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Thread: Dwarven Realms

  1. #1
    Olesens
    Guest

    Dwarven Realms

    It seems odd that the small dwarven realms have survived so long in the
    face of superior enemies. Here is my game reason why, I'd like some
    other comments:

    All Dwarven provinces are considered home to a castle of level equal to
    the province. Ruling the province costs nothing extra. The castle's
    level may be improved to twice the province's level without paying the
    normal extra costs for exceeding the province level. Orogs ignore the
    basic fortifications, only those beyond the level of the province count
    against Orogs.

  2. #2
    Pieter Sleijpen
    Guest

    Dwarven Realms

    Maybe the fact that almost all Dwarven provinces are high mountains also
    helps a lot. Dwarven troops are the only units that are allowed to enter
    these regions. Though I make an exception for orogs coming from down
    under with all the limitations that come with it. Adding those free
    fortification is not such a bad idea. Humans will have some trouble
    entering the corridors of the dwarves. I might actually make the castle
    level even higher then simple basic level of the province. Then again, I
    might decide that conquering a dwarven nation is simply impossible for
    non-digging races...

    Pieter Sleijpen



    Olesens wrote:
    >
    > It seems odd that the small dwarven realms have survived so long in the
    > face of superior enemies. Here is my game reason why, I'd like some
    > other comments:
    >
    > All Dwarven provinces are considered home to a castle of level equal to
    > the province. Ruling the province costs nothing extra. The castle's
    > level may be improved to twice the province's level without paying the
    > normal extra costs for exceeding the province level. Orogs ignore the
    > basic fortifications, only those beyond the level of the province count
    > against Orogs.
    >
    > ************************************************** *************************
    > > 'unsubscribe birthright' as the body of the message.

  3. #3
    Kenneth Gauck
    Guest

    Dwarven Realms

    Again, in this situation, the best way to model the effects of the mountains
    is to role play. When my dwarven campaign from now well over a year ago
    saw the Gorgon invade to punish Baruk-Azhik for its interfearance in
    Kiergard, I reviewed some historical mountain campaigns and used them as the
    basis for my setting.

    Some things I assumed were that for an army the size of which then Gorgon
    needed (numbers to counter the strength of the dwarves on their hope turf)
    to even attempt the invasion required severe supply considerations. I did
    not bother to create rules for this, but made the Gorgon stick to one route
    which could handle the wagons and animals required to bring the supplies.
    Foraging was not an option.

    Also I asumme that whenever dwarves are on the defensive tactically, they
    have built field fortifications. +1 on defence with warcards, -2 AC in
    combat 25% cover if a player makes an attack, -7 AC or 75% cover if they
    don't make an attack. Cannot charge field fortifications.

    Occasionally there is a unit of Dwarven Crossbows on an overlooking cliff,
    or in a small cave with the cave face walled up as a defensive point. By
    the time the dwarves are forced to flee (via a secure pre-planned route) the
    enemy has taken far worse casuaties. In one of these encounters the dwarves
    broke off because they ran out of bolts, after firing for several hours.

    By the end of it, the remainer of the Gorgon's army got in sight of
    Rivenrock, or at least the smoke from the many forges manufacturing as many
    weapons and armor as possible in the event of a storm of the city. While
    depleted, the Gorgon's army was still formidable, and three units of regular
    undead had been formed along the way. Unlike the cool realm Undead Legion,
    these standard skeletons and zombies produced a 2-2 warcard capable of
    sustaining one hit (becoming a 1-1). This was the second stand up battle
    of the campaign, and all the players were heavily involved in planning the
    battle from the dwarven end. All the thanes and clan leaders where there,
    mostly every NPC in Baruk-Azhik the players had ever met was present. The
    dwarves took a beating and were forced to make an orderly withdwrawl into
    the keep of Rivenrock. However, the Gorgon's army was to weak to sustain a
    siege of the great city, especially as starving the enemy out was not
    practical with the many priests to create food and water, the secret tunnels
    out of the city where supplies could be brought in, the fungi farms, the
    huge stockpiles that had been assembled, and the ability of dwarves to eat
    earthen materials to delay starvation. So the Gorgon's army retreated down
    the route it had approached by, being harried once again by the dwarves.

    This, IMO, is why the dwarven kingdoms continue in the face of numerically
    superior enemies.

    Kenneth Gauck
    c558382@earthlink.net

    - -----Original Message-----
    From: Olesens
    Date: Tuesday, April 13, 1999 4:14 PM


    >It seems odd that the small dwarven realms have survived so long in the
    >face of superior enemies. Here is my game reason why, I'd like some
    >other comments:
    >
    >All Dwarven provinces are considered home to a castle of level equal to
    >the province. Ruling the province costs nothing extra. The castle's
    >level may be improved to twice the province's level without paying the
    >normal extra costs for exceeding the province level. Orogs ignore the
    >basic fortifications, only those beyond the level of the province count
    >against Orogs.

  4. #4

    Dwarven Realms

    Kenneth Gauck wrote:

    > Some things I assumed were that for an army the size of which then Gorgon
    > needed (numbers to counter the strength of the dwarves on their hope turf)
    > to even attempt the invasion required severe supply considerations. I did
    > not bother to create rules for this, but made the Gorgon stick to one route
    > which could handle the wagons and animals required to bring the supplies.
    > Foraging was not an option...

    ...

    > This, IMO, is why the dwarven kingdoms continue in the face of numerically
    > superior enemies.
    >

    Good show on the part of your players. Similarly, a dwarven PC IMC decided to
    make himself a master of tunnel warfare. Aided by favors from the elves (Either
    the Warlock or S&C adventure has a Dwarf/Elf dagger, the PC used it to begin an
    alliance), he had some ballistas primed with exploding bolts. So when the armies
    (Gorgon IMC as well reached the dwarven lands, they either had to fight the
    dwarves on their own terms and suffer crippling losses or abandon the assault.
    Game terms wise, I completely revamped the war system, and the dwarves had big
    bonuses to AC and attack and the enemy had similar penalties, and because of the
    narrow areas, overwhelming wasn't an option.

  5. #5
    JulesMrshn@aol.co
    Guest

    Dwarven Realms

    I handle Dwarven provinces in this way.

    1) Battles fought in Dwarven provinces are done in the foothils of the
    mountains. The Dwarves do this to keep armies away from thier strongholds.
    That is the only place I run a normal Warcard battle. They do not have to
    worry about Cavalry if they withdraw.

    2) Dwarven Cities cannot be seiged. This is because they can seek help from
    the nearby provinces by tunnel (See the Dwarven players secrets sup)

    3)Any orog attack from underground is run as a bodygaurd attack since not a
    lot of orogs can attack in the tunnels. The battles usually take place in
    the large caverns of the dwarves, then in tunnels where the dwarves have an
    advantage.

    4)I run an attack from the outside the same way, but the dwarves kill 75%of
    the troops entering until all of the nearby defenses and areas are taken.


    I have also made a little rule that Sources will not accept wizards in
    traditional dwarven lands. The land just won't accept the wizard's control.
    The sources have to be constantly tended (a domain action each turn. only
    holding wizard can do it no lts.) to keep them active, and the dwarves know
    their locations and patrol them constantly. The dwarves always try to subdue
    the wizard and put special "anti-magic" shackles on the wizard to keep them
    from casting spells. The wizard is then taken to trial for ignoring dwarven
    edicit. This makes for some intresting roleplaying. If a dwarf PC allows a
    mage onto his land, then this hinderance disapears as the land begins to stop
    resisiting. Ley lines success unmodified is 40 to represent the land
    resisiting.

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