhaps, but with the expectation that there will be known unknowns as well as unknown unknowns encountered along the way.

As the commander of a strike team, I wouldn't want to go in until we'd had several attempts at surveillance in port and then augmented that with extensive scrying afterwards. Say a month, at least. And during that time, it's inevitable that the enemy detected scrying at some point, probably more than once. So they'd at least be aware that they were being scried. But that's better than going in entirely blind, I think.

quote:
Originally posted by sleyvas

Primarily, my viewpoint would be of the "strike team" for a given ship following said ship. There's lot of spells to block divinations, allow flight for long periods, and make one unseen. They might start following a given ship as it leaves the harbor in enemy territory (because its not like these individuals in the strike team won't be able to infiltrate the enemy harbors in a disguise).

There are such spells, yes. But they don't allow people to operate nonstop for days, weeks and months. Where do invisible flying spies rest? How do they eat? What happens in a storm? How do they handle bodily waste?*

You need at least three people for every one job, because they'll work in shifts. Then you need redundancy, to account for accidents and hazards. This translates into almost four times as many people as the number of tasks you want done at once at any one point.

If you want near 100% attention to duty, you'd do best not to have anyone working more than four hours per day, as surveillance is tedious and you lose attention fast. Nevertheless, reality being less than perfect, you'll probably have to work them harder than that and consequently have them at less than their best sometimes.

Finally, you need a safe place to rest those of your team not currently on station.

An invisible ship or a submarine could do this. Until the Mulhorandi have either, they'll be reduced to having one team carrying out traditional espionage in Messemprar and others at home in Mulhorand, scrying for the fleet based on intelligence sent home by them.

*Have an invisible team following a ship for long enough and birds and fishes will start to congregate to the waste dropped invisibly from above. Which alerts the crew of the ship ahead, eventually.

quote:
Originally posted by sleyvas

My belief would be that you have lots of ships that might only be working by themselves, not a vast moving fleet that's always together (as said vast fleet won't be able to quickly respond to people smuggling food in).

Napoleon is said to have responded to a plan showing an army distributed piecemeal along a border if the officers were trying to stop smuggling.

It doesn't matter to Unther or the PCs if small vessels alight on isolated coasts and land a few casks of food or drink. In order to supply the armies and placate the local populace in northern Unther, Mulhorand has to ship in more than five hundred tons per day. That means 30+ large cargo ships (or more likely, ca 70 of various sizes) making constant trips between well-equipped harbors staffed with plenty of labourers.

It can't be done ad hoc, using improvised harbourages. That means it has to be through Shussel and Red Haven. Which means that there is no need to blockade all the coast. The Purple Reign ships just have to be ready to attack any convoys that try to reach Shussel or Red Haven.

As it happens, they can also elect to guard the sea route from Skuld over to Unther, which allows them to interfere with shipping to Unthalass as well. Then there's the threat of them moving closer to Unthalass, trying to blockade there as well.

In essence, the strategic problem of the Mulhorandi is that they have to keep a constant stream of slow-moving vessels with little maneuevering capability on several easily predictable routes, according to prevailing winds. They can vary their schedule some, to make it less predictable, but the less they take advantage of the winds they need, the more ships they need to move the necessary cargo.

And they are already down a massive number, so they don't really have enough left to do the job, even without a blockade. Of course, without a blockade, they could quickly fix that by buying more.

By contrast, the Purple Reign ships have no reason to stay still anywhere. They can merrily cruise around in flotillas, large enough to defeat anything except the main fleet of Mulhorand (now concentrated around Sultim), and cut across the sea routes between Skuld-Shussel, Skuld-Red Haven and Skuld-Unthalass to raid and loot. Every time they capture or sink a ship, the Mulhorandi are less able to supply their overseas territories.

Currently, the Purple Reign ships are in two flotillas. One is fighting a fleet action of Red Haven, against a force that hoped to defend the approach to that harbour from raiders. The other is in harbour and refit at Messemprar, hoping to be ready before the new ships that Mulhorand is fielding are floated.

If the Purple Reign ships win at Red Haven, they'll probably bombard the place and try to make it unfit for offloading in the short term, like they did with Shussel (which is the reason they could afford to ignore it for the next couple of days). What they do then is anyone's guess, but they'll be able to threathen Unthalass and even Rasolind. What they will under no circumstances do is split their force into a bunch of customs vessels, trying to prevent small-scale smuggling.

quote:
Originally posted by sleyvas

This strike team then follows the ship and scries on individuals or rooms within the ship. Most wizards gear will have books, components, etc... and priests should be recognizable via their holy symbols, etc... They may even invisibly board the ship and search around (again, with divination blockers up). The idea here is essentially that the strike team is following the ship and forming up their strike plan based upon what they find. Heck, they may even infiltrate the crew.

Judging from novels, at least, in the Forgotten Realms, magic exists that can detect any attempts by another mage to hide the emenations of his spells. It comes down to the relative skill and power of the mages involved. Nothing is as clear-cut reliable as the simplistic D&D rules have it, where spells often counter each other regardless of who is casting them and both undetectable hiding spells and irrestitable detecting spells are both common.

Since I'm emulating the Realms without emulating D&D rules precisely, I'm going with the state of affairs as Elminster and others repeatedly says it is. That means that hiding a group of people with magic comes down to contests of skill and power between the spellcaster hiding them and whoever is looking for them.

For a short period of time, it's not that difficult. Just hope that no spellcaster close to you in ability is using his magic to look at that precise moment in time. On the other hand, if we're talking days, it gets much harder. With days, you know that at some point, anyone except the least security-conscious crew will have some form of regular check-up, probably involving a spell or two that sweep the surrounding area with a detection effect or two.

And that means that you have to have confidence in the ability and skill of even your least capable wizard to be so far above the most capable one among the enemy that he'll win such a contest of skill every single time. If they were equal, you'd be found out, on average, the second time he checked, so you must have far superior skill. Something like five levels above would probably do it, in D&D terms. And since an opposing wizard may become curious enough to try a spell or two at basically any time, you can't get away with just your best spellcaster being that good. Everyone who renews the spells at any point, for anyone, has to be that good.

Since that requires you to not only have magical superiority, but actually magical supremacy, it's not a cheap option. You're devoting a disproportionate amount of magical resources to a single scheme. Moreover, it is a risky and time-consuming scheme, one that will, at best, yield pretty much the same reward as capturing the vessel in a more traditional boarding action.

I'm not saying it's impossible for Mulhorand to devote five or more 15th+ level wizards to such a mission. But I think that they'd think of a few other things first and try them. Including beefing up the wizard complements of their cargo ships, which is a far cheaper and more conventional move.

quote:
Originally posted by sleyvas

They may be strongly lawful, but assassination of enemies during war time is not the same as assassination of say a noble for cash. Any army will have "quick strike teams", if you'd prefer to call it that.

I'm not saying that they wouldn't be willing to do it in a time of war. I am saying that because of cultural and religious factors, covert operations and espionage are stigmatised and thus few people openly engage in them and they are rarely seen as a path to power and riches.

Basically, espionage in Mulhorand is far more likely to be an amateur affair than it is among nations where intelligence gathering and covert action are seen as admirable and/or vitally necessary. The cultural bias in Mulhorand means that fewer people have the skills needed to function as spies or covert operatives and even fewer of these have the mindset and organisation to do it. Those who do are focused exclusively on domestic Mulhorandi issues, since the past three generations have been mostly content to ignore the outside world almost completely.

The Mulhorandi lack institutional expertise at intelligence work. They'll have to create, more or less from scratch, an effective intelligence service. Oh, individual priests may have their spies, some of whom may be exceptionally talented, and there are a few agents working directly for the higher levels of each church, but mostly, intelligence in Mulhorand is a terribly amateurish effort. And those who are any good will certainly not be good at speaking Untheric and passing as native Untheri, they'll be good at spying on rival priests inside Mulhorand.

Their counter-intelligence, as evidenced by the frequent success of the cult of Set, is rubbish. A lot of their bureaucracy and even the ruling nobility is infiltrated with worshippers of Set, which argues for astonishingly poor security. And while it is possible to have fairly decent clandestine operational capability while counter-intelligence is worthless, it is far more common for there to be some correlation between competence in the two fields.

Mulhorandi agents abroad are more likely to be priests and holy champions who openly acknowledge their origins and purpose, daring any foes to react, than they are to be effective secret operatives. That is not to say that no one in Mulhorand has any skill at stealth, but there is a world of difference between a few gifted amateurs and an organisation capable of planning and executing complex missions on foreign soil.

The most capable intriguers and operatives in Mulhorand are those opposed to the Pharoah, it seems. And even those are not specialised in Untheri operations and not all that likely to speak their language.

Even so, Mulhorand has plenty of wealth, power, magic and intelligent people with organisational skills. They have all the materials needed to create a functioning intelligence service. They just lack the culture and the time.

If they are forcibly shown the need for one, they might prioritise intelligence work and create an effective force within a few years. Even without a shock, the new outward focus of the regime could result in an intelligence service growing over the next decades.

But not in a few weeks or even months. What they do now they do with amateur priests playing spymasters.

And in The Alabaster Staff, for example, we see operatives of various Untheri factions, foreigners from Threskel, Chessenta and points further west and all sorts of covert action. But there weren't any effective agents of the Pharoah and aside from a naive Untheri girl who also thought they'd probably have horns and tail, no one seemed to consider them an active player in Messemprar's underworld.

I think that Mulhorand is still far behind in establishing an espionage service and that anything they do have is kept plenty busy at home and in the conquered parts of Unther. While I'm not saying that the players need consider themselves safe from covert assault, they are unlikely to need to fear something of the scale, organisation and necessary professionalism suggested above.

Exchange technology for magic, changing plans as necessary, and I don't think it's practical for any real intelligence service either. People forget that in real operations, things can go wrong and usually do. Anything above a certain level of complexity just fails, particularly if all the planners are doing this for the first time.

quote:
Originally posted by sleyvas

As to the idea of how many arcane casters there would be throughout mulhorand capable of teleportation circle... all you need is 2 willing to cast said spell say twice in a given night from memory and maybe they prep a scroll of it the day before.

As noted above, they'd need a caster on both sides and in order to keep one on duty at all times, they'd need six. The scrolls could represent the necessary redundancy.

quote:
Originally posted by sleyvas

As to them not being willing to support the theocracy's goals?????????? That's why Thay got formed. They are servants to the government. Granted, they're probably given a lot of leeway, but if asked "hey, will you take one night and transport some of soldiers so that we aren't losing the war?" they're going to do it.

It isn't a simple dictatorial theocracy with one god and everyone serving it, with no one outside the direct control of the bureaucrats. There are several gods and the churches compete for influence. And most people have normal jobs, not government ones, even if they are subject to more oversight and regulation than most Faerunian nations would tolerate.*

Which means that most of the spellcasters in Mulhorand are not required to tell anyone what spells they know or can cast. So that right there eliminates anyone not actively interested in working for one of the churches or in the government bureaucracy. The fact that they can cast 9th level spells, let alone a specific one, is not something they necessarily advertise. The difference between a rich 5th level mage with pretensions and a humble 20th level one is not readily apparent to either the Pharoah or anyone else.

Even spellcasters working in the churches are, by the time they can cast 9th level spells, among the movers and shakers of the political world. No one can simply require them to do something at short notice, certainly not something dangerous, time-consuming and uncomfortable. They have various options of not doing it, beyond anything as crude as saying 'no'. They'll be busy with a vital research project. They'll be in the middle of enchanting a magical item and taking a break like that would ruin the process. They'll be on another plane, engaged in research.

Certainly, wizards from the House of Helcaliant are bound to obey the Pharoah and wizards from the House of Tholaunt regard him as sovereign and would not disobey him directly. On the other hand, wizards are no more immune from politics than high-ranking priests, and the fact is that almost a third of the House of Helcaliant would like the House of Ramathant to suffer a loss of influence and prestige, even if it meant a military set-back of a few years. As for the House of Tholaunt, the majority of them never supported an all-out war, being convinced that Unther would naturally fall into the Mulhorandi sphere of influence anyway.

This means that a good part of the most senior wizards in Mulhorand would be both willing and able to find excuses for not being always on hand for naval strike operations, especially if they could claim that these were unrealistic or too time-consuming and that other alternatives existed. Even those who theoretically want Mulhorand to go on with the war and consider this a good idea might not want to risk their lives by flying close to an enemy ship for days.

As I said, the Pharoah could find a few wizards who could do it. He could not find many enough to do it many times if the first few times fail and if he does instruct some of his most powerful and loyalest mages to do this, he won't have them available for other tasks, like providing security somewhere and/or crafting magical portals.

Wizards of 14th+ or so level are a precious resource and the Pharoah has literally endless tasks for them that would help win the war. He'll never be able to find enough wizards to do them all, so he has to pick and choose. If the churches that employ most of the wizards agree with him, politically and personally, on the choices, he'll find that more wizards are available. That means he can get more wizards to do risk-free and comfortable tasks at home than he can get wizards to do risky and uncomfortable stuff that might even be regarded as dishonourable and can easily be called foolhardy.

*Given that most forms of government in theory and history are small and wield little practical power over their subjects compared to a modern government, an intolerable centrally-administered tyranny by Faerunian standards could be fairly close to a modern democratic state when it comes to the power of government.

quote:
Originally posted by sleyvas

As to the idea of it being impossible to use teleportation to a moving ship, there could be other options as well if that would be your ruling. Your worry comes in that the sailors couldn't get exactly to the deck. That's a viable ruling. However through scrying you should be able to get near the crow's nest (especially if the strike team that just liberated the ship places something there).

If you get someone there with a beacon, you could teleport in. The problem is getting someone there with a beacon and defending him for long enough to bring in enough people to defeat the whole crew.

quote:
Originally posted by sleyvas

Fly is a relatively low level spell, and the Mulhorandi could come up with a couple wands of fly and simply cast it upon the sailors being sent. They end up in the air above the ship and make their way down to the deck. A little more effort (not much in the end game), but if its so hard to make new ships as is being postulated, worth the effort.

Note that this could be done from the deck of another ship to make a magic-assisted boarding attempt, eliminating the need for the complex scrying and invisible flying surveillance. And, in fact, it is what the Mulhorandi are currently trying to make work, i.e. putting elite warriors and magic-users on some of their merchant ships and trying to board commerce raiders.

quote:
Originally posted by sleyvas

In addition, there may be a small island where more sailors are transported to nearby such that a skeleton crew is built and the captured ships then go to that island and fill up.

The Ship of the Gods would be ideal. Of course, the Purple Reign forces have control of it now, but a good first step for a Mulhorandi naval campaign to take control of the sea would be to land a force there with galleys.

quote:
Originally posted by sleyvas

How do they find out the communication plan? I mentioned that the strike team would follow the ship from the harbor. They would of course do some research while the sailors are in harbor (coercion spells, information gathering, greasing palms, etc...).

The primary warships of the PCs side are two razeed galleons, called frigates. They need to visit port about once every three months and stay there around five days.

No ship used by the PCs so far needs to visit port more than once per month and the new ships with less endurance will still only need to stay in for around three days per month.

Warships on blockade don't tend to stay in port much. Which is a major problem if you want to learn anything at all about them.

Add to that, the port that these ships do visit is Messemprar, a hotbed of intrigue and distrust even among the inhabitants. While there would not be any serious obstacle to sneaking in spies there, operating there would be a terror.

Few among the Mulhorandi speak Untheric well enough to pass as a native. Even fewer, of course, could pass as a native of Messemprar, as opposed to Unthalass or the Greenfields or somewhere else. Any strangers in town with deep pockets and curious faces would be studied by at least five local factions, most of which have been living in a constant stage of cold war espionage for fifteen years now. That's institutional expertise, the kind the Mulhorandi will have to begin developing in this war.

The Mulhorandi have wealth and numbers on their side, they have a damn fine army and they have clerical power like none others in the Realms. Their wizardly numbers and powers are first-rate, even if perhaps not superior to Thay and Halruua.

If they had perfect ability to apply all of their strengths, there wouldn't be a war, just an Inner Sea peacably ruled by the Mulhorandi Empire. They have weaknesses, among which is a neglected navy that still isn't up to the standard they need and another of which is their lack of institutional expertise in intelligence work.

The PCs need to make hay of their weaknesses faster than the Mulhorandi can fix them. If the Mulhorandi suddenly proved able to develop a whole new type of capability in days, when examples from the real world have taken years of painful failure just to get the basic organisation going, even when helped by tutors by allies who already have these skills, well, it would be implausible and unfair. And it would mean that Thay and Mulhorand were inevitably going to clash over supremacy in the Inner Sea and Mulhorand would easily win over divided Thay if we'd given them the capability of using all their force on one target with pin-point precision.

quote:
Originally posted by sleyvas

Turning a shipmate who isn't well defended against mind control should be a viable option, and rewarding them will only sweeten the deal. Said shipmate might also be useful in identifying who the mages & priests are on board his ship. Finally, another option is taking over the role of said shipmate if you can find a new crew member, or even getting hired on as a replacement sailor. Then you can have a spy in their midst.

All good ideas, but they all have a high risk factor. Fail at mind-controlling someone and he may raise a hue and cry in a taven full of Untheri. Unless you're confident of both passing as a native and being able to talk yourself out of a charge of 'malicious cursing' (any uninvited use of magic)*, you're taking a high risk every time you cast a spell in public.

*Punishment in the best case scenario is being enslaved, worst case is the same, but crippled first and then put somewhere slaves really don't want to be. Like Thay.

quote:
Originally posted by sleyvas

All depends on how a given strike team tends to work together.

I think I hit most of your worries, and I can understand why you had problems with some. I'm used to thinking along the lines of following my prey magically, infiltrating my prey, and seizing them unawares. It all comes down to these strike teams.... or as I term Sleyvas, bounty hunters.


Remember, there are no trained or experienced strike teams. What you have instead is a variety of divine champions, some of whom have many of the necessary abilities and individual skills to make a covert operative, but none of whom have all the necessary skills and none of whom are used to working inside a larger organisation. They aren't used to working together and won't do it well for the first months, maybe even the first years.

When it comes to providing a support network for operatives in foreign locations, establishing contact protocols, collating information from different sources, evaluating the veracity of reports from informants and the million other tasks that intelligence services have to do, you would have gifted amateurs doing them.

At best. You could also land with powerful priests who are good at internal political intrigue but rubbish at the technical skills of organising an intelligence network and supporting teams of direct action specialists being placed in charge.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas

Edited by - Icelander on 17 Apr 2012 18:46:04
Go to Top of Page

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 18 Apr 2012 :  19:33:20  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Icelander

quote:
Originally posted by sleyvas

Firstly, I'd like to answer the idea of scrying out where the ship is and who is a mage, etc... I'm not talking about a task that won't take some time to setup. Nor am I talking about a task that involves some old mage sitting snug in his tower and scrying all day. However, it shouldn't be a task of say longer than maybe a week.

Assuming the use of surveillance and good-old-fashioned human intelligence to support scrying, I agree that it could be done. The estimate of a week to accomplish it seems profoundly optimistic. We're talking about a comprehensive intelligence estimate of a military unit numbering in the hundreds, with an internal security force of thirty men, and with even visual access strictly limited by circumstance and the fact that traffic around it is guarded by armed men employed for their lack of personal trust in people around them.

Barring a terrific stroke of luck like a drunk junior officer getting extraordinarily talkative with a honeypot, it's a job that will take extensive cross-indexing of disparate nuggets of intelligence and will yield an incomplete picture in the end. Enough to plan a raid, perhaps, but with the expectation that there will be known unknowns as well as unknown unknowns encountered along the way.

As the commander of a strike team, I wouldn't want to go in until we'd had several attempts at surveillance in port and then augmented that with extensive scrying afterwards. Say a month, at least. And during that time, it's inevitable that the enemy detected scrying at some point, probably more than once. So they'd at least be aware that they were being scried. But that's better than going in entirely blind, I think.

quote:
Originally posted by sleyvas

Primarily, my viewpoint would be of the "strike team" for a given ship following said ship. There's lot of spells to block divinations, allow flight for long periods, and make one unseen. They might start following a given ship as it leaves the harbor in enemy territory (because its not like these individuals in the strike team won't be able to infiltrate the enemy harbors in a disguise).

There are such spells, yes. But they don't allow people to operate nonstop for days, weeks and months. Where do invisible flying spies rest? How do they eat? What happens in a storm? How do they handle bodily waste?*

You need at least three people for every one job, because they'll work in shifts. Then you need redundancy, to account for accidents and hazards. This translates into almost four times as many people as the number of tasks you want done at once at any one point.

If you want near 100% attention to duty, you'd do best not to have anyone working more than four hours per day, as surveillance is tedious and you lose attention fast. Nevertheless, reality being less than perfect, you'll probably have to work them harder than that and consequently have them at less than their best sometimes.

Finally, you need a safe place to rest those of your team not currently on station.

An invisible ship or a submarine could do this. Until the Mulhorandi have either, they'll be reduced to having one team carrying out traditional espionage in Messemprar and others at home in Mulhorand, scrying for the fleet based on intelligence sent home by them.

*Have an invisible team following a ship for long enough and birds and fishes will start to congregate to the waste dropped invisibly from above. Which alerts the crew of the ship ahead, eventually.

quote:
Originally posted by sleyvas

My belief would be that you have lots of ships that might only be working by themselves, not a vast moving fleet that's always together (as said vast fleet won't be able to quickly respond to people smuggling food in).

Napoleon is said to have responded to a plan showing an army distributed piecemeal along a border if the officers were trying to stop smuggling.

It doesn't matter to Unther or the PCs if small vessels alight on isolated coasts and land a few casks of food or drink. In order to supply the armies and placate the local populace in northern Unther, Mulhorand has to ship in more than five hundred tons per day. That means 30+ large cargo ships (or more likely, ca 70 of various sizes) making constant trips between well-equipped harbors staffed with plenty of labourers.

It can't be done ad hoc, using improvised harbourages. That means it has to be through Shussel and Red Haven. Which means that there is no need to blockade all the coast. The Purple Reign ships just have to be ready to attack any convoys that try to reach Shussel or Red Haven.

As it happens, they can also elect to guard the sea route from Skuld over to Unther, which allows them to interfere with shipping to Unthalass as well. Then there's the threat of them moving closer to Unthalass, trying to blockade there as well.

In essence, the strategic problem of the Mulhorandi is that they have to keep a constant stream of slow-moving vessels with little maneuevering capability on several easily predictable routes, according to prevailing winds. They can vary their schedule some, to make it less predictable, but the less they take advantage of the winds they need, the more ships they need to move the necessary cargo.

And they are already down a massive number, so they don't really have enough left to do the job, even without a blockade. Of course, without a blockade, they could quickly fix that by buying more.

By contrast, the Purple Reign ships have no reason to stay still anywhere. They can merrily cruise around in flotillas, large enough to defeat anything except the main fleet of Mulhorand (now concentrated around Sultim), and cut across the sea routes between Skuld-Shussel, Skuld-Red Haven and Skuld-Unthalass to raid and loot. Every time they capture or sink a ship, the Mulhorandi are less able to supply their overseas territories.

Currently, the Purple Reign ships are in two flotillas. One is fighting a fleet action of Red Haven, against a force that hoped to defend the approach to that harbour from raiders. The other is in harbour and refit at Messemprar, hoping to be ready before the new ships that Mulhorand is fielding are floated.

If the Purple Reign ships win at Red Haven, they'll probably bombard the place and try to make it unfit for offloading in the short term, like they did with Shussel (which is the reason they could afford to ignore it for the next couple of days). What they do then is anyone's guess, but they'll be able to threathen Unthalass and even Rasolind. What they will under no circumstances do is split their force into a bunch of customs vessels, trying to prevent small-scale smuggling.

quote:
Originally posted by sleyvas

This strike team then follows the ship and scries on individuals or rooms within the ship. Most wizards gear will have books, components, etc... and priests should be recognizable via their holy symbols, etc... They may even invisibly board the ship and search around (again, with divination blockers up). The idea here is essentially that the strike team is following the ship and forming up their strike plan based upon what they find. Heck, they may even infiltrate the crew.

Judging from novels, at least, in the Forgotten Realms, magic exists that can detect any attempts by another mage to hide the emenations of his spells. It comes down to the relative skill and power of the mages involved. Nothing is as clear-cut reliable as the simplistic D&D rules have it, where spells often counter each other regardless of who is casting them and both undetectable hiding spells and irrestitable detecting spells are both common.

Since I'm emulating the Realms without emulating D&D rules precisely, I'm going with the state of affairs as Elminster and others repeatedly says it is. That means that hiding a group of people with magic comes down to contests of skill and power between the spellcaster hiding them and whoever is looking for them.

For a short period of time, it's not that difficult. Just hope that no spellcaster close to you in ability is using his magic to look at that precise moment in time. On the other hand, if we're talking days, it gets much harder. With days, you know that at some point, anyone except the least security-conscious crew will have some form of regular check-up, probably involving a spell or two that sweep the surrounding area with a detection effect or two.

And that means that you have to have confidence in the ability and skill of even your least capable wizard to be so far above the most capable one among the enemy that he'll win such a contest of skill every single time. If they were equal, you'd be found out, on average, the second time he checked, so you must have far superior skill. Something like five levels above would probably do it, in D&D terms. And since an opposing wizard may become curious enough to try a spell or two at basically any time, you can't get away with just your best spellcaster being that good. Everyone who renews the spells at any point, for anyone, has to be that good.

Since that requires you to not only have magical superiority, but actually magical supremacy, it's not a cheap option. You're devoting a disproportionate amount of magical resources to a single scheme. Moreover, it is a risky and time-consuming scheme, one that will, at best, yield pretty much the same reward as capturing the vessel in a more traditional boarding action.

I'm not saying it's impossible for Mulhorand to devote five or more 15th+ level wizards to such a mission. But I think that they'd think of a few other things first and try them. Including beefing up the wizard complements of their cargo ships, which is a far cheaper and more conventional move.

quote:
Originally posted by sleyvas

They may be strongly lawful, but assassination of enemies during war time is not the same as assassination of say a noble for cash. Any army will have "quick strike teams", if you'd prefer to call it that.

I'm not saying that they wouldn't be willing to do it in a time of war. I am saying that because of cultural and religious factors, covert operations and espionage are stigmatised and thus few people openly engage in them and they are rarely seen as a path to power and riches.

Basically, espionage in Mulhorand is far more likely to be an amateur affair than it is among nations where intelligence gathering and covert action are seen as admirable and/or vitally necessary. The cultural bias in Mulhorand means that fewer people have the skills needed to function as spies or covert operatives and even fewer of these have the mindset and organisation to do it. Those who do are focused exclusively on domestic Mulhorandi issues, since the past three generations have been mostly content to ignore the outside world almost completely.

The Mulhorandi lack institutional expertise at intelligence work. They'll have to create, more or less from scratch, an effective intelligence service. Oh, individual priests may have their spies, some of whom may be exceptionally talented, and there are a few agents working directly for the higher levels of each church, but mostly, intelligence in Mulhorand is a terribly amateurish effort. And those who are any good will certainly not be good at speaking Untheric and passing as native Untheri, they'll be good at spying on rival priests inside Mulhorand.

Their counter-intelligence, as evidenced by the frequent success of the cult of Set, is rubbish. A lot of their bureaucracy and even the ruling nobility is infiltrated with worshippers of Set, which argues for astonishingly poor security. And while it is possible to have fairly decent clandestine operational capability while counter-intelligence is worthless, it is far more common for there to be some correlation between competence in the two fields.

Mulhorandi agents abroad are more likely to be priests and holy champions who openly acknowledge their origins and purpose, daring any foes to react, than they are to be effective secret operatives. That is not to say that no one in Mulhorand has any skill at stealth, but there is a world of difference between a few gifted amateurs and an organisation capable of planning and executing complex missions on foreign soil.

The most capable intriguers and operatives in Mulhorand are those opposed to the Pharoah, it seems. And even those are not specialised in Untheri operations and not all that likely to speak their language.

Even so, Mulhorand has plenty of wealth, power, magic and intelligent people with organisational skills. They have all the materials needed to create a functioning intelligence service. They just lack the culture and the time.

If they are forcibly shown the need for one, they might prioritise intelligence work and create an effective force within a few years. Even without a shock, the new outward focus of the regime could result in an intelligence service growing over the next decades.

But not in a few weeks or even months. What they do now they do with amateur priests playing spymasters.

And in The Alabaster Staff, for example, we see operatives of various Untheri factions, foreigners from Threskel, Chessenta and points further west and all sorts of covert action. But there weren't any effective agents of the Pharoah and aside from a naive Untheri girl who also thought they'd probably have horns and tail, no one seemed to consider them an active player in Messemprar's underworld.

I think that Mulhorand is still far behind in establishing an espionage service and that anything they do have is kept plenty busy at home and in the conquered parts of Unther. While I'm not saying that the players need consider themselves safe from covert assault, they are unlikely to need to fear something of the scale, organisation and necessary professionalism suggested above.

Exchange technology for magic, changing plans as necessary, and I don't think it's practical for any real intelligence service either. People forget that in real operations, things can go wrong and usually do. Anything above a certain level of complexity just fails, particularly if all the planners are doing this for the first time.

quote:
Originally posted by sleyvas

As to the idea of how many arcane casters there would be throughout mulhorand capable of teleportation circle... all you need is 2 willing to cast said spell say twice in a given night from memory and maybe they prep a scroll of it the day before.

As noted above, they'd need a caster on both sides and in order to keep one on duty at all times, they'd need six. The scrolls could represent the necessary redundancy.

quote:
Originally posted by sleyvas

As to them not being willing to support the theocracy's goals?????????? That's why Thay got formed. They are servants to the government. Granted, they're probably given a lot of leeway, but if asked "hey, will you take one night and transport some of soldiers so that we aren't losing the war?" they're going to do it.

It isn't a simple dictatorial theocracy with one god and everyone serving it, with no one outside the direct control of the bureaucrats. There are several gods and the churches compete for influence. And most people have normal jobs, not government ones, even if they are subject to more oversight and regulation than most Faerunian nations would tolerate.*

Which means that most of the spellcasters in Mulhorand are not required to tell anyone what spells they know or can cast. So that right there eliminates anyone not actively interested in working for one of the churches or in the government bureaucracy. The fact that they can cast 9th level spells, let alone a specific one, is not something they necessarily advertise. The difference between a rich 5th level mage with pretensions and a humble 20th level one is not readily apparent to either the Pharoah or anyone else.

Even spellcasters working in the churches are, by the time they can cast 9th level spells, among the movers and shakers of the political world. No one can simply require them to do something at short notice, certainly not something dangerous, time-consuming and uncomfortable. They have various options of not doing it, beyond anything as crude as saying 'no'. They'll be busy with a vital research project. They'll be in the middle of enchanting a magical item and taking a break like that would ruin the process. They'll be on another plane, engaged in research.

Certainly, wizards from the House of Helcaliant are bound to obey the Pharoah and wizards from the House of Tholaunt regard him as sovereign and would not disobey him directly. On the other hand, wizards are no more immune from politics than high-ranking priests, and the fact is that almost a third of the House of Helcaliant would like the House of Ramathant to suffer a loss of influence and prestige, even if it meant a military set-back of a few years. As for the House of Tholaunt, the majority of them never supported an all-out war, being convinced that Unther would naturally fall into the Mulhorandi sphere of influence anyway.

This means that a good part of the most senior wizards in Mulhorand would be both willing and able to find excuses for not being always on hand for naval strike operations, especially if they could claim that these were unrealistic or too time-consuming and that other alternatives existed. Even those who theoretically want Mulhorand to go on with the war and consider this a good idea might not want to risk their lives by flying close to an enemy ship for days.

As I said, the Pharoah could find a few wizards who could do it. He could not find many enough to do it many times if the first few times fail and if he does instruct some of his most powerful and loyalest mages to do this, he won't have them available for other tasks, like providing security somewhere and/or crafting magical portals.

Wizards of 14th+ or so level are a precious resource and the Pharoah has literally endless tasks for them that would help win the war. He'll never be able to find enough wizards to do them all, so he has to pick and choose. If the churches that employ most of the wizards agree with him, politically and personally, on the choices, he'll find that more wizards are available. That means he can get more wizards to do risk-free and comfortable tasks at home than he can get wizards to do risky and uncomfortable stuff that might even be regarded as dishonourable and can easily be called foolhardy.

*Given that most forms of government in theory and history are small and wield little practical power over their subjects compared to a modern government, an intolerable centrally-administered tyranny by Faerunian standards could be fairly close to a modern democratic state when it comes to the power of government.

quote:
Originally posted by sleyvas

As to the idea of it being impossible to use teleportation to a moving ship, there could be other options as well if that would be your ruling. Your worry comes in that the sailors couldn't get exactly to the deck. That's a viable ruling. However through scrying you should be able to get near the crow's nest (especially if the strike team that just liberated the ship places something there).

If you get someone there with a beacon, you could teleport in. The problem is getting someone there with a beacon and defending him for long enough to bring in enough people to defeat the whole crew.

quote:
Originally posted by sleyvas

Fly is a relatively low level spell, and the Mulhorandi could come up with a couple wands of fly and simply cast it upon the sailors being sent. They end up in the air above the ship and make their way down to the deck. A little more effort (not much in the end game), but if its so hard to make new ships as is being postulated, worth the effort.

Note that this could be done from the deck of another ship to make a magic-assisted boarding attempt, eliminating the need for the complex scrying and invisible flying surveillance. And, in fact, it is what the Mulhorandi are currently trying to make work, i.e. putting elite warriors and magic-users on some of their merchant ships and trying to board commerce raiders.

quote:
Originally posted by sleyvas

In addition, there may be a small island where more sailors are transported to nearby such that a skeleton crew is built and the captured ships then go to that island and fill up.

The Ship of the Gods would be ideal. Of course, the Purple Reign forces have control of it now, but a good first step for a Mulhorandi naval campaign to take control of the sea would be to land a force there with galleys.

quote:
Originally posted by sleyvas

How do they find out the communication plan? I mentioned that the strike team would follow the ship from the harbor. They would of course do some research while the sailors are in harbor (coercion spells, information gathering, greasing palms, etc...).

The primary warships of the PCs side are two razeed galleons, called frigates. They need to visit port about once every three months and stay there around five days.

No ship used by the PCs so far needs to visit port more than once per month and the new ships with less endurance will still only need to stay in for around three days per month.

Warships on blockade don't tend to stay in port much. Which is a major problem if you want to learn anything at all about them.

Add to that, the port that these ships do visit is Messemprar, a hotbed of intrigue and distrust even among the inhabitants. While there would not be any serious obstacle to sneaking in spies there, operating there would be a terror.

Few among the Mulhorandi speak Untheric well enough to pass as a native. Even fewer, of course, could pass as a native of Messemprar, as opposed to Unthalass or the Greenfields or somewhere else. Any strangers in town with deep pockets and curious faces would be studied by at least five local factions, most of which have been living in a constant stage of cold war espionage for fifteen years now. That's institutional expertise, the kind the Mulhorandi will have to begin developing in this war.

The Mulhorandi have wealth and numbers on their side, they have a damn fine army and they have clerical power like none others in the Realms. Their wizardly numbers and powers are first-rate, even if perhaps not superior to Thay and Halruua.

If they had perfect ability to apply all of their strengths, there wouldn't be a war, just an Inner Sea peacably ruled by the Mulhorandi Empire. They have weaknesses, among which is a neglected navy that still isn't up to the standard they need and another of which is their lack of institutional expertise in intelligence work.

The PCs need to make hay of their weaknesses faster than the Mulhorandi can fix them. If the Mulhorandi suddenly proved able to develop a whole new type of capability in days, when examples from the real world have taken years of painful failure just to get the basic organisation going, even when helped by tutors by allies who already have these skills, well, it would be implausible and unfair. And it would mean that Thay and Mulhorand were inevitably going to clash over supremacy in the Inner Sea and Mulhorand would easily win over divided Thay if we'd given them the capability of using all their force on one target with pin-point precision.

quote:
Originally posted by sleyvas

Turning a shipmate who isn't well defended against mind control should be a viable option, and rewarding them will only sweeten the deal. Said shipmate might also be useful in identifying who the mages & priests are on board his ship. Finally, another option is taking over the role of said shipmate if you can find a new crew member, or even getting hired on as a replacement sailor. Then you can have a spy in their midst.

All good ideas, but they all have a high risk factor. Fail at mind-controlling someone and he may raise a hue and cry in a taven full of Untheri. Unless you're confident of both passing as a native and being able to talk yourself out of a charge of 'malicious cursing' (any uninvited use of magic)*, you're taking a high risk every time you cast a spell in public.

*Punishment in the best case scenario is being enslaved, worst case is the same, but crippled first and then put somewhere slaves really don't want to be. Like Thay.

quote:
Originally posted by sleyvas

All depends on how a given strike team tends to work together.

I think I hit most of your worries, and I can understand why you had problems with some. I'm used to thinking along the lines of following my prey magically, infiltrating my prey, and seizing them unawares. It all comes down to these strike teams.... or as I term Sleyvas, bounty hunters.


Remember, there are no trained or experienced strike teams. What you have instead is a variety of divine champions, some of whom have many of the necessary abilities and individual skills to make a covert operative, but none of whom have all the necessary skills and none of whom are used to working inside a larger organisation. They aren't used to working together and won't do it well for the first months, maybe even the first years.

When it comes to providing a support network for operatives in foreign locations, establishing contact protocols, collating information from different sources, evaluating the veracity of reports from informants and the million other tasks that intelligence services have to do, you would have gifted amateurs doing them.

At best. You could also land with powerful priests who are good at internal political intrigue but rubbish at the technical skills of organising an intelligence network and supporting teams of direct action specialists being placed in charge.




We both kind of agree on the part about following them in the port and doing human intelligence gathering. You state that its a little harder than I believe. I state that it shouldn't be so hard to introduce people amongst a large crew, given that this is exactly what happens in real life. This ultimately comes down to viewpoint and I don't think we'll make any headway there (and we're both of close to similar view anyway). So, on that piece, I'm going to just leave it and focus on particulars that we can discuss.

As to these spells being used being long lasting, yes they are. There are flight spells & anti-divinatory spells that last for many hours if not days. There are magic items that will help invisibly conceal you. There are invisible force spells that can be used if a sudden weather surge became a problem, or even just a simple rope trick (and note, these spells don't necessarily have to be cast very far above the water). As to waste disposal, I don't personally see that being a problem for a small group on the move who would probably only be releasing waste maybe 2 or 3 times a day.
As to watching them around the clock, I wouldn't say that's necessary either. You're not wanting to figure out what each crewman does, etc... you're just looking for the general feel of what the ship is doing on a given day, where its roughly headed, and who are some good targets to start mopping the floor with. When it comes time to clearing out the decks, your dependency is on chaos and lots of area effects being released at once, all from individuals that they can't necessarily see and target (note: just before they do the assault, the strike team will contact and bring in additional force). Most of the on-deck crew will get greased in no time. You're making it out like its an insurmountable fortress, but its an open deck ship filled with low level sailors and some noteable targets.

If indeed you don't have individual ships patrolling, that does make things harder. However at the same time there is not such a huge vastness of territory between Mulhorand and Unther that I'd actually buy the idea that small time smuggling wouldn't be extremely effective. If it were say ships from Impiltur trying to get to say Cormyr... yes, a blockade like you say should be effective. However, you're doing something that would be somewhat comparable to trying to blockade Louisiana from Mississippi while your main forces are in Alabama.

As to them detecting you, in general your going to be following the ship from enough of a distance that you're outside the range of most detections. You'd only get close if there was something of highly intriguing interest, and even then you could possibly employ other methods besides scrying but that allow for long range site (for instance, a spyglass). In general, again, the idea is a small group following a single ship just to get an idea of where they're going, who to hit, etc... so that they can put in a strike on them.

If as you say, you've got a fleet that stays together, then there's an entirely different set of tactics you use there. Again, it would be strike teams, but it'd be done in the form of causing mass chaos on one deck with mass effects... then leave. If they suddenly find themselves with rogue ships underway in their midst, they'll have to ultimately split up to deal with the hit and run tactics. Basically, guerrilla warfare on the high seas using magic. The drawback to this method is that the Mulhorandi won't be able to seize the ships, but the gain is that this method is much simpler to do and requires a lot less intelligence gathering because you're not concerned with making sure that the ship survives or that you take out certain individuals, etc... You just hit the ship and go. Having just a pair of mages that have say a quickened fireball and an icestorm each pop in, release said spells while invisible can basically cover the entirety of a deck in no time (granted, your below decks personnel are still there). Next round they leave (or maybe have a contingent effect that makes them leave after casting). With some proper planning, this can indeed become even more dangerous.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 18 Apr 2012 :  20:45:33  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

We both kind of agree on the part about following them in the port and doing human intelligence gathering. You state that its a little harder than I believe. I state that it shouldn't be so hard to introduce people amongst a large crew, given that this is exactly what happens in real life.

It has happened in real life and is considered an act of such foolhardy courage and a marvel of luck or organisation and ability that these few occasions are endlessly discussed among intelligence professionals.

The argument that because it has happened, it ought to be easy to arrange is the same as saying that because someone has climbed the Mt. Everest, you ought to have no difficulty doing so over the next week.

In actual fact, probably fewer intelligence services have succeeded in having a person impersonate a crewman from another nation, speaking a completely different language, on warship in a time of war and go on a patrol with it than mountaineers have succeeded in climbing Everest. If you were to suggest to someone that they ought to be able to plan and execute it in the space of a week, despite having no infrastructure in place, they'd laugh at you. And rightly.

Successfully infiltrating the crew would be the Holy Grail of intelligence coups and would mark either a legendary genius of an independent operator, the sort who arises only once every few centuries in the history of the world, or a thoroughly professional organisation that has ironed out all the beginning difficulties.

OSS could not even dream of doing it in WWII. Only in bad movies did they do anything this complex and difficult. Even SOE, a far more professional and skilled organisation, would have looked for a simpler way to accomplish their goals before trying to impersonate a German navy man during a whole cruise.

quote:
Originally posted by sleyvas

As to these spells being used being long lasting, yes they are. There are flight spells & anti-divinatory spells that last for many hours if not days. There are magic items that will help invisibly conceal you. There are invisible force spells that can be used if a sudden weather surge became a problem, or even just a simple rope trick (and note, these spells don't necessarily have to be cast very far above the water). As to waste disposal, I don't personally see that being a problem for a small group on the move who would probably only be releasing waste maybe 2 or 3 times a day.

It isn't a question of the duration of the spells, it's a question of human endurance. People can no more fly, exposed to the elements and winds, all day and night than they can walk, row or ride all day and night.

If you're following ships on a two day sailing expedition, your people need to sleep, rest, eat and make waste. If you have a ship of your own, they can. If you don't, they'll become exhausted, start making mistakes and eventually prove unable to renew the spells in question.

quote:
Originally posted by sleyvas

As to watching them around the clock, I wouldn't say that's necessary either. You're not wanting to figure out what each crewman does, etc... you're just looking for the general feel of what the ship is doing on a given day, where its roughly headed, and who are some good targets to start mopping the floor with. When it comes time to clearing out the decks, your dependency is on chaos and lots of area effects being released at once, all from individuals that they can't necessarily see and target (note: just before they do the assault, the strike team will contact and bring in additional force).

Remember that the upper deck on a man of war almost never has a significant proportion of the crew on it at any time and that it is the least likely part of the ship to have officers or mages. You'd get a mixture of ordinary seamen, a few able seamen and a couple of petty officers.

There is a whole deck beneath it, in addition to the hold. On the 'gundeck' and in the two castles is where the crew lives and works, most of the time.

quote:
Originally posted by sleyvas

Most of the on-deck crew will get greased in no time. You're making it out like its an insurmountable fortress, but its an open deck ship filled with low level sailors and some noteable targets.

It has a forecastle and a quarterdeck, both of which are fairly effective cover and come with murder holes and shields to provide protection for fighting men. There are also shields protecting the heavy crossbows on pintles on the deck and in the fighting tops.

It is true that you could wreak havoc on deck with a few area-of-effect spells, yes. But you're quickly start taking fire from marines in good cover and the best shots are issued magical ammo to deal with wizards and monsters.

This doesn't mean that it's not a viable plan to attack from above, with area of effect spells. It does mean that doing so will have to be done with a clear goal in mind and while providing support for the wizards in the form of warriors who could exchange fire with the marines and/or land to take the sword to them. Wizards against a mixed force of wizards, priests and warriors is not a good idea.

quote:
Originally posted by sleyvas

If indeed you don't have individual ships patrolling, that does make things harder. However at the same time there is not such a huge vastness of territory between Mulhorand and Unther that I'd actually buy the idea that small time smuggling wouldn't be extremely effective. If it were say ships from Impiltur trying to get to say Cormyr... yes, a blockade like you say should be effective. However, you're doing something that would be somewhat comparable to trying to blockade Louisiana from Mississippi while your main forces are in Alabama.

Have you ever unloaded a cargo without the use of docks, cranes, winches or indeed anything except a beach, small boats and a few men?

It takes forever. There's a reason smugglers smuggle small, light and valuable cargos, not tons or hundreds of tons. And because it takes forever, there is absolutely no hope of supplying 500 tons per day with any such method.

Surely you see that if each small vessel can smuggle 20 tons, takes a day to load, takes three days to make the trip over the Alamber Sea, and three or four days of grueling labour in absolute secrecy to unload, you'd need a prohibitive number of small vessels?

You would, in fact, need more than 250 of them on constant duty. Which is more than anyone around there can muster.

Also, the only anchorage that the Mulhorandi hold that could serve even for such ad hoc offloading is just north of Shussel. So it's not so much a matter of smuggling, not when the enemy knows exactly where your ships will end up, because they can't land anywhere else.

There are hundreds to thousands of possible anchorages in Lousiana, not to mention a lot of good ports. By contrast, there are two ports and four possible anchorages in northern Unther. Purple Reign has rendered one port temporarily unusable, is blockading the other and has captured three out of four anchorages. That last they are blockading.

Sneaking past the blockade is easy. The problems is that once your reach a rocky shore or a sheer cliff, what are you going to do with your cargo? Sure, a few ships might be able to use magic, but not all 250-300 of them, not all the time.

Without the ports to offload cargo fast and efficiently, you can't move great masses of cargo in a short period of time, the way you need to feed so many people.

quote:
Originally posted by sleyvas

As to them detecting you, in general your going to be following the ship from enough of a distance that you're outside the range of most detections. You'd only get close if there was something of highly intriguing interest, and even then you could possibly employ other methods besides scrying but that allow for long range site (for instance, a spyglass). In general, again, the idea is a small group following a single ship just to get an idea of where they're going, who to hit, etc... so that they can put in a strike on them.

If you're outside the range of their detection spells, you're outside the range of your detection spells. Yes, you could use a spyglass, but at that point, what is the massively expensive investment in magic and personnel really worth? They're providing the same service as a single mage ashore using a magically controlled bird of prey that reports back about the movements of the ships he follows. Which, in turn, could be done non-magically if the Mulhorandi had any sailing ships worth the name, but that's a problem that will take them some years to fix.

quote:
Originally posted by sleyvas

If as you say, you've got a fleet that stays together, then there's an entirely different set of tactics you use there. Again, it would be strike teams, but it'd be done in the form of causing mass chaos on one deck with mass effects... then leave. If they suddenly find themselves with rogue ships underway in their midst, they'll have to ultimately split up to deal with the hit and run tactics. Basically, guerrilla warfare on the high seas using magic. The drawback to this method is that the Mulhorandi won't be able to seize the ships, but the gain is that this method is much simpler to do and requires a lot less intelligence gathering because you're not concerned with making sure that the ship survives or that you take out certain individuals, etc... You just hit the ship and go. Having just a pair of mages that have say a quickened fireball and an icestorm each pop in, release said spells while invisible can basically cover the entirety of a deck in no time (granted, your below decks personnel are still there). Next round they leave (or maybe have a contingent effect that makes them leave after casting). With some proper planning, this can indeed become even more dangerous.


What's the goal of that kind of attack?

You're risking two powerful mages, on the theory that the ship's wizard has no magical means of alarm when someone teleports or flies invisibly within a certain distance of his ship. If he does, your wizards are flying into a wizard duel, at best, a prepared repulsion drill by a score of riflemen, crossbowmen and magic-users, at worst.

And the best case scenario is that you'll kill anyone exposed on the deck? Which will not include senior officers, probably not any magic users and might not even include the marines, since they are near cover and/or in the superstructures.

You're risking irreplacable assets for foreign sailors who can be hired in any city on the Wizard Reach or in Chessenta by the hundreds.

And why are you always staging this kind of attack from some imaginary flying base in mid-air? Where are these people resting? What do they do in case of storm? Flying spells aren't powerful enough to keep you aloft in case of furious storms, that's established in Realmslore, and as for Rope Trick, I wouldn't want to go to sleep inside one knowing that if it ended, I'd go into the stormy sea.

A guerilla attack by flying anything ought to be staged from a secure base. If you want to project power, you use a ship to stage the attacks. As Purple Reign does, with precisely this kind of attack. Except that they aim to take the enemy ship or burn it down. Killing some of the crew is not worth the risk of attacking at all.

Magic doesn't suddenly erase everything we know about real world strategy and operations. Spells do what it says they do, changing the rules of physics for the purposes of their effects, but all other natural laws remain in place.

Having magical means of intelligence gathering doesn't free you from having to come up with protocols for handling, analysing and recording your data. And it doesn't allow you to get more work out of each individual than human limits of concentration and physical endurance allow.

A lot of what you propose could be done with much less expense and risk by using merchant ships as bases for teams of covert operatives and intelligence gatherers. They could observe as Purple Reign commerce raiders attacked shipping and either attempt a counterattack if they thought their odds were decent or they could use flight or other magic to escape to a friendly territory, with at least some useful information. Then, the next time, the team could be larger, large enough to resist the Purple Reign ship.

A seemingly unarmed cargo ship that suddenly disgorges a group of powerful clerics, warriors and wizards might not be as fancy as a flying group of these without a ship, but it's a lot more practical and has much the same end result.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 19 Apr 2012 :  00:09:24  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Icelander

quote:
Originally posted by sleyvas

We both kind of agree on the part about following them in the port and doing human intelligence gathering. You state that its a little harder than I believe. I state that it shouldn't be so hard to introduce people amongst a large crew, given that this is exactly what happens in real life.

It has happened in real life and is considered an act of such foolhardy courage and a marvel of luck or organisation and ability that these few occasions are endlessly discussed among intelligence professionals.

The argument that because it has happened, it ought to be easy to arrange is the same as saying that because someone has climbed the Mt. Everest, you ought to have no difficulty doing so over the next week.

In actual fact, probably fewer intelligence services have succeeded in having a person impersonate a crewman from another nation, speaking a completely different language, on warship in a time of war and go on a patrol with it than mountaineers have succeeded in climbing Everest. If you were to suggest to someone that they ought to be able to plan and execute it in the space of a week, despite having no infrastructure in place, they'd laugh at you. And rightly.

Successfully infiltrating the crew would be the Holy Grail of intelligence coups and would mark either a legendary genius of an independent operator, the sort who arises only once every few centuries in the history of the world, or a thoroughly professional organisation that has ironed out all the beginning difficulties.

OSS could not even dream of doing it in WWII. Only in bad movies did they do anything this complex and difficult. Even SOE, a far more professional and skilled organisation, would have looked for a simpler way to accomplish their goals before trying to impersonate a German navy man during a whole cruise.

quote:
Originally posted by sleyvas

As to these spells being used being long lasting, yes they are. There are flight spells & anti-divinatory spells that last for many hours if not days. There are magic items that will help invisibly conceal you. There are invisible force spells that can be used if a sudden weather surge became a problem, or even just a simple rope trick (and note, these spells don't necessarily have to be cast very far above the water). As to waste disposal, I don't personally see that being a problem for a small group on the move who would probably only be releasing waste maybe 2 or 3 times a day.

It isn't a question of the duration of the spells, it's a question of human endurance. People can no more fly, exposed to the elements and winds, all day and night than they can walk, row or ride all day and night.

If you're following ships on a two day sailing expedition, your people need to sleep, rest, eat and make waste. If you have a ship of your own, they can. If you don't, they'll become exhausted, start making mistakes and eventually prove unable to renew the spells in question.

quote:
Originally posted by sleyvas

As to watching them around the clock, I wouldn't say that's necessary either. You're not wanting to figure out what each crewman does, etc... you're just looking for the general feel of what the ship is doing on a given day, where its roughly headed, and who are some good targets to start mopping the floor with. When it comes time to clearing out the decks, your dependency is on chaos and lots of area effects being released at once, all from individuals that they can't necessarily see and target (note: just before they do the assault, the strike team will contact and bring in additional force).

Remember that the upper deck on a man of war almost never has a significant proportion of the crew on it at any time and that it is the least likely part of the ship to have officers or mages. You'd get a mixture of ordinary seamen, a few able seamen and a couple of petty officers.

There is a whole deck beneath it, in addition to the hold. On the 'gundeck' and in the two castles is where the crew lives and works, most of the time.

quote:
Originally posted by sleyvas

Most of the on-deck crew will get greased in no time. You're making it out like its an insurmountable fortress, but its an open deck ship filled with low level sailors and some noteable targets.

It has a forecastle and a quarterdeck, both of which are fairly effective cover and come with murder holes and shields to provide protection for fighting men. There are also shields protecting the heavy crossbows on pintles on the deck and in the fighting tops.

It is true that you could wreak havoc on deck with a few area-of-effect spells, yes. But you're quickly start taking fire from marines in good cover and the best shots are issued magical ammo to deal with wizards and monsters.

This doesn't mean that it's not a viable plan to attack from above, with area of effect spells. It does mean that doing so will have to be done with a clear goal in mind and while providing support for the wizards in the form of warriors who could exchange fire with the marines and/or land to take the sword to them. Wizards against a mixed force of wizards, priests and warriors is not a good idea.

quote:
Originally posted by sleyvas

If indeed you don't have individual ships patrolling, that does make things harder. However at the same time there is not such a huge vastness of territory between Mulhorand and Unther that I'd actually buy the idea that small time smuggling wouldn't be extremely effective. If it were say ships from Impiltur trying to get to say Cormyr... yes, a blockade like you say should be effective. However, you're doing something that would be somewhat comparable to trying to blockade Louisiana from Mississippi while your main forces are in Alabama.

Have you ever unloaded a cargo without the use of docks, cranes, winches or indeed anything except a beach, small boats and a few men?

It takes forever. There's a reason smugglers smuggle small, light and valuable cargos, not tons or hundreds of tons. And because it takes forever, there is absolutely no hope of supplying 500 tons per day with any such method.

Surely you see that if each small vessel can smuggle 20 tons, takes a day to load, takes three days to make the trip over the Alamber Sea, and three or four days of grueling labour in absolute secrecy to unload, you'd need a prohibitive number of small vessels?

You would, in fact, need more than 250 of them on constant duty. Which is more than anyone around there can muster.

Also, the only anchorage that the Mulhorandi hold that could serve even for such ad hoc offloading is just north of Shussel. So it's not so much a matter of smuggling, not when the enemy knows exactly where your ships will end up, because they can't land anywhere else.

There are hundreds to thousands of possible anchorages in Lousiana, not to mention a lot of good ports. By contrast, there are two ports and four possible anchorages in northern Unther. Purple Reign has rendered one port temporarily unusable, is blockading the other and has captured three out of four anchorages. That last they are blockading.

Sneaking past the blockade is easy. The problems is that once your reach a rocky shore or a sheer cliff, what are you going to do with your cargo? Sure, a few ships might be able to use magic, but not all 250-300 of them, not all the time.

Without the ports to offload cargo fast and efficiently, you can't move great masses of cargo in a short period of time, the way you need to feed so many people.

quote:
Originally posted by sleyvas

As to them detecting you, in general your going to be following the ship from enough of a distance that you're outside the range of most detections. You'd only get close if there was something of highly intriguing interest, and even then you could possibly employ other methods besides scrying but that allow for long range site (for instance, a spyglass). In general, again, the idea is a small group following a single ship just to get an idea of where they're going, who to hit, etc... so that they can put in a strike on them.

If you're outside the range of their detection spells, you're outside the range of your detection spells. Yes, you could use a spyglass, but at that point, what is the massively expensive investment in magic and personnel really worth? They're providing the same service as a single mage ashore using a magically controlled bird of prey that reports back about the movements of the ships he follows. Which, in turn, could be done non-magically if the Mulhorandi had any sailing ships worth the name, but that's a problem that will take them some years to fix.

quote:
Originally posted by sleyvas

If as you say, you've got a fleet that stays together, then there's an entirely different set of tactics you use there. Again, it would be strike teams, but it'd be done in the form of causing mass chaos on one deck with mass effects... then leave. If they suddenly find themselves with rogue ships underway in their midst, they'll have to ultimately split up to deal with the hit and run tactics. Basically, guerrilla warfare on the high seas using magic. The drawback to this method is that the Mulhorandi won't be able to seize the ships, but the gain is that this method is much simpler to do and requires a lot less intelligence gathering because you're not concerned with making sure that the ship survives or that you take out certain individuals, etc... You just hit the ship and go. Having just a pair of mages that have say a quickened fireball and an icestorm each pop in, release said spells while invisible can basically cover the entirety of a deck in no time (granted, your below decks personnel are still there). Next round they leave (or maybe have a contingent effect that makes them leave after casting). With some proper planning, this can indeed become even more dangerous.


What's the goal of that kind of attack?

You're risking two powerful mages, on the theory that the ship's wizard has no magical means of alarm when someone teleports or flies invisibly within a certain distance of his ship. If he does, your wizards are flying into a wizard duel, at best, a prepared repulsion drill by a score of riflemen, crossbowmen and magic-users, at worst.

And the best case scenario is that you'll kill anyone exposed on the deck? Which will not include senior officers, probably not any magic users and might not even include the marines, since they are near cover and/or in the superstructures.

You're risking irreplacable assets for foreign sailors who can be hired in any city on the Wizard Reach or in Chessenta by the hundreds.

And why are you always staging this kind of attack from some imaginary flying base in mid-air? Where are these people resting? What do they do in case of storm? Flying spells aren't powerful enough to keep you aloft in case of furious storms, that's established in Realmslore, and as for Rope Trick, I wouldn't want to go to sleep inside one knowing that if it ended, I'd go into the stormy sea.

A guerilla attack by flying anything ought to be staged from a secure base. If you want to project power, you use a ship to stage the attacks. As Purple Reign does, with precisely this kind of attack. Except that they aim to take the enemy ship or burn it down. Killing some of the crew is not worth the risk of attacking at all.

Magic doesn't suddenly erase everything we know about real world strategy and operations. Spells do what it says they do, changing the rules of physics for the purposes of their effects, but all other natural laws remain in place.

Having magical means of intelligence gathering doesn't free you from having to come up with protocols for handling, analysing and recording your data. And it doesn't allow you to get more work out of each individual than human limits of concentration and physical endurance allow.

A lot of what you propose could be done with much less expense and risk by using merchant ships as bases for teams of covert operatives and intelligence gatherers. They could observe as Purple Reign commerce raiders attacked shipping and either attempt a counterattack if they thought their odds were decent or they could use flight or other magic to escape to a friendly territory, with at least some useful information. Then, the next time, the team could be larger, large enough to resist the Purple Reign ship.

A seemingly unarmed cargo ship that suddenly disgorges a group of powerful clerics, warriors and wizards might not be as fancy as a flying group of these without a ship, but it's a lot more practical and has much the same end result.




As I stated, you seem to believe in the idea that the security of this group is impregnable and that the idea of slipping a crewman in is insane. I state that these are two countries that have lived side by side for millenia. Their cultures aren't going to be so hugely different that people who have travelled (as most adventurers have) aren't going to be able to pose as members of the other culture. Infiltrations into large groups are even easier, because people are used to seeing faces that they don't know often enough. Once you get past a size of say 80 people, the organization tends to have little skill in tracking such. We see it all the time with security tests to get into buildings and into records rooms. Quite simply the everyday, lowly paid guard doesn't work all that well, and often people can get themselves into sections of a building with noone asking a question just by following behind a person. Throw magical coercion and illusions into the mix, and security becomes a much more ponderous thing to maintain.

As to why I'm always speaking of flying assaults on the deck, the idea is to clear the deck of those who are running the ship and who have clear line of sight to do anything, while still concealing themselves magically and moving. Also, massive damage to things like the mast and or sails can effectively cripple a ship. You can't fight what you can't see. Generally the enemy doesn't have detections up at all times, and therefore these guerrilla types of assaults would be more effective than say putting these mages on a ship that will be seen from far away and allowing prep time for the mages on the assaulted ship. The strike team will have placed layers of wards upon themselves to protect themselves, and they more than likely will handle their assault in a very short time. Meanwhile, the ship mage's will be spending the first few rounds just trying to find out what the heck is going on, much less raising proper defenses or assaults. If its a lone ship, then they will have select targets that they'll go after once the main deck is in chaos. If the ship is crippled and the enemy wants to stay belowdeck, then going under the water and starting to make your assaults there is going to draw them out, or using something similar to ghostform to simply bypass the physical defenses and go after select targets.
If its a ship amongst the fleet, the idea is to get the ship out of control and its crew afraid to step foot on the deck, such that it may wreak havoc on its neighbors.... short, deadly assaults performed randomly to break the enemy sailors down. You don't have to break the back of the powerful members of a fleet... you just have to make it such that the everyday sailor no longer wants to hire on with them.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 20 Apr 2012 :  21:43:14  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Please don't quote the entire post to which you're responding. It adds no new information and it makes it harder to read your posts. The fact that your response is directly below the post to which you're responding ought to make it clear to what it refers. Only use the quote function to respond to specific parts of a post, thusly:

quote:
Originally posted by sleyvas

As I stated, you seem to believe in the idea that the security of this group is impregnable and that the idea of slipping a crewman in is insane.

Actually, I regarded the idea of slipping in a spy as a crewman in a week as insane. Complex, multifaceted operations requiring cooperation between networks in different countries, let alone countries where you don't have networks yet, aren't carried out on that sort of timeframe. Operations like that are more usually done on a timeframe measured in years than weeks.

The security is far from impregnable. The problem is, from the perspective of the Mulhorandi, that without any knowledge of the security protocols, it might as well be. You don't get many volunteers to go on what might be suicide missions without any knowledge of whether they have a chance, what the challenges are and how they ought to go about meeting them. The kind of people who have no regard for their own skin are usually not effective infiltrators, because the skill set needed to pass as a foreigner of a different culture and religion is somewhat incompatible with ignorant fanaticism.

In order to plan any sort of infiltration, you need more information than the Mulhorandi currently have. Gathering that information requires the Purple Reign ships to put into harbour and the cultivation of a local network in port, just as a first step. That means anywhere from one to three months. Then they need to get their information back to Mulhorand, someone needs to compare it to information they gained by scrying and readjust the scrying schedule in light of the human intelligence gained so far. Depending on luck, individual ability and the organisational features of the system that emerges, this could take anywhere from a few weeks to a few years.

Once they have an adequate picture of their target, then they can plan that sort of infiltration. And it is indeed something I envision them doing. I just don't think it's realistic to expect it to happen without preparation.

quote:
Originally posted by sleyvas

I state that these are two countries that have lived side by side for millenia. Their cultures aren't going to be so hugely different that people who have travelled (as most adventurers have) aren't going to be able to pose as members of the other culture.

I've travelled over most of Europe, but I couldn't effectively fake being Danish, German, English or Spanish. And that's nations where I speak the language, the religion is mostly the same as here and the culture, due to mass communication and shared history, is far closer than any two cultures in historic times.

The fact is, it is incredibly difficult to successfully impersonate a person from another culture. Speaking a language is not the same as speaking it flawlessly and with a local accent. Only a few linguistic geniuses and/or people who have spent significant parts of their lives in another culture manage to learn foreign languages well enough to pass as a native. My English is better than the average native's in terms of vocabulary and grammar, but yet I could not pass for a native of any state of the US nor a county of the UK. My accent is always taken for a foreigner's, as it indeed is.

Adventurers who have travelled over a foreign country might speak the language, but they speak it like foreigners, not locals. Only people who have an ear for accents and have spent years there have a chance to learn it well enough to pass as native. And even if the language is known well enough, there are a thousand other things that mark a person as being of one culture rather than another. Mannerisms, colloquilisms, habits, diet and a host of shibboleths.

It is illustrative to consider the long lists of things that might trip up an Allied agent in Europe during WWII, of whom much has been written. Nevertheless, it was a fact that when SOE and OSS were sending men behind German lines in France and elsewhere, they had little confidence in the ability of most agents to successfully pass as locals in an extended conversation, regardless of training. Indeed, the only ones who tried had usually lived in France for years before the war. As for a plan that would have required them to live in close company with enemy soldiers for weeks, well, it just wouldn't have been considered, as the risks would have been certain to oughtweigh the potential benefits.

And, as noted, due to the different religions, the cultures of Unther and Mulhorand appear to have much less in common than any two European cultures. Both are convinced of their superiority and both have spent the past centuries in a haze of isolationism that made any contact between them extremely limited.

A more appropriate comparison than that between England and France might be India and the British. It is true that Kavanaugh did impersonate an Indian, but he did it for one night, never spoke with anyone for long and the event was still considered an act of such surpassing courage and consummate ability that he was awarded the Victorian Cross, his country's highest medal for gallantry.

The Mulhorandi need a person who can pass as Untheri for every second of every day, not just in one conversation. That means someone who has lived all their lives or as near as in Unther, but is nevertheless loyal to Mulhorand. This is rare, to say the least. The person also needs a cool courage, quick wits and the ability to live under extreme stress for months while showing no signs of it at all to men who share every single detail of his life. In order to pass on his information before he's next ashore, he'd also need magical ability.

The fact that he also needs to be able to lie under magical detection is an unfortunate fact, one that the Mulhorandi will hopefully (for them) discover before they risk such a paragon of virtue and ability. Also that he may not be carrying anything magical on him, because that will trigger a detection field around the ship and cause him to be subjected to closer scrutiny and confiscation of any items for which he cannot account (and that cannot be determined to be harmless with magical examination). Obviously, any ongoing magical effect on a new crewman would quikcly land him in a cell while mages examined him.

Three mages and a few apprentices, in addition to thirty Marines, cannot by any means keep perfect security on a ship of just over two hundred men. But they can certainly make it impossible to infiltrate on a whim and force anyone attempting it to actually expend the time and energy to plan such an operation.

quote:
Originally posted by sleyvas

Infiltrations into large groups are even easier, because people are used to seeing faces that they don't know often enough. Once you get past a size of say 80 people, the organization tends to have little skill in tracking such.

When people belong to close-knit bands that spend hours per day together, it's not all that hard for them to remember the names and faces of more than eighty people. The limit is closer to 500.

When you think back to your graduating class or any other group of people that you saw every day and numbered in the hundreds, you'll find that you probably, at one point at least, knew everyone there by sight. If you've ever served on a trawler, ship of war or other vessel that cruises for months, you'll find that you know every single one of your two hundred plus fellow crewmen, not only by sight, but by name and history. This goes especially for the fellow members of his mess, his immediate petty officers and the junior officer responsible for his division.

Put a new guy into a company of soldiers in our world and everyone notices that there's a new guy. Why shouldn't they? These people are sharing tight living spaces and in each other's constant company. They'd need to be idiots not to notice each other. And on a sailing ship, the living spaces are tighter than anything a modern military would allow.

I repeat that it's far from impossible to sneak a spy in as a crewman of one of the Purple Reign ships. However, to do that requires the crewman to pass muster as Untheri, be hired in the normal course of events, pass through basic training and indoctrination and then be assigned there by an officer. He can't just sneak aboard and have everyone assume that he's authorised to be there, because that's not how military units work.

And the process above requires knowledge of the Purple Reign recruitment methods, of their requirements for new crewmen, of their security protocols and so forth. It requires, in short, much more preparation than the week you assume would be enough to plan and execute such a mission. You couldn't even begin to tell what you needed to carry it out until you had been surveilling the ships for a month (time enough for them to stop in port once, if you're lucky). And then you'd need to create a fictional identity for the infiltrator, people who knew him and so forth. And he'd have to be perfect in his role as Untheri, because he'd have to fool hundreds of people who actually were Untheri.

quote:
Originally posted by sleyvas

We see it all the time with security tests to get into buildings and into records rooms. Quite simply the everyday, lowly paid guard doesn't work all that well, and often people can get themselves into sections of a building with noone asking a question just by following behind a person. Throw magical coercion and illusions into the mix, and security becomes a much more ponderous thing to maintain.

Warships don't have bored civilian rent-a-cops. They have Marines, who are certainly subject to human weaknesses, but are selected and trained not to let that affect their duties.

Not explicitly for security reasons, but having salubrious effects on it, is the fact that crewmen are not allowed to leave the ship except by formal leave of their officers, that only a part of the crew is absent at a time, and that they are expected back at a particular time. And the gangway is always guarded by Marines while in port, more to prevent curious passerby from boarding than anything else.

Cont. later. (being chivvied to shower to make dinner)

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 21 Apr 2012 :  02:39:59  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Thinking about it, I've come to believe that the best chances for the Mulhorandi to get an agent aboard one of the valuable ships in the Purple Reign fleet doesn't actually lie in having one of their own Royal Eyes (messengers, scouts and spies of the Pharoah's Royal Guard) assume a disguise as a native Untheri.

Once they have assembled enough information to be able to plan any kind of operation, they'll learn that a Chessentan agent would be able to hire on in one of the coastal cities there with much less scrutiny than anyone hired in Messemprar or Thay. So they could hire a native Chessentan spy for an obscene sum of money and hope he was loyal enough to carry out their wishes.

If they do well on their initial information-gathering phase, they'll also learn that taking any kind of teleport beacon or magical communication device aboard is extremely risky, as normal sailors are neither expected nor encouraged to carry magical items. The only way he could manage that would be for him to earn enough trust to become an officer and then pretend to come into possession of a magical item carefully crafted to be Identified as something useful and normal for a sailor to own, but actually also a way for him to keep in contact with his Mulhorandi masters, as well as a potential teleport beacon.

Or he could be hired on as a wizard, which would truly be an intelligence coup. So far, the Purple Reign wizards have been hired through two friendly mage guilds far away from the theatre of the war and the recommendations of certain Red Wizards in the Guild of Foreign Trade. None of those hired so far has any love for Mulhorand, considering them exotic religious fanatics with a superiority complex (the Westerners) or viewing them as the biggest danger to their native cities and way of life (the Wizard Reach ones recommended by Thayans).

But with a constant demand for new wizards to assign to the captured ships bought into Purple Reign service, the PCs are certain to hire some wizards in Chessenta soon. Oh, they'll no doubt demand that someone serving with them and/or some of the Northern Wizards of Messemprar vouch for any potential recruits and they'll subject them to the usual battery of lie-detection and mind-reading spells, but it's at least theoretically possible that a sufficiently well-planned operation could anticipate and circumvent all those safeguards.

Anything that can be detected with spells can be hidden with spells and the Mulhorandi have more and better wizards. Granted, sublety and intrigue is not something usually practised by the upper echelon of Mulhorandi society, but even a small percentage of their mages is still a lot of good mages. They'll be able to make the requisite items, once they have enough information to know what kind of items are required.

My most important objection had to do with how quickly you assumed that such operations could be planned and the cavalier way you assumed that passing for a different nationality was no big deal. These are difficult and complex things to accomplish and the fact that they are possible doesn't mean that they are easy.

Another method that would be practical is to make use of the Purple Reign policies toward slaves, both Untheri and Mulhorandi. They free all slaves that they capture and do not hold them as ransom as they do with Mulhorandi soldiers. Instead, they offer them a place among their own men, if they desire.

Granted, so far such people have only been offered places on captured galleys, which may not be high-value targets as Purple Reign has no use for them as ships of war. They are planning to make use of them as landing craft and supply ships to support infantry operations. Even so, it may well be possible for a diligent ex-slave who learns quickly and shows courage and ability to earn promotions and be considered for transfer to a fighting ship.

The Mulhorandi could make use of an Untheri slave who hates his former masters, is intelligent and learns quickly and is willing to undertake such a dangerous mission. Alternatively, they could disguise a trained intelligence officer from Mulhorand as a Mulhorandi slave. That way, it doesn't matter that he doesn't speak any other language and has no idea about Untheric culture. All he has to do is pretend to be disaffected with Mulhorand and against slavery as a concept.

Of course, the fact that galley rowers don't have any applicable skills for sailing full-rigged ships means that getting a transfer would be difficult. Even so, if the selected man is intelligent, courageous and diligent enough, he may be granted the opportunity to enlist as a sailor on one of the Western-style sailing ships. Of course, the Wizard Reach built xebecs (almost a cross between sailing ships and galleys) would be a natural place for such a seaman.

But infiltrating such an agent into the fleet would always be a long-term operation, not a matter of weeks. It can never be done fast enough to affect their strategy over the next few days nor, indeed, the rest of Tarsakh in 1373 DR.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 21 Apr 2012 :  18:25:24  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
Fellow scribes.

Despite appearances, this is not intended to be solely a private conversation. I would welcome input from not only sleyvas, but any other scribe, whether that pertained to the questions raised in the initial post or any of the subsequent conversation.

Please, anything you have to add, observation, off-beat ideas, analysis or simply an opinion on some statement made in the scroll, feel free to participate. The more discussion, the more I am stimulated to think out loud (well, while typing), so even if I find no ideas I can directly use, I'll benefit nonetheless. Of course, being a lazy man at heart, I do hope I get things I can directly use.

quote:
Originally posted by sleyvas

As to why I'm always speaking of flying assaults on the deck, the idea is to clear the deck of those who are running the ship and who have clear line of sight to do anything, while still concealing themselves magically and moving.


You do realise that flying people are enveloped in a magical effect? And having active spells on someone make him much harder to hide from magic?

Also, Overland Flight is a 5th level spell that lasts an hour per level of the caster. It allows the user to travel up to 192 miles in 24 hours*, which is faster than the average speed of most sailing ships, but slower than the best theoretical speed of one. It could follow a fleet ponderously holding formation, but it couldn't follow a flotilla making for some place at their best speed.

Assuming that the enemy is obliging enough to go slow, a single 15th level wizard can cast Overland Flight on himself and one other person per day, since he'll have to cast the spell twice for it to last the full day. Without a place to rest, he can't rememorise, so the 30 hours of the duration of the spells is the total duration of the patrol. This means 240 miles from home base to whereever they aim to land after it. Staging from Shussel or Red Haven, that ought to be good enough to reach enemy ships, but it is not enough to find them if you don't know the location to within a mile or two already.

By using flight and not a ship you limit the number of the people in your strike team to twice the number of 15th level wizards you can afford to send. That's not only a very small number, since 15th level wizards are rare, it is also a bad ratio of warriors to wizards. Ideally, you'd want something like three warriors for every spellcaster and you'd want an even split of divine and arcane casters. Relying on long-distance flying denies you the opportunity.

Since you're forced to select people for their spellcasting power, it is unlikely that you'd get spellcasters with experience in anything similar to what you are proposing. The people experienced in surprise assaults, stealth and hunting down the enemies of Mulhorand will be mostly holy warriors and glorius servitors, not high-level wizards. In fact, by the necessity of having 50% of your numbers be powerful spellcasters able to cast multiple Overland Flight spells, you make sure that 50% of your force has no experience in covert operations and probably none of military service either.

Of course, the fact that Invisibility, Invisibility Sphere, Greater Invisibility and Mass Invisibility all have a duration measured in minutes and not hours means that all the members need a permanent magical item that makes them invisible. The alternative would be to cast four spells per hour, which would be ridiculous. If anyone tried, the maximum patrolling range would shrink down below 40 miles and the wizards would not be able to contribute in any battle beyond 1st level spells and 6th level spells, oddly. Well, I suppose that with metamagic feats, they could patrol a full 50 miles at the cost of these 6th level spells.

Of course, the game rules I'd use would be different, but the fact would still remain that it would take all the magical power of even a puissant wizard to keep himself and a companion invisible, flying and under a spell to interfere with magical detection spells for a whole day.

Of course, you'd need to know the location of the enemy to within a mile in order to time the more powerful Invisibility spells for the precise time when you attack him. Otherwise, you would become visible upon the first attack.

Assuming the availability of permanent invisibility items for all the strike team members**, 240 miles of endurance is still nowhere enough to follow anyone or do information gathering. You could only strike at something you knew was already there. By contrast, a ship beyond the horizon could provide a place to rest, re-memorise and to go on patrols designed to find the enemy.

*Though the spell does not provide any special endurance, so anyone using it to travel for 24 hour straight would risk death from exposure and certainly would arrive useless for any work at his destination.
**Meaning that just the cost of the rings would make a team of 30 more expensive than the ship they are going to attack.


quote:
Originally posted by sleyvas

Also, massive damage to things like the mast and or sails can effectively cripple a ship. You can't fight what you can't see. Generally the enemy doesn't have detections up at all times, and therefore these guerrilla types of assaults would be more effective than say putting these mages on a ship that will be seen from far away and allowing prep time for the mages on the assaulted ship.

I'll grant you that putting them on a ship might allow the enemy to spot them earlier. On the other hand, in the absence of perfect information, it is also the only way of finding the enemy with any reliability, since flying groups of people just aren't an efficient way to scout an ocean.

Besides, using flying familiars of wizards, glorious servitors with falcon and hawk forms, birds controlled by magic and other such means, a scouting ship can keep a far greater area of ocean under visual observation than the naked eye can see from a mast. Granted, both sides can and do play that game, but if Mulhorand doesn't waste its spellcasters on foolhardy missions, they have far more of them.

After getting information by such means, a ship could send a team of flying commandos, should it desire, to the spot indicated by the animal scout. Ahead of them would go a human in bird form, with some communication spell that could reach the leader of the flying attack team. While it is not certain that they'd reach the enemy ships before they could spot the Mulhorandi ship, odds are that the first time they did this, the attack would still be a surprise, given that the Mulhorandi ship would still be hours of sailing away.

By rejecting the use of ships as landing places and rest areas for your flying people you are trying to perform naval tasks with flying units, which even modern technology makes iffy. Projecting power over long distances still requires floating units, not just flying ones. That's why carrier battle groups exist.

quote:
Originally posted by sleyvas

The strike team will have placed layers of wards upon themselves to protect themselves, and they more than likely will handle their assault in a very short time. Meanwhile, the ship mage's will be spending the first few rounds just trying to find out what the heck is going on, much less raising proper defenses or assaults. If its a lone ship, then they will have select targets that they'll go after once the main deck is in chaos.

Remember, the wizards you are detailing to cast wards are the same ones that you previously detailed to cast flying, nondetection and invisibility spells. Now you want them to cast abjurations and then offensive spells. They have limits and the first task you placed on them stretched those limits. Any wards and offensive spells you want from them will probably have to come from magical items they carry, pushing up the cost of each expedition.

If you're willing to stage the attack from a nearby friendly ship and to assume invisibility only when almost within visual range, you'll only have to cast a couple of flight and nondetection spells, as well as perhaps twelve invisibility spells, per mage. That leaves each of them with some firepower and wards to spare.

Even so, you'll arrive with maybe half of the spells of the wizards ready for use. And they'll have to keep some in reserve in case of a failed attack, in order to escape quickly.

That being said, I don't doubt that even a small force of 15th level wizards could devastate a sailing ship and the deck hands within a minute, or less. But that will apply no matter whether they are flying or standing on the deck of another ship. A wizard of that level is capable of deciding a battle on his own. Hell, the PCs' wizards of about that power level often do. I just don't see that keeping a large force of them occupied with flying over oceans looking for ships is an efficient use of such powerful figures.

quote:
Originally posted by sleyvas

If the ship is crippled and the enemy wants to stay belowdeck, then going under the water and starting to make your assaults there is going to draw them out, or using something similar to ghostform to simply bypass the physical defenses and go after select targets.


If the ship is crippled, the goal should be to capture it. Destroying it with fire is easy, but it wastes hundreds of thousands in gold pieces. To capture ships, you need warriors that can fight at close quarters.

Pharoanic Royal Guards would probably overwhelm Purple Reign Marines man to man and even if the Royal Guards were outnumbered, they'd win. However, if you need a 15th level wizard to get each Royal Guard there, you could be in a position where you can only afford 15 men to land. Of course, that might still be enough to win, given that the ships don't always contain people with supernatural fighting abilities (like the PCs), but it won't be enough to win without casualties.

How many high-level wizards, glorious servitors, clerics and holy warriors can you afford to lose in a fight for a 600,000 gp warship?

One answer is, of course, lots. Mulhorand could trade the PCs fifteen high-level wizards and probably hundreds of holy warriors for each frigate they took out. At the end, Unther would no longer have access to the sea, Mulhorand would be able to resume food shipments and would still have a lot of powerful people ready to die for the Pharoah.

The problem is how many wizards are willing to take the long-view and ignore their own survival like that. As previously noted, they are not slaves nor even common soldiers subject to strict discipline. Each wizard of that power is a politically important person within one of the Churhes that dominate Mulhorandi politcs or he is an independent mage with no obligation to serve in the Pharoah's military.

The Pharoah, should he want to do this, could of course use the mages of his Royal Guard and the loyalest of his House of Helcaliant ones. Nevermind the fact that about a fifth of that force have already been lost or captured on another private scheme, including an attempt to take the PCs ship by flight, teleportation and such shenanigans. But that gives him only a total of about ten wizards who can be relied upon to successfully evade detection from typical Ship's Wizards from Purple Reign, which means that if he strips himself of all his most powerful wizardly defenders*

*Which some Red Wizards would no doubt love, not to mention the Cult of Set and possibly the Untheri. The Northern Wizards have so far rejected the idea of assassinations inside Mulhorand, but a lot of nobles from Unther still survive, assassinations was a primary political tool under the old regime and it cannot be denied that the Pharoah's death would be to Unther's advantage. See Appendix, 'The Importance of Horusteb III to the War and to Mulhorand' at the bottom of the post.

quote:
Originally posted by sleyvas

If its a ship amongst the fleet, the idea is to get the ship out of control and its crew afraid to step foot on the deck, such that it may wreak havoc on its neighbors.... short, deadly assaults performed randomly to break the enemy sailors down.


Sure, it's possible that you could launch attack spells and be away before taking any effective return fire. But plans can't be made only for success. You have to consider the consequences of one or more of the nondetection spells proving insufficient to avoid a magical alarm being activated as soon as an active spell effect comes within range of a Detect Magic effect around the ship. In that case, the enemy could know about them as soon as they start their reconaissance, flying invisible after the ship. They enemy could then choose whether to evade or to maintain an appearance of tranquility while detailing magic-users and trusted sharpshooters to spring an ambush on the flying strike team.

If the enemy is prepared to launch his own offensive spells, magic projectiles and other attacks as soon as the first spell is cast, you're trading the lives of your best people for the lives of rather less valuable folk. As noted, Mulhorand can afford it, but it's still a terrible waste of an asset that can provide invaluable service almost anywhere it is sent and would be much less at risk even while arguably contributing more to the war effort elsewhere.

quote:
Originally posted by sleyvas

You don't have to break the back of the powerful members of a fleet... you just have to make it such that the everyday sailor no longer wants to hire on with them.


That's very true. The question remains, is a flying force without any landing place on the sea the most effective and efficient way of doing so? I think that it cannot be, because no matter how much magical power you have, it is always a waste to use it to do pretty the same thing as you can do without magic.

Flight and invisibility are assets in a fight. They are not much better than a ship when it comes to patrolling the oceans. A more logical use of magical abilities to fly and turn invisible would therefore be to use them only just before battles, trusting in the wind and current to bear the troops near the enemy first.

If the enemy has no choice other than to seek out your ships, even if he knows that you're bound to defend them heavily, your task is made even easier. No need to scout too widely, you know that if you defend one or more vessels in each convoy, you'll either encounter the enemy and hopefully strike him a blow or you'll get the convoy through to the Untheri coast and that counts as a victory too.

If Mulhorand makes it too hard to take merchant ships, Purple Reign does not make a profit from the war any more. This makes them unable to continue even a single month, since Free Unther has no deep war chest to pay for mercenary armies and navies of that size for long, and the PCs certainly can't match Mulhorandi wealth by their lonesome.

One of the options Mulhorand has right now is this, an essentially defensive strategy of abandoning any idea of a spring advance and focus on making their supply ships hard to seize. Then they could try to get enough supplies over to Unther to hold their current positions there and simply outlast Purple Reign. Of course, as part of this defensive strategy, they would try to win operational victories, by among other things, such measures as having flying strike teams carried aboard some of their ships and striking from surprise as the Purple Reign ships are maneuevering to attack the cargo ships.

Another option would be an aggressive naval campaign, using the Sultim fleet to sweep away the Purple Reign fleet and trying to make the Messemprar harbour unusable. This is much more risky, but has the advantage of not conceding the spring advance entirely.

The third option that I see would be to reduce their reliance on naval supplies by creating a magical portal in Shussel to handle their supply side there. On the other hand, the way I envision portals, to prevent them from being the only viable method of moving goods around*, a 'normal' portal could't handle 500 tons of supplies per day without quickly fraying into uselessness and potentially letting through extraplanar horrors. Anything that can handle that volume will be a mighty artifact, and rightly so, as it would be replacing several million gold pieces of mundane shipping and cutting personnel needs by several thousand men.

As such, this option would require several world-class experts that need to be carefully convinced and whose time cannot be requisitioned with a high-hand. It would also need a crowd of 'lesser' mages, all of whom would be accomplished in their own right. The increased security needed goes without saying, of course.

This strategy can be carried out in conjunction with either of the above and as soon as the portal is ready, if the rainy season of winter has not arrived by then, an advance on land could begin. The only disadvantage is the cost, mostly in terms of the time of wizards who could be doing something else. However, if the Pharoah is lucky, he'll be able to convince wizards who would not be willing to fight directly to take part in this project, thus allowing him to make use of assets who aren't available for combat operations anyway.

The major purpose of this thread, I guess, is for me to think while typing, formulating plans on behalf of the Mulhorandi while addressing ideas of the scribes of Candlekeep. I'd also be interested in hearing about alternative strategies, either a whole another approach for Mulhorand to their strategic situation or perhaps a simple refinement to the above.

Specific methods of using irregular warfare are interesting, but given the situation, not immediately available or desirable for Mulhorand. In any case, the wealthier power with the larger military is rarely the one to resort to such methods. This has as much to do with conservatism of military hierarchies as it does with the innate risk involved with such operations, whose success depends heavily on the effectiveness of the intelligence-gathering arms of the combatants.

Looking at a map, can scribes see any other options for Mulhorand that would be practical?

I can imagine them putting together a flying column to take Sadamzar, even without regular supplies, by sending only as many soldiers as their priests could feed using magic.

The reward, in securing their control of the Methmere and making it nearly impossible to challenge, is obvious. It would also allow them to buy supplies from Chessenta at a much faster rate, moving them by boat to Sadamzar. The risks, however, are terrible. Since the priests would be required to do a lot of spellcasting just to feed the army, the army would fight mostly without magical support. And if a lot of the priests were killed, the soldiers could be trapped and starving.

Any other strategic ideas?


*Which they pretty much would be if we used the D&D rules for their creation and gave them the 100% reliability and infinite capacity suggested by the simplistic rules. Since canon novels and game supplements do mention dangers and it is reasonable to conclude that volume of use influences the frequency of these dangers, I see no reason to limit myself to the gamable abstraction that is meant to cover use of these things by a small adventuring party.

Appendix: The Importance of Horusteb III to the War and Mulhorand

Prior to the Time of Troubles, Mulhorand was able to weather most any political crisis due to the direct divine nature of the ruling Pharoah. Regardless of the identity of the mortal shell, all rulers of Mulhorand since time immemoral have been actual God-Kings, i.e. first Ra/Re and then his son, Horus-Re, with a short interval where Thoth ruled in the body of one of his descendants.

The current incumbent of the Eternal Throne and Wearer of the Triple Crown was, in his early boyhood, just as much vessel of Horus-Re as his ancestors before him. At the age of 11, however, that changed, as Horus-Re was able to take his essence to the Outer Planes again and it left Mulhorand with a (mostly) human ruler.*

Ironically, the ability of humans to see things from different points of view, if imperfectly, as opposed to the peculiar monomania of deities when it comes to their portfolios, has meant that after achieving adulthood, Horustep III has been much more successful in getting the politically divisive churches to join together for the glory of all Mulhorand than prior divine rulers.

During the Regency of the Vizier Rezim, himself a son of a previous incarnation (albeit a younger, non-inheriting one) and an uncle to Horustep III, the House of Ramathant had been the target of political purges severe enough to cripple the military leadership and inflame hot-headed zealots against the ruling House of Helcaliant, Horustep's ascendence changed that. In just ten years, he moved from a state of near warfare between Anhurite loyalist warrior priests and autocratic Helcaliant priest-bureaucrats to bringing both parties together with a foreign crusade.

The other churches, some of which were beginning to worry that the senior priests of the House of Helcaliant might be headed down a road like that taken by Gilgeam centuries before, corrupted by their ultimate authority and rendered paranoid by their need to protect their position at the top, rejoiced at the more congenial atmosphere, but the more peacable among them regarded the invasion of Unther was no more than a lesser evil than civil war. The House of Osriant is careful to take no position in Mulhorandi politics, as a rule, being impartial judges and caretakers of the dead, but the other churches all have factions that oppose the war for one reason or another.

Thoth himself and the majority of his church would like to see Unther come peacefully under the influence of Mulhorand, with engineers and wizards from the stable and friendly empire hiring out to revitalise Unther's flagging public works and infrastructure. The chaos and misrule during Gilgeam's last days and the days after his death made it, to the Pharoah at least, impossible to wait for any kind of stable Untheri government to invite such delegations and so the House of Tholaunt reluctantly supports an endeavour about which many priests and the god himself have grave misgivings.

The primary fear is not defeat, but that other powers will be drawn into the war and the final victory will be one that results in Mulhorand becoming an imperial power, feared and hated by its neighbours. This would necessiate heavy expenditures on increased administrative bureaucracy, naval and military power and basic infrastructure in conquered territories, not to mention border fortresses like the ones near Thay along the new Chessentan borders as well as the Shaar and other nearby wilderness.**

This, in turn, would leave little public money to spend on engineering marvels proposed by worshippers of Thoth, not to mention that it would probably retard private investments in such things by encouraging conservative efficiency in manufacturing and robust traditional designs over experimental models. When the demand is for thousands of items made to standardised military requirements, craftsmen spend their time training barely adequate apprentices to turn out the ordered items quickly and don't have time or energy to do intellectual experimentation.

A concern for both the House of Tholaunt and the worshipper of Isis is that with the Northern Wizards of Messemprar committed to resisting what they view as an illegal invasion of their homeland, the Mulhorandi risk alienating wizards not only in former Unther, but Mystra-worshippers all over the world. While as gods of magic, their emotions toward Mystra are ambivalent to say the least, since they know that the future may hold an ultimate test of power versus her, with continued existence in the current form as the prize, the two Mulhorandi gods would have preferred to have a chance to convert mages in the Old Empire area with persuasion.

So far, the Enclave of the Greenfields has remained neutral, in no small part due to the tireless diplomatic efforts of wise scholarly mages associated with Thoth and Isis and interested in the same kind of research as the Enclave wizards. While the Enclave does not take the field for Unther and against Mulhorand, the House of Tholaunt and the clergy and worshippers of Isis can at least look forward to some wizards in Unther being receptive to their evangelism. Should they declare for Messemprar, however, there is a risk of Thoth and Isis been seen in the same light as Horus-Re already is within the rest of the Old Empires, as a deity that imperialistic Mulhorand wants to impose on the rest of the world.***

The clergy and worshippers of Nephtys fear the consequencecs for trade if Mulhorand drives unfriendly Thay to the brink of war or beyond, not to mention turning neutral Threskel and Chessenta into potential enemies, purely because they reasonably fear being the next targets for the now-veteran Mulhorandi armies of conquest. They are right to fear this, because the more powerful Mulhorand grows militarily, the more Red Wizards think better of continuing their trade with them, trade that has greatly enriched both nations.

As for Chessenta and Threskel, the advance of Mulhorandi armies into Unther has transformed mercenary service to Mulhorandi employers from a purely financial matter with no impact in domestic politics to a burning political question. Already, troops from Mourktar and the rest of Threskel do not serve Mulhorand if they have any loyalty to their native land, because they fear that it will be next to fall.

While Chessentans from Maerch and the hinterlands around it could hardly dare to refuse the Mulhorand giant that perches on their doorstep, they still contrive to have the mercenary units they provide serving near home and their loyalty in finishing the fight in Unther is suspect, at best. If the Methmere were controlled by Unther, Maerch and environs might well use the respite to decide that they will take a strictly neutral role, forbidding its citizens to serve as mercenaries or to sell military supplies. Of course, this neutrality would only be enforced toward the Mulhorandi, at least as long as they were seen as the threat to Maerch independence.

The odds are that in the future, Chessentan mercenaries will no longer seek employement based on financial incentives alone, but that differrent cities will forbid military trade and the hiring of mercenaries to one side or another in the war. Thus, the eternal Chessentan civil war will play out through the Mulhorand-Unther war, dragging all Chessenta into it whether they want or not.

While Mulhorand can match any payment Messemprar can offer, the unfortuante truth is that nearly all of the Chessentan cities have solid reasons for viewing Mulhorand as the greater evil than nearly anything that could emerge from an independent Unther (excepting only a Thayan satellite state).

Airspur is distant enough so that it could comfortably support Mulhorand, but the Mulan obsession with purity of heritage as well as somewhat understandable associations of orcs with the foulest evil dating from the Orcgate War means that half-orc mercenaries are not likely to receive a warm welcome and most Airspur fighting companies include at least 20% half-orcs. Akanax is the source of many of the mercenaries currently in Mulhorand, but the leadership of that city are in fact violently against Anhur, as he is the divine rival of their preferred god, Assuran. Any mercenaries from Akanax serving Mulhorand will probably not find a warm welcome at home again.

Opposition to the Mulhorandi threat bids fair to unite even Soorenar and Cimbar (in this, if nothing else), though neither city has yet taken the step of forbidding trade of any kind with Mulhorand. Should Muhorand look like it is going to win a final victory, though, it is likely to push both cities to do so. Luthcheq views both Mulhorand and the mage-led government of Messemprar (and thus Free Unther) with horror, but if they see a chance to get both sides to maul one another, they'll grasp at it, especially if it comes at no more risk than declaring strict neutrality.

There are therefore powerful factions within Mulhorand, in numbers, power and influence, that see more dangers than opportunities in the current expansionistic foreign policy. Even inside the House of Helcaliant, the faction of Rezim-loyalists resents the rise of the House of Ramathant and would like to go back to a situation where the priests of the House of Helcaliant bade fair to be the sole wielders of executive and legislative power in Mulhorand. If that comes at the cost of a defeat in a foreign war, well, there are always those who are willing to accept that rather than give up the reins of power.

The only reason that Mulhorand is more or less united at the moment is the personal leadership of the Pharoah, still regarded with religious awe by the majority of Mulhorandi and possessed of nearly unlimited authority when he's minded to use it. Horustep III is forceful enough to impose his will on the churches when need be and intelligent enough to prefer to work with them, allowing them wide latitude in exchange for willing support for his policies.

The cost of this is that Mulhorand depends to the greatest extent on one man. The death of Horusteb III would trigger a terrible leadership crisis and possibly cause the fragile rapproachment between the House of Ramathant and House of Helcaliant to break down into what their relations were under his uncle's regency, i.e. a cold war that occasionally erupted into religious violence between temple guards.

A civil war in Mulhorand might not be an expected consequence of Horusteb's death, but it would not be a great surprise either. In any case, unless Unther were conclusively proved to have caused his death, odds are that the war would flare out as domestic political concerns took precedence. Even if Unther's hand were detected, it is more than possible that the prosecution of the war would suffer immesurably due to uncertainty about the succession.

The legal claimant of the throne would be a cousin of Horusteb III, a son of the controversial former Regent Vizier Rezim, and more than half the country would be predisposed to reject him with force of arms. A score of high-ranking priests of the House of Helcaliant might have rival claims, all being descended from incarnations, but unfortunately few among them have the level-headed diplomatic ability of Horusteb III or his willingness to share power with the other churches.

Odds are that whoever won the struggle would try to concentrate all power in the hands of the House of Helcaliant, in the process removing a lot of what has been given to the other Houses to calm fears and still rivalries.

From the perspective of the Thayans, worshippers of Tiamat in Unther, Untheri nobles, whether Gilgeamite loyalists or opportunists desireous of advancing their own cause, and anyone else who does not wish to see Mulhorand succeed in their current war, assassinating the Pharoah would be a masterstroke. No doubt the Cult of Set has their own reasons for wanting it, as well, whether they intend to supply a docile claimant of their own or to seize power openly.

All this means that the Pharoah, in all likelihood, has a rather pressing need for his best covert operatives, intelligence officers, spellcasters with abilities useful in security and counter-security and so forth. He needs them to keep himself safe from all those who might want him dead.

Anyone available for operations against Unther would be very much the second string. Well, they might even be lower on the totem pole than that, since I suspect that the House of Helcaliant still uses their best spies and mages with spying abilities to keep abreast of factions within its own ranks and try to follow the politics of the other Houses.

*His aasimar blood and a fair range of extraordinary gifts doesn't change the fact that he thinks like a human. He may be a paragon of intelligence, force of personality and physical gifts, but he's within human norms for the Forgotten Realms. Of course, since it is normal that exceptional humans develop what are essentially supernatural abilities (high-level people are more than humans in our world can become), this doesn't mean that it would be smart to offend him.
**Even a total victory over Unther would no doubt still leave die-hards of the old regime and others who refuse categorically to accept Mulhorandi rule. These men would be likely to swell the ranks of the Grey Ghosts in the Shaar, already functionally one of the more powerful raiding 'tribes' of the region, and raid into former Unther. Those who differ too much from the Grey Ghosts politically to join them would no doubt form competing bands of bandits with political aspirations. A nightmare scenario for Mulhorand is a subjugated Unther where all the wilderness is host to different rebel/bandit bands and where Chessenta and Thay, not to mention different factions within each, provide support to their prefered outlaws in the form of weapons, training, intelligence, magic and even disguised soldiers for vital missions.
***Anhur is a special case. While the leaders of the House of Ramathant were probably the driving force behind Pharoah Horustep III decision to invade Unther and certainly served as both the architects of the strategy and provided much of the military force, the god himself is popular in Chessenta and even in Northern Unther. His protection of Messemprar from Assuran during the Time of Troubles is still fondly remembered and while invading priests are viewed as the enemy by virtue of their Mulhorandi nationality, a good fourth of the men they are fighting, not only Chessentan mercenaries (used on both sides of the conflict), but also Untheri fighting men who either never liked Gilgeam or have long accepted his death, offer to Anhur before battle just as they do.


Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas

Edited by - Icelander on 21 Apr 2012 18:41:00
Go to Top of Page

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 22 Apr 2012 :  16:48:19  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Icelander

Please don't quote the entire post to which you're responding. It adds no new information and it makes it harder to read your posts. The fact that your response is directly below the post to which you're responding ought to make it clear to what it refers. Only use the quote function to respond to specific parts of a post, thusly:

quote:
Originally posted by sleyvas

As I stated, you seem to believe in the idea that the security of this group is impregnable and that the idea of slipping a crewman in is insane.

Actually, I regarded the idea of slipping in a spy as a crewman in a week as insane. Complex, multifaceted operations requiring cooperation between networks in different countries, let alone countries where you don't have networks yet, aren't carried out on that sort of timeframe. Operations like that are more usually done on a timeframe measured in years than weeks.

The security is far from impregnable. The problem is, from the perspective of the Mulhorandi, that without any knowledge of the security protocols, it might as well be. You don't get many volunteers to go on what might be suicide missions without any knowledge of whether they have a chance, what the challenges are and how they ought to go about meeting them. The kind of people who have no regard for their own skin are usually not effective infiltrators, because the skill set needed to pass as a foreigner of a different culture and religion is somewhat incompatible with ignorant fanaticism.

In order to plan any sort of infiltration, you need more information than the Mulhorandi currently have. Gathering that information requires the Purple Reign ships to put into harbour and the cultivation of a local network in port, just as a first step. That means anywhere from one to three months. Then they need to get their information back to Mulhorand, someone needs to compare it to information they gained by scrying and readjust the scrying schedule in light of the human intelligence gained so far. Depending on luck, individual ability and the organisational features of the system that emerges, this could take anywhere from a few weeks to a few years.

Once they have an adequate picture of their target, then they can plan that sort of infiltration. And it is indeed something I envision them doing. I just don't think it's realistic to expect it to happen without preparation.

quote:
Originally posted by sleyvas

I state that these are two countries that have lived side by side for millenia. Their cultures aren't going to be so hugely different that people who have travelled (as most adventurers have) aren't going to be able to pose as members of the other culture.

I've travelled over most of Europe, but I couldn't effectively fake being Danish, German, English or Spanish. And that's nations where I speak the language, the religion is mostly the same as here and the culture, due to mass communication and shared history, is far closer than any two cultures in historic times.

The fact is, it is incredibly difficult to successfully impersonate a person from another culture. Speaking a language is not the same as speaking it flawlessly and with a local accent. Only a few linguistic geniuses and/or people who have spent significant parts of their lives in another culture manage to learn foreign languages well enough to pass as a native. My English is better than the average native's in terms of vocabulary and grammar, but yet I could not pass for a native of any state of the US nor a county of the UK. My accent is always taken for a foreigner's, as it indeed is.

Adventurers who have travelled over a foreign country might speak the language, but they speak it like foreigners, not locals. Only people who have an ear for accents and have spent years there have a chance to learn it well enough to pass as native. And even if the language is known well enough, there are a thousand other things that mark a person as being of one culture rather than another. Mannerisms, colloquilisms, habits, diet and a host of shibboleths.

It is illustrative to consider the long lists of things that might trip up an Allied agent in Europe during WWII, of whom much has been written. Nevertheless, it was a fact that when SOE and OSS were sending men behind German lines in France and elsewhere, they had little confidence in the ability of most agents to successfully pass as locals in an extended conversation, regardless of training. Indeed, the only ones who tried had usually lived in France for years before the war. As for a plan that would have required them to live in close company with enemy soldiers for weeks, well, it just wouldn't have been considered, as the risks would have been certain to oughtweigh the potential benefits.

And, as noted, due to the different religions, the cultures of Unther and Mulhorand appear to have much less in common than any two European cultures. Both are convinced of their superiority and both have spent the past centuries in a haze of isolationism that made any contact between them extremely limited.

A more appropriate comparison than that between England and France might be India and the British. It is true that Kavanaugh did impersonate an Indian, but he did it for one night, never spoke with anyone for long and the event was still considered an act of such surpassing courage and consummate ability that he was awarded the Victorian Cross, his country's highest medal for gallantry.

The Mulhorandi need a person who can pass as Untheri for every second of every day, not just in one conversation. That means someone who has lived all their lives or as near as in Unther, but is nevertheless loyal to Mulhorand. This is rare, to say the least. The person also needs a cool courage, quick wits and the ability to live under extreme stress for months while showing no signs of it at all to men who share every single detail of his life. In order to pass on his information before he's next ashore, he'd also need magical ability.

The fact that he also needs to be able to lie under magical detection is an unfortunate fact, one that the Mulhorandi will hopefully (for them) discover before they risk such a paragon of virtue and ability. Also that he may not be carrying anything magical on him, because that will trigger a detection field around the ship and cause him to be subjected to closer scrutiny and confiscation of any items for which he cannot account (and that cannot be determined to be harmless with magical examination). Obviously, any ongoing magical effect on a new crewman would quikcly land him in a cell while mages examined him.

Three mages and a few apprentices, in addition to thirty Marines, cannot by any means keep perfect security on a ship of just over two hundred men. But they can certainly make it impossible to infiltrate on a whim and force anyone attempting it to actually expend the time and energy to plan such an operation.

quote:
Originally posted by sleyvas

Infiltrations into large groups are even easier, because people are used to seeing faces that they don't know often enough. Once you get past a size of say 80 people, the organization tends to have little skill in tracking such.

When people belong to close-knit bands that spend hours per day together, it's not all that hard for them to remember the names and faces of more than eighty people. The limit is closer to 500.

When you think back to your graduating class or any other group of people that you saw every day and numbered in the hundreds, you'll find that you probably, at one point at least, knew everyone there by sight. If you've ever served on a trawler, ship of war or other vessel that cruises for months, you'll find that you know every single one of your two hundred plus fellow crewmen, not only by sight, but by name and history. This goes especially for the fellow members of his mess, his immediate petty officers and the junior officer responsible for his division.

Put a new guy into a company of soldiers in our world and everyone notices that there's a new guy. Why shouldn't they? These people are sharing tight living spaces and in each other's constant company. They'd need to be idiots not to notice each other. And on a sailing ship, the living spaces are tighter than anything a modern military would allow.

I repeat that it's far from impossible to sneak a spy in as a crewman of one of the Purple Reign ships. However, to do that requires the crewman to pass muster as Untheri, be hired in the normal course of events, pass through basic training and indoctrination and then be assigned there by an officer. He can't just sneak aboard and have everyone assume that he's authorised to be there, because that's not how military units work.

And the process above requires knowledge of the Purple Reign recruitment methods, of their requirements for new crewmen, of their security protocols and so forth. It requires, in short, much more preparation than the week you assume would be enough to plan and execute such a mission. You couldn't even begin to tell what you needed to carry it out until you had been surveilling the ships for a month (time enough for them to stop in port once, if you're lucky). And then you'd need to create a fictional identity for the infiltrator, people who knew him and so forth. And he'd have to be perfect in his role as Untheri, because he'd have to fool hundreds of people who actually were Untheri.

quote:
Originally posted by sleyvas

We see it all the time with security tests to get into buildings and into records rooms. Quite simply the everyday, lowly paid guard doesn't work all that well, and often people can get themselves into sections of a building with noone asking a question just by following behind a person. Throw magical coercion and illusions into the mix, and security becomes a much more ponderous thing to maintain.

Warships don't have bored civilian rent-a-cops. They have Marines, who are certainly subject to human weaknesses, but are selected and trained not to let that affect their duties.

Not explicitly for security reasons, but having salubrious effects on it, is the fact that crewmen are not allowed to leave the ship except by formal leave of their officers, that only a part of the crew is absent at a time, and that they are expected back at a particular time. And the gangway is always guarded by Marines while in port, more to prevent curious passerby from boarding than anything else.

Cont. later. (being chivvied to shower to make dinner)




I would expect any mercenary naval group in the inner sea to have personnel who aren't necessarily from the country they're patrolling. This makes posing as someone familiar with Untheri culture easier. I would expect that any time they make port that a given ship would be looking to replace sailors. With magical coercion, it shouldn't be hard to be hired. I would expect any training would be done on ship, because I'm expecting things to occur less like modern day training and more like what happened in medieval times.
I would also expect that any time they make port, there will be a portion of the crew who may be looking to move onto another ship. The crew who are leaving on a more permanent basis will be carrying their belongings as they leave the ship. Those leaving would be targets for information.
As to magical detection means when boarding the ship, this is the reason for non-detection. I'd imagine that if you're casting detect magic on anyone that comes and goes from the ship that you're not casting it from memory, but rather using a device that allows it to be cast at will (but thereby at a relatively low caster level). When you cast non-detection on yourself, the DC is 15 + caster level. Therefore, the chance of the detection actually working in this instance would be minimal with a relatively high level caster (say 12th lvl and up).
As to people noticing him as a new person, I fully expect they would. As to them learning his whole life history... I fully expect they wouldn't. What I've seen of life is that a new person shows up at a job. Everyone asks who they are. They're given a basic answer like "new guy/girl, they work for <insert person or dept>" and then not much else happens, unless its a hot chick. But, if he was introduced as a new hire, and he performs his basic duties and keeps his eyes open, he should be able to pass. If he performs some trivial act to endear him to his fellows ("hey, I got a bunch of day-old cookies when I was in port, want some?"), it makes him easier to accept.
It should be noted, his main goal here would be to find out some basic stuff like "who on board are the ship mages and where do they stay", "who on board are the ship chaplains and where do they stay", and "where do they go to initiate communications to other ships in the fleet". They may plant simple/common things which can be used as scrying foci where these people spend large amounts of time. They may also have setup signals that can be used with any team members that may be following the ship (maybe if its safe to scry / transport into a person's quarters they'll wear their bandanna, etc...). It should also be noted that this kind if infiltration would be to use when dealing with single ships (or even ship pairs), but not with fleets of ships. The tactic to use against fleets of ships would be to discourage the crew.
Also, just another thing to throw out there, one thing I've used in the past when spying is using a simulacrum of myself to perform basic duties while I'm off invisibly "scouting". In theory, such a means could be used to have it be seen that you were on deck swabbing with a mop, meanwhile you're exploring invisibly, etc.... This would be harder to do with a moving ship, since you can't just send the simulacrum into a rope trick while in the privy, since the ship will move away from the extra-dimensional space. However, with some thought, I'm sure some methods can be developed. For instance, a spell that allows one to not have to breathe (I know these existed in 2nd edition, not sure if they were redeveloped for 3rd) combined with a portable hole.
I do hope you understand, I'm just playing devil's advocate with you. I've found myself convinced on many an occasion that something I've developed made for an impregnable defense (you should have seen the plans I wrote up for how the Thayans protected knowledge of their circle spell back in 2nd edition, back when it was a simple 1st lvl spell and not a class ability). However, the one thing I've learned in life is that a lot of times, its the simpler methods that can actually get people past very complex defenses. Process and procedure are wonderful tools, but everything falls before the human factor.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 22 Apr 2012 :  17:08:52  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Icelander

Thinking about it, I've come to believe that the best chances for the Mulhorandi to get an agent aboard one of the valuable ships in the Purple Reign fleet doesn't actually lie in having one of their own Royal Eyes (messengers, scouts and spies of the Pharoah's Royal Guard) assume a disguise as a native Untheri.

Once they have assembled enough information to be able to plan any kind of operation, they'll learn that a Chessentan agent would be able to hire on in one of the coastal cities there with much less scrutiny than anyone hired in Messemprar or Thay. So they could hire a native Chessentan spy for an obscene sum of money and hope he was loyal enough to carry out their wishes.

If they do well on their initial information-gathering phase, they'll also learn that taking any kind of teleport beacon or magical communication device aboard is extremely risky, as normal sailors are neither expected nor encouraged to carry magical items. The only way he could manage that would be for him to earn enough trust to become an officer and then pretend to come into possession of a magical item carefully crafted to be Identified as something useful and normal for a sailor to own, but actually also a way for him to keep in contact with his Mulhorandi masters, as well as a potential teleport beacon.

Or he could be hired on as a wizard, which would truly be an intelligence coup. So far, the Purple Reign wizards have been hired through two friendly mage guilds far away from the theatre of the war and the recommendations of certain Red Wizards in the Guild of Foreign Trade. None of those hired so far has any love for Mulhorand, considering them exotic religious fanatics with a superiority complex (the Westerners) or viewing them as the biggest danger to their native cities and way of life (the Wizard Reach ones recommended by Thayans).

But with a constant demand for new wizards to assign to the captured ships bought into Purple Reign service, the PCs are certain to hire some wizards in Chessenta soon. Oh, they'll no doubt demand that someone serving with them and/or some of the Northern Wizards of Messemprar vouch for any potential recruits and they'll subject them to the usual battery of lie-detection and mind-reading spells, but it's at least theoretically possible that a sufficiently well-planned operation could anticipate and circumvent all those safeguards.

Anything that can be detected with spells can be hidden with spells and the Mulhorandi have more and better wizards. Granted, sublety and intrigue is not something usually practised by the upper echelon of Mulhorandi society, but even a small percentage of their mages is still a lot of good mages. They'll be able to make the requisite items, once they have enough information to know what kind of items are required.

My most important objection had to do with how quickly you assumed that such operations could be planned and the cavalier way you assumed that passing for a different nationality was no big deal. These are difficult and complex things to accomplish and the fact that they are possible doesn't mean that they are easy.

Another method that would be practical is to make use of the Purple Reign policies toward slaves, both Untheri and Mulhorandi. They free all slaves that they capture and do not hold them as ransom as they do with Mulhorandi soldiers. Instead, they offer them a place among their own men, if they desire.

Granted, so far such people have only been offered places on captured galleys, which may not be high-value targets as Purple Reign has no use for them as ships of war. They are planning to make use of them as landing craft and supply ships to support infantry operations. Even so, it may well be possible for a diligent ex-slave who learns quickly and shows courage and ability to earn promotions and be considered for transfer to a fighting ship.

The Mulhorandi could make use of an Untheri slave who hates his former masters, is intelligent and learns quickly and is willing to undertake such a dangerous mission. Alternatively, they could disguise a trained intelligence officer from Mulhorand as a Mulhorandi slave. That way, it doesn't matter that he doesn't speak any other language and has no idea about Untheric culture. All he has to do is pretend to be disaffected with Mulhorand and against slavery as a concept.

Of course, the fact that galley rowers don't have any applicable skills for sailing full-rigged ships means that getting a transfer would be difficult. Even so, if the selected man is intelligent, courageous and diligent enough, he may be granted the opportunity to enlist as a sailor on one of the Western-style sailing ships. Of course, the Wizard Reach built xebecs (almost a cross between sailing ships and galleys) would be a natural place for such a seaman.

But infiltrating such an agent into the fleet would always be a long-term operation, not a matter of weeks. It can never be done fast enough to affect their strategy over the next few days nor, indeed, the rest of Tarsakh in 1373 DR.



Remember, a teleport beacon doesn't need to be magical. It just needs to be distinctive enough that someone could scry for said object. A simple brooch with initials carved on the back can be a teleport beacon in this type of instance. A bracelet that has an inscription, a sword with a specific hilt, a certain scratched coin, a bandanna with a certain design, etc.... these are all things that can serve as scrying foci.
As to infiltration times, again, I just go back to the fact that the infiltration team that might go aboard a ship isn't seeking the decoder ring used to decipher encrypted messages. He's just there to pick targets, and maybe let the "off-ship" people know when its relatively safe to explore the cabins of prime targets. They're the ones who will find the "decoder ring", detect whatever magic items might be important to know about, plant magical traps/barricades just before an assault, etc... In a pinch, The person on ship could also give a heads up if the ones searching need to leave via whispering wind.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 23 Apr 2012 :  01:17:03  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

I would expect any mercenary naval group in the inner sea to have personnel who aren't necessarily from the country they're patrolling. This makes posing as someone familiar with Untheri culture easier.

Well, it is true that the Storm Horn and Thunder Peak, the two frigates that are the most valuable capital ships of the Purple Reign Navy, are crewed primarily by people from Ravens Bluff (home port and source of officers), Lyrabar (where the ships were built) and Reth (recruiting office for troops and Marines), with a smattering coming from the Wizard Reach.

However, there are also some Untheri crewmen. And it only takes one to recognise that someone who claims he's from Unther speaks Untheric with a Mulhorandi accent. There are about 20 crewmen from Unther on each ship, recruited for their knowledge of local waters, custom and language, and that means that more than half of the ten-men messes have one local man.*

Added to that, Messemprar has a population of mostly unemployed refugees who lack any source of income. There are dozens of applicants for every one job opening. To select the best potential recruit among the multitudes of applicants, Purple Reign has asked the Northern Wizards to assist them. That means that before any potential recruit even sees a ship, he'll have talked with an Untheri wizard of level 10th+ along with two or three apprentices of lower level.

And these mages will be survivors of fifteen years of being viewed as enemies of Gilgeam, the rump-regime after his death, the triuumphant Tiamatans, the Grey Ghosts and assorted other groups. While they didn't set out to be plotters, intriguers and spymasters, they can't help having learned some caution and they are adept at using their magic to sort out traitors from earnest applicants.

There are also two PCs/NPCs (players who rarely show up any more) who assist with the screening process. One is a rogue/wizard who is actually a professional intelligence case officer and the other is a bard who is a professional staff intelligence officer. Neither speak Untheri like a local, of course, but that's why they are making use of their Northern Wizard allies.

Of course, the PCs know that this means of recruitment, while it may effectively screen for Tiamatan fanatics, Gilgeamite hold-outs and agents of treacherous locals**, is guaranteed to see agents of the Northern Wizards slipped through. They don't care, much. The allegiance with them is sincere on their part and they don't expect to use their ships against the Northern Wizards.

Could a Mulhorandi agent make it through, well enough to see the ships? Yes. If he spoke Untheri as a local and could carry on extended conversations about his supposed origins. And if he was sufficiently protected from lie-detection, mind-reading and other magical detection methods that none of the wizards noticed anything amiss or ever tumbled to the fact that he was protected in some way.

But why bother? That's riskier and more difficult than the methods I outlined above. The PCs have a reason to expect potentially hostile agents in Messemprar. They aren't expecting them as readily in Chessenta or the Wizard Reach. When they recruit there, only their own wizards carry out magical checks and if they are in a hurry, it might well be that such checks are done en-masse, without the kind of careful one-on-one interviews that the Northern Wizards do in Messemprar.

*Ironically, at the time these were recruited, it would have been far easier to infiltrate someone among them. But because the recruitment was not pre-planned and no one had an inkling of the eventually interest of Purple Reign in these waters, no hostile power had an opportunity to place an agent there.
**They don't really fear Mulhorandi agents in Messemprar, as such agents would have to survive a cauldron of intrigue where the only constant was that all the underworld is united in hatred of them. Also, they've noticed how reluctant Mulhorandi seem to be to use any kind of 'underhanded' tactics.


quote:
Originally posted by sleyvas

I would expect that any time they make port that a given ship would be looking to replace sailors.

Well, sometimes they don't lose anyone over a period of months. On average, though, I expect that one or two new hands come aboard per stop.

More usual, though, is a detachment of hands being detailed to crew a new ship and a new detachment of less experienced sailors being assigned to the frigates, there to put the finishing touches on their seamanship.

The men aren't all hired in Messemprar, though. Petty officers and above come from Ravens Bluff and possibly from Lyrabar. They are fetched there at great expense, recruited by Purple Reign officials at home, chosen for skill, loyalty and courage. The loss of nearly all Ravens Bluff Navy ships in harbour during the recent war has been the gain of Purple Reign, as it left a pool of skilled men without berths and willing to sign on.

During such a crew transfer, you could expect to see maybe ten men from Messemprar being assigned to each frigate. In all cases, these would be men hired a month or two ago and now graduated from a local program of language training as well as education about rigging and modern sailing, as opposed to the lower-tech boats and galleys to which they may be used.

quote:
Originally posted by sleyvas

With magical coercion, it shouldn't be hard to be hired.

That's a major gamble, with failure carrying death or worse as its consequence. And if Mulhorand could successfully get people into the government buildings around the Plaza of the Northern Wizards to mind-control the leaders of the city, don't you think that they would use it for winning the war, not to get an agent on board a ship?

quote:
Originally posted by sleyvas

I would expect any training would be done on ship, because I'm expecting things to occur less like modern day training and more like what happened in medieval times.


Why?

The Forgotten Realms are nothing at all like any medieval country, at any point.

Purple Reign recruits men in the following ways:

a) Long-serving professional naval hands and officers are brought from Ravens Bluff to take up important positions aboard the best ships.
b) Marines come from a training school in Reth that Purple Reign operates. They are usually already professional mercenaries when recruited, either known personally to the staff of experienced mercenary recruiters, trainers and leaders who run the school or recommended to them by someone they trust, and are further trained in weapons, tactics, discipline and company protocols for a few months before being assigned to a ship. The land force of mercenaries is recruited through the same school but with a slightly different training regimen.
c) Experienced seamen from Lyrabar, Reth or Telflamm take ship with one of the trading vessels that Purple Reign has in those cities and assume positions on board one of the ships already in theatre. These come recommended by someone already serving with the company and/or the company factor in the city they are from. These men are trained in company methods and tactics on board ship, it being assumed that they are already good sailors.
d) Likely looking sailors in one of the cities they pass through are hired to replace losses and/or to train in order to be able to crew a captured ship and take it into service. In areas where the PCs do not expect trouble, such men may indeed only be subject to cursory interviews and trained onboard. In Messemprar, specifically, due to the political complexities of the local situation, they are screened with a combination of shrewd interviewing and magical detection. Due to the difference in language, culture and naval technology, they are also run through a local school for at least a month, where they learn to respond to a range of commands in Common and the basics of seamanship on a full-rigged sailing ship.
e) Slaves captured in battle are offered places with the company. So far, it is not clear what they'll be employed to do and none have yet been graduated from the language course (or passed muster with the screening board).

While way (d) may indeed be one of the best ways to get an agent aboard, I would think that it was best to avoid Messemprar, where intrigue is expected. Try instead to get an agent in from Chessenta or the Wizard Reach, where the PCs don't expect many people to be associated with any power group in Messemprar politics and, at least as yet, don't have any reason to think that Mulhorand is well-loved.

Of course, Mulhorand isn't well-loved in Chessenta or the Wizard Reach, but that doesn't preclude a local professional intelligence agent from taking their coin and carrying out their will.

As noted, (e) is an intriguing option, once the Mulhorandi learn about it. Whether such former slaves will ever be used on the valuable capital ships is another question, however. It's not so much a question of trust, more that the PCs have extremely high standards for the seamanship of the people they put on their best ships.

And if you come from one type of ships, primarily rowed, you don't have a skill set that translates well to full-rigged sailing ships. The only Untheri who have applicable skills are fishermen and men from sailed cargo ships and even those have to adapt to very different rigging types (much more advanced and crew-intensive).

Of course, the Mulhorandi could take a likely lad with experience on a cargo ship of their own and disguise him as a Mulhorandi slave. Since rowing is traditionally a slave job in Mulhorand and handling the sail is done by lower-class free men, though, it might be suspicious that a slave has the skill-set associated with free men. It might be better to select a 'slave' for his intelligence, courage and adaptiveness, in which case he'll learn new things quickly enough. Even so, he'd be competing for the post against people with years of experience at sailing. He'd have to be quite a guy for the instructors to recommend him.

quote:
Originally posted by sleyvas

I would also expect that any time they make port, there will be a portion of the crew who may be looking to move onto another ship. The crew who are leaving on a more permanent basis will be carrying their belongings as they leave the ship. Those leaving would be targets for information.

Sailors sign on for contracted period, anywhere from two to twenty years. About 90% of the Purple Reign sailors signed on for 20 years (higher signing bonus), with the caveat that they can be released by a waiver if desired by the company. This means that the only people leaving the ships are men on liberty or those who are being assigned to other Purple Reign vessels in the same harbour. The latter usually transfer by boat directly between vessels or at least their sea chests do, if they are granted liberty between berths.

The sailors aren't free agents who sign on for one cruise. They are members of a military organisation, under discipline while in port. This has been true of any decent naval organisation since the 16th century in our world (not to mention examples ranging back to the Ancient World, for professional navies there) and since the Forgotten Realms has examples of naval technology matching our early 19th century, there is no reason to expect otherwise there.

quote:
Originally posted by sleyvas

As to magical detection means when boarding the ship, this is the reason for non-detection. I'd imagine that if you're casting detect magic on anyone that comes and goes from the ship that you're not casting it from memory, but rather using a device that allows it to be cast at will (but thereby at a relatively low caster level). When you cast non-detection on yourself, the DC is 15 + caster level. Therefore, the chance of the detection actually working in this instance would be minimal with a relatively high level caster (say 12th lvl and up).

There is no one actually casting Detect Magic. Rather, there is a spell effect maintained that will notify the mage on duty when any magical item or effect comes within a certain range (ca 100' from the center of the ship, varying slightly with the power of the watch mage). He'll have to deliberately exclude any items or effects known to him from this detection, which they do by keeping a model of the ship and marking known magical items with little icons, in the wizards' workroom.

I'd estimate that to get a 50% chance to beat it against an average duty wizard, you'd have to be the equivalent of a 9th level caster casting Non-detection. To get an above 90% chance, of course, which is the minimum which I'd consider feasible for the operation, you'd need ca 15th level wizard or so.

GURPS doesn't distinguish between the power of such foiling spells by whether they're cast on the wizard himself or other targets. I guess that if they're cast on the wizard himself, he could maintain both Scryguard and Conceal Magic at the same time, but there's actually nothing to prevent him from doing the same with a willing subject. Doubling up like that would make it feasible to trick a more powerful and skilled wizard, at the cost of having to devote a significant amount of power to hiding.

I think that this would allow a 9th level wizard or higher to be relatively sure that he wouldn't be detected by anyone except an archmage. Of course, while this would be brilliant for sneaking magical items on board, I'm not sure it would be good for an interrogation by Northern Wizards. If someone is using spells to detect lies and gets a 'you can't tell', it tells him that the person is probably using spells to resist the magic. Which is a revelation all on its own, if the person is supposedly a normal sailor.

quote:
Originally posted by sleyvas

As to people noticing him as a new person, I fully expect they would. As to them learning his whole life history... I fully expect they wouldn't. What I've seen of life is that a new person shows up at a job. Everyone asks who they are. They're given a basic answer like "new guy/girl, they work for <insert person or dept>" and then not much else happens, unless its a hot chick. But, if he was introduced as a new hire, and he performs his basic duties and keeps his eyes open, he should be able to pass. If he performs some trivial act to endear him to his fellows ("hey, I got a bunch of day-old cookies when I was in port, want some?"), it makes him easier to accept.

Remember, this is not just a job. It's a life.

A new crewman is signing on for a period of years, possibly for life. He shares tiny living spaces with his fellows for 24 hours per day, 30 days a month. When I say tiny, mind you, I actually mean that each man is allocated 14" of sleeping space, with his fellows' hammocks touching his so that when he sleeps, he is in physical contact with at least two and possibly four of his fellow sailors. If he talks in his sleep, they'll hear him.

The sailor doesn't go home to his real life after work, because the ship is home as well as work. He doesn't have friends outside the crew, because the ship is his entire world, apart from a few hours of liberty in port every few months. Naval life means that pretty much all human contact the person has is with other members of the crew. And that means that even if he chooses not to talk about his life prior to service, the other men of his mess will come to know him in a way that his wife and best friends may not do. That's what sharing every meal, every minute of the working day and every hour off duty except maybe a few days a year will do.

quote:
Originally posted by sleyvas

It should be noted, his main goal here would be to find out some basic stuff like "who on board are the ship mages and where do they stay", "who on board are the ship chaplains and where do they stay", and "where do they go to initiate communications to other ships in the fleet".

This is the sort of thing they should be trying to find out using traditional intelligence-gathering methods before they even dream of taking the risk of infiltrating anyone into the crew.

They'll pay barkeeps, ladies of negotiable affection, curious urchins and even spies from otherwise unfriendly factions to find out this stuff. Some of what they'll get will be rumour, some will be lies made up for coin, others will be misinformation from the other side, but with good analysis and plenty of tiresome fieldwork, they should eventually have a decent picture.

Like I said earlier, it just takes a few months. That's how intelligence work goes, in the real world as well as in any ficitional world with a glimmer of realism. Dramatic and risky operations are very much the exception, not the rule. And even when they happen, they are generally the culmination of thousands of man-hours of patient legwork and extremely unglamourous preparation.

quote:
Originally posted by sleyvas

They may plant simple/common things which can be used as scrying foci where these people spend large amounts of time. They may also have setup signals that can be used with any team members that may be following the ship (maybe if its safe to scry / transport into a person's quarters they'll wear their bandanna, etc...).

That's the kind of thing they'd do, yes. And very valuable it would be, too, if you could get a person in there to do it.

Which is why I think that trying to hire a Chessentan slyblade to do it is essential for Mulhorand. But as for doing it themselves, in Messemprar, no. It's too difficult, too risky, too many unknowns. Better to risk only coin and hire outside expertise.

quote:
Originally posted by sleyvas

It should also be noted that this kind if infiltration would be to use when dealing with single ships (or even ship pairs), but not with fleets of ships. The tactic to use against fleets of ships would be to discourage the crew.

When you decide to infiltrate someone into the navy of Purple Reign, you don't have any idea where the ships will be in a few months.

That being said, the frigates usually operate together and not always with smaller ships along. They are faster than any of the captured vessels and can even outpace the xebecs, so they tend to go it alone.

And it's the frigates that make the difference. They've proven that together, they can cut up six dromonds, the heaviest warships of the Mulhorandi, along with a dozen lighter galleys. The combination of longer range for the artillery and the speed they've got under full sail has been decisive. Of course, in a calm, the galleys would cut them apart. Which is why the wizards on board are detailed to direct winds during a battle.

quote:
Originally posted by sleyvas

Also, just another thing to throw out there, one thing I've used in the past when spying is using a simulacrum of myself to perform basic duties while I'm off invisibly "scouting". In theory, such a means could be used to have it be seen that you were on deck swabbing with a mop, meanwhile you're exploring invisibly, etc.... This would be harder to do with a moving ship, since you can't just send the simulacrum into a rope trick while in the privy, since the ship will move away from the extra-dimensional space. However, with some thought, I'm sure some methods can be developed. For instance, a spell that allows one to not have to breathe (I know these existed in 2nd edition, not sure if they were redeveloped for 3rd) combined with a portable hole.

All possible with the magical system I'm using, yes, but they all assume that in addition to cool courage, world-class linguistic ability and acting skill and deep knowledge of Untheri culture, your hypothetical agent is a powerful wizard.

Most wizards are rather unwordly, since their chosen profession demands rather a lot of their time. I'm not saying that wizards can't have other skills than magic, but a powerful wizard who also has the skills of a deep-cover agent is approximately as common as real-world people who combine being paradigm-altering researchers in theoretical physics with speaking a dozen languages and being celebrated free-climbing enthusiasts. Or astronauts who also happen to be hand-to-hand combat specialists and Olympic-class skiiers.

When your plan demands one-in-a-million individuals as a matter of course, it is a sign that the plan might be over-ambitious. Even experts are usually only experts at one thing. Omnicapable experts are generally rather special people, like Gaius Julius Caesar special.

quote:
Originally posted by sleyvas

I do hope you understand, I'm just playing devil's advocate with you. I've found myself convinced on many an occasion that something I've developed made for an impregnable defense (you should have seen the plans I wrote up for how the Thayans protected knowledge of their circle spell back in 2nd edition, back when it was a simple 1st lvl spell and not a class ability).

I don't believe that the security of any of the ships in the Purple Reign fleet is anywhere close to impregnable. Nor is it meant to be.

I do believe that with the security in Messemprar, infiltrating someone through there, for all that it might be the obvious target, would actually be counterproductive. If your enemy has reason to suspect that a given place is a security risk, you generally try to avoid playing into his expectations.

Also, 'strategy' incorporates much more than just the tactics of guerilla infiltrations. You've recommended one method to try, but I'm looking for ideas about all the strategic options available to Mulhorand.

I'm aware of the possibility of clandestine infiltration and covert operations, but what else could they try?

In military terms, how would you go about meeting the 500 tons per day supply target for the area around Shussel?

Construction a portal is the work of months, so they'll need a stop-gap method. Some kind of Methmere-based strategy seems promising, buying their grain from Chessenta and shipping it over the Methmere on boats. This demands control of Sadamzar, of course, which is problematic without the grain to move their field armies to take it.

Which is why I'm considering the feasibility of a flying column. The problem is that this would probably deny them the use of any kind of a siege train. Could they make up for that lack with magic? Could they ship their siege train over the Methmere, even without a port on the Untheri side to offload?

quote:
Originally posted by sleyvas

However, the one thing I've learned in life is that a lot of times, its the simpler methods that can actually get people past very complex defenses. Process and procedure are wonderful tools, but everything falls before the human factor.


All security protocols are vulnerable. The problem is that you can't try methods that might work when any failure might lead to capture, torture and death. You have to know that you have fair odds, which requires you to know a lot about the protocols you are trying to overcome.

Trying and failing not only wastes valuable personnel*, it also prejudices any future attempts, because it alerts the foe to the possibility that you might try something like this. So you can't just cowboy it out, you have to have a better than even chance of success before you try. And that means good intelligence about the target and a solid plan.

A security consultant can afford to try something without much preparation when his goal is just to show that a system can be penetrated and failure has little consequence for him. The same thing can't be said about an agent who will be captured as a spy by the enemy in a time of war if anything goes wrong.

Just the opposite check between non-detection and detection spells could easily prove a 50/50 chance. That's an equal chance of the agent being captured right away, before he does anything useful. And if he's interrogated forcefully, with magic, he might reveal the location of his support staff and any local contacts. A loss of months of works and more valuable personnel.

Carrying any magic at all aboard is probably too risky. But the Mulhorandi won't know that until they find out almost everything about the security protocols in effect. If the people planning this are intelligent and sensible, they'll at least realise the risks of proceeding in ignorance and not act until they know more.

If not, they'll try before they know what kind of protocols they are trying to circumvent. And in their ignorance, it is nearly inevitable that they'll trip up somewhere, getting a lot of good people killed and wasting time and money. Not to mention alerting the PCs to future attempts.

*If you're trying to infiltrate people who not only have the language and acting skills to pretend to be someone from a different culture, but also happen to have spent their lifetime learning magic and can cast high-level spells like Simulacrum, well, you've moved beyond 'valuable' and into 'there are only a few such people in the world'.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas

Edited by - Icelander on 23 Apr 2012 01:20:37
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 23 Apr 2012 :  01:54:17  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Remember, a teleport beacon doesn't need to be magical. It just needs to be distinctive enough that someone could scry for said object. A simple brooch with initials carved on the back can be a teleport beacon in this type of instance. A bracelet that has an inscription, a sword with a specific hilt, a certain scratched coin, a bandanna with a certain design, etc.... these are all things that can serve as scrying foci.


When I said 'teleport beacon', I meant an item enchanted to allow focus on it from afar and to teleport directly to it. That's pretty much the only way to make it safe to teleport on to a moving target.

What you describe is useful, yes, but it's a scrying focus, not an actual teleport beacon of the sort that I meant.

The difference lies in the fact that with a scrying focus, someone still has to scry the ship and become familiar with the area around the focus before teleportation is possible. And even then, he can't cast his teleport spell while maintaining scrying, which means that he'll have to teleport to a different place he was scrying, since in the time it took him to cast the spell, the ship will have moved.

Teleport Circle, with a ten minute casting time, just wouldn't work at all. In ten minutes, the ship would be miles away. A normal Teleport would be a suicidal risk. A Teleport Without Error/Greater Teleport would work, assuming that the wizard knew the precise speed and heading of the ship, as well as the prevailing weather and the behaviour of the waves, when he shut off his scrying and started his teleport casting, and succeeded at a couple of skill checks for the mathematical calculation for the precise position of that part of the ship a few seconds later.

Scrying focii, though, are a good idea in general. They are vital to any strategy for magical surveillance on the ships. The Mulhorandi can bribe workmen to leave them in materials bought for the maintainence of the ship and if the ships are damaged, workmen may even be brought aboard and be able to hide them somewhere on the ship, they can have honeypot agents give distinctive non-magical items as gifts to intelligence targets and so forth. There are many means of getting scrying focii aboard that are less risky than infiltrating a spy into the crew.

quote:
Originally posted by sleyvas

As to infiltration times, again, I just go back to the fact that the infiltration team that might go aboard a ship isn't seeking the decoder ring used to decipher encrypted messages. He's just there to pick targets, and maybe let the "off-ship" people know when its relatively safe to explore the cabins of prime targets. They're the ones who will find the "decoder ring", detect whatever magic items might be important to know about, plant magical traps/barricades just before an assault, etc... In a pinch, The person on ship could also give a heads up if the ones searching need to leave via whispering wind.


It doesn't matter what information they are after. Having someone go in under deep cover isn't a quick and dirty solution, it's an insanely complex and difficult task.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

Icelander
Master of Realmslore

1864 Posts

Posted - 24 Apr 2012 :  20:20:20  Show Profile  Visit Icelander's Homepage Send Icelander a Private Message  Reply with Quote
The Situation in Unther in the spring of 1373 DR

A precis of the situation from the perspective of the Mulhorandi generals* might be in order, in order to allow scribes to have an informed opinion.

The plan for the spring of 1373 DR was to invade the rest of Free Unther with three great columns, one along the east coast and the roads there, one along the main highway built by the defunct Untheri Empire directly toward Messemprar, and one through Sadamzar and along the Methmere. During winter, it is the rainy season in Unther, so no roads are passable. Accordingly, the troops rested and the officers tried to win hearts and minds by feeding as many Untheri as possible and convincing the captured slaves that being owned by a God is better than freedom.

Some 60,000 troops, mostly composed of Untheri slave-auxiliaries, but numbering foreign mercenaries and maybe 15,000 Mulhorandi among them, were available for the spring campaign. This is maybe half of the total troops in Unther, both Mulhorandi and auxiliary, with the rest scattered between various garrisons and patrolling the more dangerous parts of Unther, since the locals tended to be restless and there were more secret armed revolutionary groups than one could keep straight with ten abacuses.

The great armoured fist of the Pharoah was encamped around Shussel through the winter, ready for the final push that would take them to the River of Metals. Some used the empty houses there for billets, but the high command also commanded many to live in camps around the city, because they did not have the engineering capacity to make the sewer and water system inside the city support more than half the men they had there.

Meanwhile, the Mulhorandi navy, what there was of it that was not needed for defence from the treacherous Thayans, was kept occupied transfering enormous supplies of food from Mulhorand to Unther. This food surplus was, ironically, often bought from Thay. A few ships also blockaded Messemprar, trying to encourage what was left of Untheri resistance to give up and fall into the welcoming arms of the Pharoah, who would make them citizens and lead them into prosperity and civilisation undreamed of.

Several months ago, during Hammer, the blockading Mulhorandi fleet of Messemprar was attacked by wyrms, as part of the general crazed behaviour of anything dragonic. They lost several warships of a light and speedy design, but the survivors were rescued by heroic adventurers sailing with a cargo of 'non-military' supplies to Messemprar. These had a very light schooner of elven wood as well as two light razeed galleons, but the dragons were slain by such old fashioned means as with bows, swords and spells.

At the time, a powerful Red Wizard of Thay was a passenger on one of the ships and he contributed signally to the defeat of the dragonic flight, his spells tearing apart a mighty fang dragon whose size and ferocity dwarved even an adult red.**

The surviving commanders of the blockading flotilla were honour bound to offer the Purple Reign vessels truce and upon being assured, upon their honour, that they carried only food and medical supplies,*** they were allowed to pass the blockade unmolested. The fact that they could have torn the damaged ships and shaken crews to pieces was an added inducement.

The PCs landed in Messemprar and through a series of adventures there, they came to an agreement with the Northern Wizards that they would solve the supply problems of the city once and for all. In return for a healthy share of treasure that the PCs, the Enclave and the Northern Wizards cooperated to gain, the PCs would take a fleet of cargo ships laden with food into Messemprar, blockade or no blockade. Then they would offer the services of their mercenaries to the Northern Wizards, as well as plying the waves as privateers in the name of the city of Messemprar.

The agreement was secret, of course, but the preparations by Purple Reign agents in Bezantur, Escalant and Delthuntle could hardly remain secret forever. The PCs and the upper echelon of Purple Reign people, though, left this part of the world and spent the next months in Reth, Ravens Bluff, Telflamm and Lyrabar.

When they came back, it was with 2,000 mercenaries****, a fleet of dromonds filled with grain and their own seven warships to defend them. Of course, Mulhorand had learned about their mission and was determined to capture the fleet. To that end, they had dispatched an army of five thousand and some thirty ships*****, supported by gem golems and commanded by such luminaries as the Pharoah's own cousin and Kendera Steeldice, leader of the foreign Gold Sword mercenaries.

While that army landed in the northernmost part of Free Unther and had initial success against an army composed of Messemprar militia, for naval encounters it proved to have less seagoing experience than the Pharoah would have wanted. Of course, given the recent losses of most of the best naval men and ships in catastrophes in '58 and '69, the Mulhorandi fleet was still inexperienced, with only the Sultim squadron being prime warships.

The surprise strategy of PCs using their light ship to circumvent the blockade and attacking Shussel from sea and air worked like a charm. They sunk several ships at anchor there and burnt the harbour cranes, pulleys and warehouses necessary for quick cargo turn-around in a large port. They also caused an almighty alarm there and prevented scheduled reinforcements from reaching the forward fleet around Messemprar in time.

The fleet action saw Mulhorandi generals and priest-bureaucrats learn more than they wished to know about the application of Thayan fire and explosive smokepowder to artillery ammunition in naval battles. The range of steel-spring artillery proved longer than that of the torsion catapults aboard the Mulhorandi ships.

The magical superiority of the Mulhorandi force was unfortunately blunted by shrewd use of illusions interspersed with actual long-range magical attacks by a number of Northern Wizards led by one of the Purple Reign owners, a gnome who insists that his magic is a thing of the firmest reality and ponderous power and he in no way merits the commonplace designation 'illusionist, as if he were some parvenue practisioner of petty parleur tricks and predigistation.

Even so, Royal Guardsmen using magical transport, shapechanging and flight almost managed to seize the light schooner Pride of Suzail, carrying most of the owners of the Purple Reign. At one stroke, they could have ended the threat from that insolent band of mercenaries and pirates. The use of a smokepowder explosive aboard their own ship denied the Guardsmen their victory and saw many brave men die, but the schooner was crippled as well. Unfortunately, while the foreigners lost men as well, it seems that their primary leaders survived the explosion, no doubt through some infernal Thayan magics.

To make a painful narrative brief, there remained, at the end, no alternative to abject surrender on the behalf of the whole expeditionary force, naval and land alike. The warships were sunk or burnt and the troop carriers could not make it away from the beach without running into the teeth of Purple Reign warships, eager to burn them as well. When the fact that Messemprar lay between the soldiers and friendly lines is considered, it must be obvious why honourable terms were preferable to pointless death.

The Purple Reign officials were obsequious in victory, willing to grant the defeated foe any sop to the pride they could, as long as they were well paid. They offered to ransom everyone, private soldier, officer and even the priests of the House of Helcaliant, subject to some obscene payment from the Pharoah. Even armour and personal weapons, heirlooms older than the entire history of whatever western city from whence these thugs come, must be bought back at ruinous prices from their greedy hands.

A total of five thousand men, mostly soldiers from land, but including the survivors of the ships, fell into their hands and must be ransommed by the Pharoah, through some suitable representative. Negotiations are ongoing and a diplomat from Purple Reign will visit Skuld in the near future.

He will bring Kendera Steeldice and Lord High Priest Thazar Mese-en Helcaliant; Fourth Prophet of Horus-Re, Personal Envoy of the Divine Pharaoh, Blood of Re; Avenger of Horus; Beloved of the King, Cousin to the Pharaoh, Sole Companion; with him to the City of Shadows, but not in any sign of his good faith, for he hasn't any. Rather, it is because the Pharoah, speaking through his beloved cousin who was permitted to contact the Royal Personage by his captors, has promised to ransom them by a staggering sum of three million gold pieces. The purpose of the visit is to establish the ransom for all other ranks and personal effects, as well as to negotiate the medium of payment. In addition, the insolence of the barbarian west extends to charging the Pharoah for the care and feeding of his men while in captivity.

While these negotiations have been going on, however, the gods have apparently averated their eyes. A fleet that was originally despatched to join with the one outside Messemprar was defeated near there. Convoys of trade ships were taken as they headed for Shussel and Red Haven. Shussel was attacked again, this time by warships as well as flying mages, and fully one of every five houses there was burnt as a great firestorm formed from the massive amount of flame pots shot from the ships as well as fireballs from the air. As a port, it is knocked out for at least a tenday.

Somehow, while that was going on, the Untheri and the foreign mercenaries managed to conduct a campaign of some sort along the coast of northern Unther. They captured three of the most promising landing places there, places with insignificant little fishing villages, for the most part, and fought four significant battles with Mulhorandi forces rushed to meet them. Unfortunately, Anhurite zeal to come to grips with the enemy proved misplaced, as all the battles had unfortunate outcomes and in addition to casualties, some three thousand prisoners, many of them wounded, are now added to the tally in the hands of the enemy.

In addition, the numerous captured vessels are no doubt being taken into Purple Reign service. This, in addition to the fact that they were already constructing warships along the Wizard Reach, means that their true naval strength is difficult to judge, but certainly they will have command over at least twenty warships within a month or two, if they do not already. Granted, none will match the size and power of the magnificent frigates, but even so, they will include some formidable lesser ships and if they mount the steel-spring artillery and use alchemical ammunition, they'll be a threat no matter their size.

The most recent disaster on sea is a series of raids by unknown numbers of ships across shipping lines to Red Haven and Unthalass, capturing many cargo ships and a few light warships. This finally culminated in a naval battle off Red Haven, where yet another Mulhorandi flotilla was defeated by the speed and long-range, not to mention firepower, of the Purple Reign frigates. As an encore, the frigates bombarded the port, causing great damage, but they took some hits of their own. Hopes are high that at least one and hopefully both of the hated frigates have to limp back to port for repairs and even that it may prove impossible to repair them without a suitable dry-dock.

Should it prove so, the Mulhorandi prospects are much improved, but so far, their information is scattered and fragmentary. Every garrison commander is responsible for his own intelligence, unless he has kindly superiors who send him relevant missives, and no central organisation exists to collect and analyse the information gathered by the many mages and priests capable of various divination spells. The Pharoah often knows about important events before his field commanders do, owing to his personal interest in the war and the many mages of the House of Helcaliant still living safe in Skuld, close to the center of political power and away from the uncomfortable warzone.

No doubt Kendera Steeldice will have some ideas about a proper general staff, but something has frustrated her efforts in that direction so far. No doubt the political tension between various priesthoods and the associated wizards. A general staff exclusively composed of House of Helcaliant people would be a dolorous blow to House of Ramathant aspirations, not to mention a red flag to any Mulhorandi afraid that the unchecked lust for power shown by some priests under Vizier Rezim might start up again.

The situation is quite dire, at the moment, so perhaps long term planning would be delayed while the first steps are dealt with in fine crisis mode, with all its lack of perspective.

The first concern of many bureaucrat-priests, if not the generals in Unther, is that the capital of Skuld is all but unprotected from the sea. The loss of most of its ships outside Messemprar combined with the loss of several convoys defended by warships has left it bare of fighting ships. There are still plenty of cargo ships, but these have neither the speed, agility nor armament to challenge even third-rate warships, let alone some of the most modern and effective warships on the Inner Sea, armed at great expense with Thayan alchemical weapons.

Given the fortresses along the harbour as well as the military and magical defences around Skuld, how vital this problem is may be open to discussion. Even so, the fact that any hostile ship can lie to just outside of visual range and pounce on any cargo ship that leaves the capital, is sobering and disquieting. It also deprives Mulhorand of the use of what ships they have left in Skuld, as well as making it hard to ship supplies they have laid in there. All of these are surmountable obstacles, perhaps, but the Mulhorandi would regret having to abandon all shipping through Skuld, as it is a fine harbour and more convenient for northern Unther than anything else.

The real strategic problem, of course, is that the armies in northern Unther are no longer receiving their 500 tons of supplies per day through Unthalass and though it is not entirely closed, they are short some 50 tons or so from Red Haven too. This means that they are drawing on stored supplies and will find it hard to continue to feed the locals as well as their own men. That, in turn, might cost them a lot of the popular support that they are trying, at great expense, to gather and maintain. In addition, the stored supplies are nowhere enough to make it practical to embark on a spring offensive without a steady supply somewhere.

Re-routing shipping to Unthalass, undoubtedly able to support more than it currently does, as well as using Red Haven to its maximum capacity, it would be possible to make up the shipping deficit overland. Unfortunately, this would take up all the carts and oxen intended for the spring offensive. It would make it possible to keep feeding the people of Shussel and the environs, but it would not be possible to advance any further.

A secondary problem, of course, is that it is by no means certain that the Mulhorandi cargo ships sent to Red Haven would be safe from the depredations of Purple Reign ships. Even if Skuld were not used as a port at all and only Rasolind and Gheldaneth were, the fact is that the navies of these cities does not match those of Skuld or Sultim. There is no guarantee that they could defend what ships they send north of Unthalass.

In the worst case, the shipping lane toward Unthalass might become threathened. This would require another naval defeat for Mulhorand, but given the result of the last few naval battles, it is not inconceivable. As long as the Mulhorandi are forced to spread their warships thin to defend long trade lanes and Purple Reign can focus theirs on any spot they like, having nothing much to defend and no threats to defend it from, they don't need to outnumber the Mulhorandi warships to be able to defeat them in detail.

Sailing ships are not usually agile enough to contend with galleys of similar size in costal waters, but the use of wind magic by Purple Reign has so far been enough to allow them to bamboozle inexperienced galley commanders.****** Of course, it is impossible that they'll be able to afford such magic for all their captured vessels, but as long as they have it for their frigates, they have two capital ships that can defeat anything that Mulhorand can throw at them.

And galleys are, as noted, terrible for extended patrols, blockades or any sort of vigilance on sea, it being necessary to beach them overnight. This means that a defensive naval strategy is very difficult to execute for Mulhorand and without the ships in Sultim, they probably lack the striking power for an offensive naval strategy.

Which is why I wonder if they'll dare to strip Sultim of their best squadron of ships and use them for offensive operations?

It's a high-risk, high-reward action, something that can end their current problems at one stroke and reduce Messemprar's fall to a matter of time only. It could also lead to them suffering terrible losses in Sultim, either to sahuagin, Red Wizards or even a daring Purple Reign raid. Not to mention that losing most of the Sultim fleet would alter the balance of power in the Alamber Sea in a way that is decidedly not favourable for Mulhorand. Surging the Sultim fleet is very much raising the stakes in the war for Unther, a sort of 'double or nothing' move.

Of course, the fact that there is no supreme naval command might have an effect too. The Unthalass ships are commanded by the garrison commander there, who is under the new supreme head of the Untheri forces. On the other hand, the Gheldaneth and Rasolind fleets are under their respective Precepts, not a military authority at all, and the Skuld navy was personally directed by the Pharoah (to sad misfortunate). The Sultim fleet is under a Precept, once again an Anhurite priest in my campaign, and what the First Prophet of Anhur will do is the question.

Will he surge out on his own authority? Beg the Pharoah for orders that allow him to do so? Refuse to leave his sacred charge unprotected?

On one hand, the war is very much an Anhurite show. On the other hand, if Sultim were sacked or even attacked with more than minor damage while the ships were away, it would be such an enormous loss of face for the House of Ramathant that few things could compare to it. Even a year-long delay in the eventual conquest of Unther might be preferable to risking that.

Less risky than that is a land-based strategy which would send a flying column of light troops from Shussel toward Sadamzar on the Methmere. They'd be fed using priestly magic. Artillery, food and the rest needed for a proper siege train would be purchased in Chessenta and shipped through Maerch. The troops would have to arrange for some sort of ad hoc harbour to offload what necessities they needed until they took Sadamzar and after that, they'd have a port for their use.

The spring offensive could then be carried out along the shores of the Methmere and eventually down the River of Metals, with supplies floated along on rafts and boats.

Sure, it would not be the magnificant three-pronged attack envisioned during the winter, but it would be something to show for a whole campaign season.

In the meantime, all bullocks and other draft animals that the House of Ramathant could obtain would be bought in Mulhorand and elsewhere. The Pharoah would kindly be asked to do the same, to support his troops in Unther, and all that great multitude of animals would be driven overland over Mulhorand and into lower Unther over the next months. Some would be floated form Gheldaneth over to Unthalsss, but moving livestock is time-consuming and difficult, at least in such huge numbers. The majority would have to walk the whole way, since the ships would be needed to carry other supplies.

The livestock could not be expected until almost at the end of the campaign season and likely not until the next one. Even so, it has to be done, if only because other means might fail.

I also think that despite the dangers of portals and the cost of building such a large one, it would be necessary to start the construction of one in Shussel. It would like a defensible position outside Skuld to Shussel and could hopefully handle the full 500 tons per day, once in operation. Of course, that would be an artifact of tremendous power and it is not to be expected that such construction could be accomplished in mere days or even rides. Bet on months and ye shall not be disappointed.

What else ought a) the Pharoah, b) the generals loyal to the army in general, c) the generals of the House of Ramathant and d) the generals of House of Helcaliant be considering?

*The role of whom I should like interested scribes to mentally assume for a while.
**Yes, Nartheling died in my campaign, as the result of a more or less random encounter. And at the hands of an NPC who had so far not deigned to take part in the battle, but happened to be personally threathened by the fang dragon. It may be for man to proposeth, but at the end, only the dice disposeth.
***Since war is hell, Mulhorand had a military interest in keeping food away from Messemprar as well, but for reasons for savoir-faire and honour, they could hardly state that bald-facededly to neutral foreigners. Since they were in no position to stop them in any case, this distinction allowed them an honourable way out. Oh, and the PC who swore that they carried only food and medical supplies genuinely believed it, because his trusted cousin had hidden from him the weapons, armour and Thayan magic he loaded as well.
****Their own thousand men and a thousand hired in Delthuntle, a city that knows that its continued independence depends to some extent to the balance of power between Thay and Mulhorand and therefore deplores the idea of either one gaining ascendance.
*****Unfortunately, most of these were older ships, as the newer ones were already in use supplying Untheri garrisons and the populations of conquered Untheri living near them. Only around ten of the ships were prime warships, but a further five were temporarily refitted with powerful magic and the use of gem golems as rowers. The result was a fleet that the Mulhorandi felt would be more than sufficient to deal two or three warships and twenty good trading dromonds. Even with the addition of four more warships to the Purple Reign fleet, Mulhorand ought to have had an advantage. The fact that they planned to support this fleet with six more capital warships and a round dozen smaller ones was just icing on the cake.
******Of course, there are those who might argue that noble birth, pure Mulan blood, priestly power and demonstrated valour are not as important when it comes to commanding ships at sea as such mundane concerns as seamanship. But the Mulhorandi still appoint, as they have historically done, a military commander per ship who is a soldier or priest and have the master, a person who knows how to sail the ship and has spent his life on water, is subordinate to him. In any case, few people of high birth in Mulhorand are sailors or would ever want to be such, with even the masters of ships being considered 'middle-class' at best, dangerously close to merchants and usually of mixed blood or similar ignoble ancestry.

Za uspiekh nashevo beznadiozhnovo diela!

Forgotten Realms fans, please sign a petition to re-release the FR Interactive Atlas
Go to Top of Page

sleyvas
Skilled Spell Strategist

USA
11695 Posts

Posted - 29 Apr 2012 :  13:22:37  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Icelander

quote:
Originally posted by sleyvas

Remember, a teleport beacon doesn't need to be magical. It just needs to be distinctive enough that someone could scry for said object. A simple brooch with initials carved on the back can be a teleport beacon in this type of instance. A bracelet that has an inscription, a sword with a specific hilt, a certain scratched coin, a bandanna with a certain design, etc.... these are all things that can serve as scrying foci.


When I said 'teleport beacon', I meant an item enchanted to allow focus on it from afar and to teleport directly to it. That's pretty much the only way to make it safe to teleport on to a moving target.

What you describe is useful, yes, but it's a scrying focus, not an actual teleport beacon of the sort that I meant.

The difference lies in the fact that with a scrying focus, someone still has to scry the ship and become familiar with the area around the focus before teleportation is possible. And even then, he can't cast his teleport spell while maintaining scrying, which means that he'll have to teleport to a different place he was scrying, since in the time it took him to cast the spell, the ship will have moved.

Teleport Circle, with a ten minute casting time, just wouldn't work at all. In ten minutes, the ship would be miles away. A normal Teleport would be a suicidal risk. A Teleport Without Error/Greater Teleport would work, assuming that the wizard knew the precise speed and heading of the ship, as well as the prevailing weather and the behaviour of the waves, when he shut off his scrying and started his teleport casting, and succeeded at a couple of skill checks for the mathematical calculation for the precise position of that part of the ship a few seconds later.




The ship won't have moved far if you've already taken it over, dropped anchor to increase drag, and lowered the sails and you're just sending over sailors to man it. Then the general idea again of sending over a flying crew, so that precision need not be perfect.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
Go to Top of Page

Ilmarinnen
Acolyte

Ukraine
29 Posts

Posted - 05 Jul 2012 :  20:25:24  Show Profile Send Ilmarinnen a Private Message  Reply with Quote

So, what do scribes think that the opposing forces would call each other?
---------------------------------------------------------------


In my campaign, Thayvian mariners and soldiers sometimes call Mulhorandese - "beast-worshippers", due to specific outlook of southern gods.
Unterese are also renowned as "bearded" of "unshaven", for their fashion of wearing beards and long hair in opposition to shaven Thayvians and Mulhorandese.
Go to Top of Page
Page: of 2 Previous Topic Topic Next Topic  
Next Page
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Jump To:
Candlekeep Forum © 1999-2024 Candlekeep.com Go To Top Of Page
Snitz Forums 2000