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Author Topic: Blackford War Council - Ports And Golems  (Read 459 times)

Script Wrecked

Blackford War Council - Ports And Golems
« on: January 26, 2011, 10:03:13 pm »
// So as not to clog up and/or confuse the [POST=1712778]current[/POST] discussion. Also, this would likely occur after Argali returns from this. //

Argali addresses the War Council, asking for any objections to pursuing the following four points:

[LIST=1]
  • Send a message to the Tower Academy for magickers who have any expertise with golems.


The Roughlands in the south of the Hilm Protectorate are littered with broken golems. With the Cult occupying Sundance, we need something to harry them with, even if we are not yet engaging them on the battlefield. The golems could provide a suitable distraction.


  • Establish an east port on the point on the coast of the Hilm Protectorate due east of the Fort of Last Hope (aka Fort Gorge) (see map).


This will necessitate finding a path through the coral for the ships. To that end, contact the Children of Shindaleria at the temple of the Bay of Carocsa, the temple at Lan's Port, and the temple at the Fort of Kings to ask if they would provide swimmers to find a path through the coral.


  • Establish a south port on the southern coast of the Hilm Protectorate (see map).
  • Start collecting stone and lumber to build the piers at these two sites.
Argali awaits any response.
 
The following users thanked this post: Dorax Windsmith, Jilseponie Wyndon, Lance Stargazer, davidhoff

Script Wrecked

Re: Blackford War Council - Ports And Golems
« Reply #1 on: January 28, 2011, 01:28:10 am »
"Argali iz taking no-one iz having the objection to zis. She zends the messengerrs forrthwith."

Trusted Blackford Castle messengers, possibly with Trelanian escorts and/or travelling incognito, are dispatched to the following:

For the "Golem Initiative", a message requesting a meeting with those having "expertise with golems" at Blackford Castle, to the:

The "Sea Elf Engagement" is put on hold temporarily pending the arrival of a [POST=1712906]visitor[/POST] to Blackford Castle.

Notices are [THREAD=282578]posted[/THREAD] in trade and crafting halls throughout the free world.
 

EdTheKet

Re: Blackford War Council - Ports And Golems
« Reply #2 on: January 28, 2011, 08:43:20 am »
//right, just got to this.

Ports
Building a port from scratch is going to take a significant amount of time, materials and labor.

In addition to that, you'd then end up with a port with no roads leading from it so any supplies or troops arriving there would be faced with hostile terrain to pass through which would probably defeat the purpose.

You may not have that time (or the labor).

Golems
And I must say I like the golem idea, I don't think anyone of us thought of that :)
I don't remember if golems drop any remains which you can collect. If not we'll have to see if we can somehow mimick this so that in the end you'd end up with a certain number to put in the field (provided your gnomes and mages can get them working again).
 

Alatriel

Re: Blackford War Council - Ports And Golems
« Reply #3 on: January 28, 2011, 08:44:26 am »
//Thank you Ed!
 

Dorganath

Re: Blackford War Council - Ports And Golems
« Reply #4 on: January 28, 2011, 09:09:21 am »
Connor also recommends someone named Jalgo, a gnome living in Argas, as a golem specialist. If it is agreeable to the council, he will go present an invitation to the man personally.
 

Script Wrecked

Re: Blackford War Council - Ports And Golems
« Reply #5 on: January 28, 2011, 07:39:19 pm »
Quote from: EdTheKet
//right, just got to this.

Ports
Building a port from scratch is going to take a significant amount of time, materials and labor.

You may not have that time (or the labor).


// Okay, I didn't mean a "whole" port. Howabout a single a pier. :)

Howabout... +a lot+ of rock dumped from the shore to a point where the ships won't run aground. The rock is delivered in the holds of arriving ships. Plus, if there is any suitable rocky outcrops nearby, the dwarves are set on that.

A wooden platform is then laid over the top of the rock to make it traversable.

Quote from: EdTheKet
In addition to that, you'd then end up with a port with no roads leading from it so any supplies or troops arriving there would be faced with hostile terrain to pass through which would probably defeat the purpose.


Two ports to nowhere is better than no port at all if Alhon is lost; we have to be able to land somewhere. :)

Hey, we're it it for the long haul. If we have to build our own roads to the Cult, we will! :p

Quote from: EdTheKet
Golems
And I must say I like the golem idea, I don't think anyone of us thought of that :)
I don't remember if golems drop any remains which you can collect. If not we'll have to see if we can somehow mimick this so that in the end you'd end up with a certain number to put in the field (provided your gnomes and mages can get them working again).


Hopefully at the meeting we can discover the viability of:

  • herding the working golems to attack the Cult
  • "adjusting" (reprogramming) the working golems to attack the Cult
  • building our own golems from the remains of the existing golems to attack the Cult

//
 

Script Wrecked

Re: Blackford War Council - Ports And Golems
« Reply #6 on: January 28, 2011, 09:08:21 pm »
Quote from: Dorganath
Connor also recommends someone named Jalgo, a gnome living in Argas, as a golem specialist. If it is agreeable to the council, he will go present an invitation to the man personally.


Argali makes an appreciative and confirmatory nod to Connor.
 

Lance Stargazer

Re: Blackford War Council - Ports And Golems
« Reply #7 on: February 10, 2011, 08:55:55 pm »
*nods*  If you could arrange him to present our case Master Connor please do, I think its a good idea to try to put this plan to work, any forces we can get would serve good.