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Author Topic: (SG) Vassal: Rise of a Pharaoh  (Read 23885 times)

Weirdsound

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #60 on: March 23, 2017, 05:57:50 pm »

Only one Suggestion, which isn't even very firm on if Karses should creep out on his own to meet the enemy or not?

Guess I'll bump this thread with an infodump.

On Clay Elves:

Many scholars agree that World was created when the divine realm of Elvir collided with the infernal realm of Drake. Those who do subscribe to this Theory of Cataclysmic Genesis argue that Clay Elves descend from a population of beings from Elvir, who found that they could survive on this newly created world and as such fled their own damaged realm. This makes your race, along with the high elves and nearly extinct kobolds who share similar origins, the oldest in the world.

Clay Elves are considered the ancestors of most other elfish species, who came about through the meddling of powerful immortal beings and mundane interbreeding with other races. A few elf races descend from the High Elves, but the slow reproduction and natural magic resistance of that species makes them a far less common ancestor than your kind turned out to be. Your kind used to control the majority of the southern continent, but over centuries have lost most of the coasts to high elves and humans, and most of the inland regions to interbreeding and the rise of the acid elves. Today the Loam Coast, lead by your bloodline, is considered the last population of Clay Elves.

In terms of biology, your species is rather unremarkable by elfish standards. Most of your kind stand about 5'2 with a lean athletic build and chocolate skin. Clay elves live about 240 years on average, although members of your species living into their 400's is not unheard of. Females can bear litters of 2-4 offspring every 2-3 years, and remain fertile until around their 170th year.

Your kind has a powerful digestive system that comes with a natural affinity for many inorganic minerals; Clay Elves can safely consume large amounts of salt (which makes them ideal sailors as they can drink seawater, and allows them to more easily preserve food) and are not poisoned by heavy metals (Arsenic Elf is another common, if slightly derogatory, name for your race). In rare times of famine, Clay Elves will supplement their diet with various loams and clays.

Clay Elves are considered masters of the soil, and jealously guard several amazing racial arts. Your people have mastered the art of crop rotation to the point where they can produce decent sized layers of specific clay, peat, and/or loam merely by selecting the right crops of the course of a few decades. They are most famous, however, for the closely guarded art of Claychantment.

Through knowledge of runes, minerals, and pottery, Clay Elf artisans can make ceramic goods capable of mimicking the useful properties of wood or various metals. To discourage foreign trade with the lesser races he found repulsive, your great grandfather and namesake, Karses I, banned the use of Claychantment for all purposes except for the production of military goods, a policy that persists to this day. Claychantment requires the use of what your people call a 'finishing fire', which is a lime green blaze which is said to be expensive to start and maintain, but that the cost of doing so dose not scale with the size of the fire. Only a few dozen individuals at any given time know how to make finishing fire, so most Clay Elves use public ovens for their magical pottery.

Non-highborn clay elves who are not in the military typically live in one of three ways. Those who live in the fertile floodplains of the Loam Coast maintain large farms. Those who live in the cities maintain the ports and public finishing ovens. Those who live in the wilds spend the wet season hunting and gathering, and the dry season practicing Claychantment. At the end of the dry season, wild dwelling Clay Elves head into the city to finish their Claychantment projects at the public ovens, and sell the resulting goods for the grain to get them through the following years dry season.

Clay Elf religion is largely the worship of your bloodline, which traces its ancestry all the way back to divine beings in Elvir who existed before the creation of the world. It is taught that each litter born to your family is a single divine being split into multiple mortals to multiply its time on earth at least twofold, and as such from a spiritual perspective, you are considered the same person as Xamut V and your late sister Xexllas.
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crazyabe

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #61 on: March 23, 2017, 06:09:37 pm »


Hm. Swapping out Tiber to one of our other ships with a raise might work out for everyone. We get more Clay Elf cred, Tiber's wife and kids get a third summer home.


I think in general we should rely on Xamut V to be our admiral and Tsunamia to be our magic/demon specialist, so I'm in favor of riding aboard the Homeland Soil if/when we go into battle.

The question of whether to do that or go meet with the enemy fleet is trickier. I'd like to go meet our friends and avoiding a battle would be nice, but it's risky and there's no guarantee having friends aboard will give us any ability to affect the battle.
+1, on the Condition that we creep out and meet 'em our self.
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IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #62 on: March 23, 2017, 06:33:20 pm »

I'll second creeping out then.
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Weirdsound

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #63 on: March 23, 2017, 11:33:34 pm »

Karses II, Friend of Caesar, Heir to the Loam Coast, and Descendant of the Divine Clay Elf Bloodline:
Spoiler (click to show/hide)

You tell Xamut V that you trust his ability to keep you safe in battle, and will sail at his side aboard the Homeland Soil. You then tell him you trust Tsunamia prophecy that you have friend among the enemy fleet, and that you will sneak out tonight and meet with them before battle in hopes of ensuring their saftey... or perhaps even defection. Your brother is not thrilled with the idea, but he understands your reputation and drive toward handling issues in a diplomatic manner and thus wishes you luck.

Captain Tiber is informed of your plan, and the Wayward Clay shortly sets off in the direction of Humpback Island's fleet. After thirty minutes of sailing in their direction, you order the crew to light the lamps and candles to advertise your pretense. Within minutes, you are confronted by three large warship under the Humpback Island Flag. You allow them to board, and you quickly find yourself and your crew pushed against the wall while a mixed group of hungry looking human and frost elf sailors search your ship.

You are questioned by a brash middle aged man, who claims to be Lord Vulfhorn III, Admiral of Humpback Island and younger brother to Mooselund XIII, king of the same. He refuses to believe that Karses II, son of Xamut IV and foster son of Caesar Menas just happens to be exploring the northern ocean at the same time rumors abound of a hostile Clay Elf Fleet somewhere in the area. For a few tense minutes you expect to be killed, or at least thrown into some dark brig, until one of the human sailors, (who have now moved on to raiding your supplies), manages to recognize Captain Tiber, who he knows to be in your employ.

Vulfhorn still refuses to believe that you are Karses, but calls for Jericho to sort the matter out. Your heart lifts at the mention of the name, and you decide to hold your tongue until his arrival.

Jericho, the adventurous nephew of a governor from one of the Eastern Provinces, used to sail one of your personal merchant ships. A wealthy man who sailed only for the thrill of it, Jericho was beloved for giving up his salary and dividing it among his crew. About three years ago he had to quit his position and flee when Caesar declared his uncle a rebel and enemy of the empire. You tried to intercede to Caesar on his behalf, but could not convince the emperor to spare the nephew of his enemy judgement. Feeling bad about your failure, you wound up purchasing Jericho ten warships with your own money, and giving him some additional funds with which to start a Mercenary Company up north, far from Caesar's justice. He claimed at the time and in several letters since that he would someday return the favor.

It takes the better part of an hour, but eventually and to your delight the flagship you purchased Jericho, the Inglorious Rebel, pulls alongside the Wayward Clay, and your old friend, a well build golden haired man in his forties who looks closer to thirty, climbs aboard your ship. He quickly chews Lord Vulfhorn out for detaining Caesar's stepson, and demands the admiral return what he has looted from your ship. Vulfhorn, surprisingly, gives your friend a dirty look and does as he is told. His men give him odd looks as they start returning your ballista arrows, personal belongings, and supply of revolting pickled seafood. You suppose it speaks poorly to an admiral's stature and skill if a mere mercenary captain can get away with bossing him around.

In what is perhaps an attempt to save face, the admiral quickly turns his ire back on you. "Alright ya scrawny puke of an Arsenic Elf, what is yer business in these waters..."

What exactly do you intend to accomplish in this meeting? Demand Vulfhorn's surrender? Somehow get Jericho alone and convince him to defect? Something else? From the looks of it, nobody here has any clue that Xamut's fleet is presently set to attack them come dawn...
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IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #64 on: March 24, 2017, 02:49:00 am »

I say we play it big and demand Vulfhorn's surrender, claiming we're here to negotiate better relations between Tideus and the empire, and that we have it on good authority that one of said demon's lieutenants is currently hunting this fleet down with enough ships to smash it utterly when, not if, he finds them. In an effort to avoid needless bloodshed, we've set out trying to find them first, which isn't going to matter if he refuses and gets run down by a Clay Elf Armada commanded by a demonic lieutenant. We should further point out he seems to be low on supplies, and that even if he somehow evades or outright defeats the fleet, he likely won't have the manpower to break the siege anyway.

On the other hand, we're confident in our ability to negotiate fair and humane treatment for him and his sailors if he stands down now.

We should probably try to couch a lot of this in terms that let the good Lord save face, if possible, but without downplaying how much trouble he's in if he refuses. We should also probably avoid revealing out exact relationship with said fleet, lest he be tempted to take a hostage (not that this wouldn't put him in extremely deep shit with both the empire and Tideus' forces).
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

micelus

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #65 on: March 24, 2017, 06:28:48 am »

I say we play it big and demand Vulfhorn's surrender, claiming we're here to negotiate better relations between Tideus and the empire, and that we have it on good authority that one of said demon's lieutenants is currently hunting this fleet down with enough ships to smash it utterly when, not if, he finds them. In an effort to avoid needless bloodshed, we've set out trying to find them first, which isn't going to matter if he refuses and gets run down by a Clay Elf Armada commanded by a demonic lieutenant. We should further point out he seems to be low on supplies, and that even if he somehow evades or outright defeats the fleet, he likely won't have the manpower to break the siege anyway.

On the other hand, we're confident in our ability to negotiate fair and humane treatment for him and his sailors if he stands down now.

We should probably try to couch a lot of this in terms that let the good Lord save face, if possible, but without downplaying how much trouble he's in if he refuses. We should also probably avoid revealing out exact relationship with said fleet, lest he be tempted to take a hostage (not that this wouldn't put him in extremely deep shit with both the empire and Tideus' forces).
+1
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escaped lurker

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #66 on: March 24, 2017, 07:08:47 am »

I say we play it big and demand to be taken hostage by them!
-1
I don't see how threatening them could work well at this stage. They already are at war with Tideus, and Jerichos presence indicates that the empire doesn't hold much sway here. We would be prime hostage material, once we reveal even a sliver of connection to their enemies.

How about telling him the truth? Well, half of it, I mean.
Say that our presence here isn't unrelated to that of our brother - after all, we are trying to not get him hunted down by the empire, and our foster-father will allow as much if Xamut surrenders to the new governor. Said person, obviously isn't ourself, but someone else plausible, and with our pro-elf diplomatic exploits well-know, it fits us perfectly.
The above, would seem to remove a threat to them from the board, which should suit them well.

If we can get some undisturbed talk with Jericho in there, we can tell him to defect / leave their fleet - this would cut down their effective warships by presumably 10, down to 20. If we can't get some unobserved talk with him in, just tell him that we ourselves might have a job for him soon. Once we return to our own fleet, we just need to be among the front-line initially, as that he should get the real picture. We should also know which ships / what kind of ships we gave him, so we can tell our fleet whom not to target if they flee.
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VoidSlayer

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #67 on: March 24, 2017, 08:40:18 am »

If they do not know about the oncoming fleet do not tell them about it.

IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #68 on: March 24, 2017, 12:34:09 pm »

I say we play it big and demand to be taken hostage by them!
-1
I don't see how threatening them could work well at this stage. They already are at war with Tideus, and Jerichos presence indicates that the empire doesn't hold much sway here. We would be prime hostage material, once we reveal even a sliver of connection to their enemies.

How about telling him the truth? Well, half of it, I mean.
Say that our presence here isn't unrelated to that of our brother - after all, we are trying to not get him hunted down by the empire, and our foster-father will allow as much if Xamut surrenders to the new governor. Said person, obviously isn't ourself, but someone else plausible, and with our pro-elf diplomatic exploits well-know, it fits us perfectly.
The above, would seem to remove a threat to them from the board, which should suit them well.
I don't follow.

"We're here on behalf of the empire to negotiate with the demo-"
"AHA!!! A HOSTAGE TO USE AGAINST THE DEMON!!!"

"We're here because our twin brother is leading that hostile clay elf fleet you heard was in the area."
"Oh! Well, you're of no threat or use to me at all then, feel free to conspire with my mercenary captain."

If we can get some undisturbed talk with Jericho in there, we can tell him to defect / leave their fleet - this would cut down their effective warships by presumably 10, down to 20. If we can't get some unobserved talk with him in, just tell him that we ourselves might have a job for him soon. Once we return to our own fleet, we just need to be among the front-line initially, as that he should get the real picture. We should also know which ships / what kind of ships we gave him, so we can tell our fleet whom not to target if they flee.
This is better than nothing, but strikes me as woefully smalltime for an elf of our distinguished skills and reputation.


If they do not know about the oncoming fleet do not tell them about it.
I agree with not letting them know an attack is imminent, but they already know it's out there and we have very little to do without mentioning it.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

escaped lurker

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #69 on: March 24, 2017, 07:38:09 pm »

I don't follow.

That, is kinda my line. Unless we reveal that we have our brothers fleet in position, we have absolutely no way to pressure them.
We don't know which conditions Tideus must perform to appease the curse, safe for going to war. If that is the ONLY condition, or if the curse won't be delayed longer, based on how much he wins in that war. (Which is quite possibly a point of interest for such a.. strange curse.). So we don't know his exact goals, and thus not what to promise, nor are we truly in a position to do so, safe for being the - currently - fiance to his daughter. One of possibly many - I mean, he "is" a demon lord, so him having a harem and plenty of children, wouldn't surprise me in the least.
We don't know how bad the hump-backs war effort is either - for all we know, they might even have had a few tactical victories, and or their fleet staying around these waters, is of great importance. (Though the current situation with them gleefully taking our supplies, and them utilizing fishing boats, does foreshadow that their effort is stretched rather thin, true.)

In essence, we know next to nothing, have no weight of the empire to throw around - being on pretty much the other end of the world - and our only true condition to offer, is one that has a great risk of us ending up as a hostage.

Should my views be flawed or biased, do point it out - from my perspective though, we have very little to work with.
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IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #70 on: March 24, 2017, 09:16:19 pm »

That, is kinda my line. Unless we reveal that we have our brothers fleet in position, we have absolutely no way to pressure them.
We aren't pressuring them. We're letting them know the pressure they already know about is both definitely there and insurmountable.

We don't know which conditions Tideus must perform to appease the curse, safe for going to war. If that is the ONLY condition, or if the curse won't be delayed longer, based on how much he wins in that war. (Which is quite possibly a point of interest for such a.. strange curse.). So we don't know his exact goals, and thus not what to promise, nor are we truly in a position to do so, safe for being the - currently - fiance to his daughter. One of possibly many - I mean, he "is" a demon lord, so him having a harem and plenty of children, wouldn't surprise me in the least.
This is true, but if it was a really strange condition our brother probably would have mentioned it or we'd have known specifically that he needs to feast on the weak or something.

More importantly, we already know our brother is ditching Tideus' service for our own, and that our marriage to Tsunamia is important enough to mellow relations between two iconic enemies. Tideus' wishes aside, we hold a lot of sway over the current situation.

Should my views be flawed or biased, do point it out - from my perspective though, we have very little to work with.
From Vulfhorn's perspective, we're a neutral third party with information and diplomatic capital we're willing to spend getting him out of this situation. If he's hoping to slink off, that'll be worth more than gold. If he's adamantly determined to rout these weakling fools, it will indeed be worthless. He doesn't seem very slinky, but the fact that he's letting a mercenary chew him out suggests he's not in a position to commit mass suicide.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Weirdsound

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #71 on: March 25, 2017, 02:06:40 pm »

Karses II, Friend of Caesar, Heir to the Loam Coast, and Descendant of the Divine Clay Elf Bloodline:
Spoiler (click to show/hide)

"My busniess, good sir, is to broker a peace between The Empire and the Forces of the Sea Demon Tideus... Although it is fortunate I found you. I've seen that clay elf fleet Tideus is using to hunt you down... it could smash your little armada to bits." You flash a smug grin, "I suggest surrender. I could help you negotiate favorable terms. Even if by some miracle you do manage to ellude or defeat the fleet hunting yours, it dosn't appear you have enough supplies to break the blockade against your homeland."

Fear flashes across Vulfhorn's face, but is swiftly replaced by defiance. "I'd say I appreciate the offer, but I would never turn my back on my brother like that, and I'm not going to waste a polite letdown on your kind. You can tell Tideus or your filthy pirate bretheren that my fleet will fight to the last ship... and the last man."

Jericho sighs, and looks the admiral up and down with a bemused grin. "With all due respect, sir, leaders who plan on fighting to the last man generally don't live long enough to pay their mercenaries. I think my fleet will be taking its leave of yours."

"Traitor! You plan on siding with that filthy brown friend of yours, don't you?" The admiral growls, "I will let the elf leave unharmed, as I am far too honorable to hurt an emissary, but my fleet will destroy your ships before I let them defect!"

Your friend chuckles, and throws a smirk in your direction. It is not a look that necessarily pleases you. Jericho is an audacious thrill seeker, prone to making dumb choices for the simple thrill of it and depending on his considerable luck and skill to bail him out. With a wink, Jericho draws his mighty sword Ripper, a nasty jagged piece carved from an ancient dragon's tooth, which depending on the version of the tale he tells, your friend either stole or received as a gift from an Acid Elf Chieftess he had seduced. "I don't think your fleet will be destroying anything of mine, admiral, if I have their leader hostage."

What follows is Chaos. Jericho's men storm the Wayward Clay to attack Vulfhorn's sailors. The fighting is fierce, and about ten sailors are slain, including two of your deckhands. Once your decks are secure, and Vulfhorn safely stashed away in your brig. Jericho orders both Captain Tiber and his own ships to "get the hell away from here."

---

The Wayward Clay and Jericho's eight ships (apparently he lost one in battle, and had another stolen by a deserting crew) break away from Vulfhorn's sleepy and disorganized fleet unchallenged, but after several minutes, you see the armada behind you light up and slowly begin to give chase. You see no sign of your own fleet ahead, but are confident they are seeing this display, and preparing to respond.

---

Hell breaks loose when you make it back to the fleet. Xamut initially mistakes Jericho's ships for hostiles perusing you, and attacks. Before the situation is sorted out one of your friend's boats is sunk and another badly damaged. No sooner than you manage to get everybody on the same page than does the real pursuing fleet arrive.

What follows is academic. The disorganized ships from Humpback Island throw themselves at the Clay Elves in small ineffective waves, and are quickly cut down in turn. This lasts for several hours, until Xamut IV orders a charge of his own, to smash the bulk of the hostile armada, by the pre-dawn glow. Although you had planned on riding alongside your brother on the Homeland Soil, Captain Tiber insists you stay put and don't attempt to transfer ships in the heat of battle. The Wayward Clay participates in the charge, but Tiber deftly keeps you in the back of the formation and out of danger.

The charge goes about as well as one could hope, with the undisciplined enemy scattering or sinking in the face of the ceramic onslaught. Things do take a turn for the scary when three hostile ships mistake the Homeland Soil for the Wayward Clay, sneak up alongside it, and board your brother's ship to try and rescue their admiral. With the numbers on deck in their favor, the hostiles badly mangle Xamut's arm and slaughter most of his crew before two more clay elf ships pull along side and send their own sailors in to turn the tide.

---

As the sun fully pulls itself into the eastern sky, the damage report is compiled. Xamut's fleet has lost two ships to the battle, and a fair number of sailors to various on-deck skirmishes. Jericho also lost an additional ship, bringing his total number down to six, one of which may be too damaged to keep up with the fleet. The venerable naval scholar Rixixifux speculates that about thirty percent of the enemies' ships have been destroyed or captured, including a majority of the proper warships, and the rest scattered to the winds.

The spoils of war take the form of 17 captured ships, three of which are proper warships. Each has 40-100% of its crew alive, intact, and captured. Everybody gathered agrees the converted shipping and fishing boats should just be scuttled - your sailors would be spreading themselves too thin if they wanted to properly commandeer every captured vessel. The warships can obviously go towards replenishing either Jericho or Xamut's losses.

As for the prisoners, the captured captains and officers are transferred to your brig where they join their admiral. You could try to ransom them back to Humpback Island once the war is over, turn them over to Tideus to use as leverage, or even just give them to Tsunamia as test subjects and playthings for her terrible magics. The clay elf sailors, still frustrated from their losing war against the empire, bay for blood. You will likely have to step in, or instruct the fleet officers to do so, if you don't want the rank and file captives slaughtered on your watch.

Xamut wishes to pursue as many of the fleeing ships as possible, but it is pretty clear he needs to go ashore and rest. His personal physician informs you that even if your brother makes it to shore quickly and cooperates with the treatment provided to him, there is still no guarantee his (thankfully) non-dominate arm can be salvaged.

Assuming you promptly commandeer the captured warships, you have the following at your disposal:

Jericho's Mercenary Company - Five standard imperial warships (1 damaged) lead by the heavy imperial warship Inglorious Rebel
Loam Coast Exile Fleet - Seventy five standard clay elf warships and four heavy clay elf warships lead by the divine flagship Homeland Soil
The divine flagship Wayward Clay - Your personal ship
The Demonic Sailcaster Breaking Lust - Tsunamia's personal ship
Three Unassigned Northern Warships

If you intend to pursue, it would be wise to split your force into several groups to chase your scattered foe. As of right now, you know Tsunamia, Jericho, Rixixifux, and the injured Xamut are capable of commanding multiple ships. You would also be willing to take a chance on giving Captain Tiber command of a fleet. Now that the Humpback Island Navy is no longer a real threat, it might also be worth it to send a messenger with the news to Tideus, and perhaps a few ships to reinforce his blockade efforts as well.

Tsunamia suspects that her father might not feel the need to personally lead his fleet once he learns the previously unaccounted-for hostile navy is no longer in a position to deliver a nasty surprise. She suggests that it might be wise to bring Xamut to his castle for the best possible medical treatment, and await Tideus' return there. You could, of course, allow your twin brother to recover on his own, and deliver word of your victory to your future father-in-law personally.

Of course, you are pretty sure this whole fleet will do as you say, so if you are willing to risk the sea demon's ire, there is nothing stopping you from ending the Clay Elves' contribution to this war, and letting the broken enemy flee unchallenged.

« Last Edit: March 25, 2017, 02:29:13 pm by Weirdsound »
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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #72 on: March 25, 2017, 06:24:16 pm »

That... did not went as bad as it could have went.

Tell / Order / Plead? - our brother to rest up, and get himself healed.
In that order. This war, is all but won. Even Tideus forces alone, could easily win it. What we need, is not a more crushing win in this theatre, but him in full form for the future of our people. Tell as much in public - and or private - as that his ego / reputation doesn't take a hit.

Give Jericho the captured warships
Him turning coat for us, eased the battle immensely. He opened up this easy win for us, and it is also his fleet which took some un-needed damage from this maneuvre, while our fleet took less for it. It is only just that he is given some repayment for this matter. Also, wooden ships? Of course our people wouldn't want to ride on those inferior barges, and rather scuttle them instead. With our success all but assured, we can easily spare the man-power from our surprise / additional helpers, and have them share in our plunder.

For the mop-up, how about we split our fleet in two?
One half, will be under our personal oversight / with both of us, or Tsunamia holding effective command. (Not like she wouldn't like a part of our fleets for her command in the long run. Let's give her a headstart then.)
The other half, will be given to Rixixifux - we couldn't doubt his competence in dispersing the remaining rabble, even as a joke. (All of our named commanders combined - Xamut, Tsunamia, Tiber and Jericho, should have less years on their belts than this centuries-old expert)
As for the maneuvre itself, it is a fleeing mess of mostly non-warships. The only reason we bother with them, is to not give them a chance to regroup, or go back on the contract initially exchanged between our brother, and our future father-in-law Tideus. Not, that we are in any way loath to render this service to him.

The Prisoners
We are about to marry a half-demoness, daughter of Tideus - and broker a peace with him for the empire. That's scandalous from the beginning to the end, and us falling in line with the "rough" ways of our people, certainly won't help that image - nor is it bound to damage much either. Let's keep their officers alive though - Vulfhorn is a honourable man, and we ought return his words and - albeit only planned - actions in kind. Let's gift them to Tideus afterwards. Eh? Tsunamia wants to have some fun? Let her have it -though we would prefer her presence and expertise on deck for finishing this matter.

Not that hung up on the later two points, but the first two I find reasonable enough to stick with.
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IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #73 on: March 26, 2017, 04:37:42 am »

That was considerably messier than I had hoped, but I guess it worked out in our favor...?

That... did not went as bad as it could have went.

Tell / Order / Plead? - our brother to rest up, and get himself healed.
In that order. This war, is all but won. Even Tideus forces alone, could easily win it. What we need, is not a more crushing win in this theatre, but him in full form for the future of our people. Tell as much in public - and or private - as that his ego / reputation doesn't take a hit.

Give Jericho the captured warships
Him turning coat for us, eased the battle immensely. He opened up this easy win for us, and it is also his fleet which took some un-needed damage from this maneuvre, while our fleet took less for it. It is only just that he is given some repayment for this matter. Also, wooden ships? Of course our people wouldn't want to ride on those inferior barges, and rather scuttle them instead. With our success all but assured, we can easily spare the man-power from our surprise / additional helpers, and have them share in our plunder.
I agree with these two.

For the hunt, I say we divide our fleet into five: All four of our qualified captains (including Tiber but excluding Xamut) will take a chunk to go hunt down scattered fishing boats, while the fifth takes us, Xamut, and the captives to the castle to get Xamut some medical attention.

Once Xamut is safe, we can send several ships to Tideus, informing him of the battle and betrothal.

I'm in favor of stepping in to prevent needless captive disposal, but I'm not sure how to do it without just telling them no.

For the fancy captives, I'm inclined to give them back for free after the war as a token of goodwill. We could sell or barter them, but it'd probably just give us More Stuff, whereas giving them back might help smooth things over with a noteworthy neighbor after a rather messy incident.
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Weirdsound

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #74 on: March 27, 2017, 03:32:48 pm »

Just a quick note. I can reconcile IronyOwl and escaped Lurker's differing ideas for splitting the fleet by having Karses say 'fuck it' and delegate the tactical decision, but there is no rectifying their votes in regards to prisoner treatment. I'll likely do an infodump tonight if I don't get some sort of tie-breaker.
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