Post by David on Feb 16, 2006 16:43:09 GMT -5
Howdy folks,
I order to make picking the targets of each party's attack easier, I've come up with this list of cities and fortresses, listed from West to East. I will send out a map of the region (Kari, can you post it to this thread?) for reference.
Waterwall Caverns -- Underground cave complex in the north-eastern edge of the Vesve and on the northern shore of the Deepstil River. The base is used to command both regions as well as keep the Wolf Nomads in line. Very large orcish contingent with goblins and some ogres, a small force of undead and a couple of lesser priests and mages in command.
Gerrenkzerung -- Orcish encampment (marginally fortified) used to control the middle of the Vesve. East of Fangoria and host to the survivors of Fangoria's occupation. Relatively small forces with no giants or demon support. Relatively easy target.
Izlen -- Orcish city and anchor point of orcish occupation of Vesve. Control of the headwaters of the Dulsi River as well as access to Iuz' own territories. Vast horde of demons as well as trollish cavalry, but few undead or ogres. Fairly large orcish troop handles minor issues. Difficult target.
Greenreach -- Orcish encampment (marginally fortified) controling the eastern Vesve and the western edge of the Whystil Lake. Huge orcish force, but few other defenders. Actually within Iuz' lands.
Crockport -- Formerly the provincial capital (prior to Chendl being built). The city fell very quickly and has been held for the whole war, so what little damage that was done has been repaired. The city is in good shape and serves as the nerve center of the Furyondian occupation. This is where Iuz has his seige engines constructed. The forces laying seige to Chendl retreated here with minimal casualties en route. Ruled by a powerful priest and his cadre of tough fighters, as well as a number of summoned monsters (obviously conjured) and a few demons. Difficult target.
Salamandra -- A major way-station for occupying forces. Most of the castle was destroyed and what's left is largely still ruins. A large force of orcs and undead hold the area without fortifications, although a pair of magical stone salamanders support them (they've been destroyed many times, but restore themselves each dawn).
Gull Keep -- Tactical point for control of the southern shore of Whyestil Lake. Held mostly by junior priests and a small garison. There are legends that the keep would be pivot in freeing Furyondy through its destruction, although the priest who made these predictions is long dead.
Grabford -- Offers control of the northern mouth of the Veng river. The city is still held by humans, but they're due to fail at any day now. Baron Moorak's death spells annihilated the orcish forces, but Iuz has moved in with a vampire-mage and his blood-sucking minions, as well as a huge horde of undead, and some babau. While there are a few lesser humanoid troops, most of the "heavy lifting' is done by gargoyles and yeth hounds. The corridor to Amberwood has been retaken by Iuz' forces.
Molag -- The capitol of the Horned Society and a major city in its own right. Molag was captured by Iuz' forces early on and there is no sign of Queen Fanggrabber (who IS alive!). The city is home to a vast horde of demons and undead, who maintain control through fear. Many of Iuz' priests are here, lording it over a lot of mixed orcs and goblins. Difficult target.
Admundford -- Island city-fortress on the Nyr Dyv. Used by orcish forces as a base to keep the southern coast of the Shield Lands "free" of human "invaders". The city was abandoned and although sabotaged, is largely in good shape. Admundford allows naval control of the region around the island. The city is held by a vast horde of orcs, but very few demons or undead. The commander is a powerful mage, out of favor with the Old One. Rhennee operate a trade network in Admundford for the occupiers, but also have an underground movement and "freedom train".
I order to make picking the targets of each party's attack easier, I've come up with this list of cities and fortresses, listed from West to East. I will send out a map of the region (Kari, can you post it to this thread?) for reference.
Waterwall Caverns -- Underground cave complex in the north-eastern edge of the Vesve and on the northern shore of the Deepstil River. The base is used to command both regions as well as keep the Wolf Nomads in line. Very large orcish contingent with goblins and some ogres, a small force of undead and a couple of lesser priests and mages in command.
Gerrenkzerung -- Orcish encampment (marginally fortified) used to control the middle of the Vesve. East of Fangoria and host to the survivors of Fangoria's occupation. Relatively small forces with no giants or demon support. Relatively easy target.
Izlen -- Orcish city and anchor point of orcish occupation of Vesve. Control of the headwaters of the Dulsi River as well as access to Iuz' own territories. Vast horde of demons as well as trollish cavalry, but few undead or ogres. Fairly large orcish troop handles minor issues. Difficult target.
Greenreach -- Orcish encampment (marginally fortified) controling the eastern Vesve and the western edge of the Whystil Lake. Huge orcish force, but few other defenders. Actually within Iuz' lands.
Crockport -- Formerly the provincial capital (prior to Chendl being built). The city fell very quickly and has been held for the whole war, so what little damage that was done has been repaired. The city is in good shape and serves as the nerve center of the Furyondian occupation. This is where Iuz has his seige engines constructed. The forces laying seige to Chendl retreated here with minimal casualties en route. Ruled by a powerful priest and his cadre of tough fighters, as well as a number of summoned monsters (obviously conjured) and a few demons. Difficult target.
Salamandra -- A major way-station for occupying forces. Most of the castle was destroyed and what's left is largely still ruins. A large force of orcs and undead hold the area without fortifications, although a pair of magical stone salamanders support them (they've been destroyed many times, but restore themselves each dawn).
Gull Keep -- Tactical point for control of the southern shore of Whyestil Lake. Held mostly by junior priests and a small garison. There are legends that the keep would be pivot in freeing Furyondy through its destruction, although the priest who made these predictions is long dead.
Grabford -- Offers control of the northern mouth of the Veng river. The city is still held by humans, but they're due to fail at any day now. Baron Moorak's death spells annihilated the orcish forces, but Iuz has moved in with a vampire-mage and his blood-sucking minions, as well as a huge horde of undead, and some babau. While there are a few lesser humanoid troops, most of the "heavy lifting' is done by gargoyles and yeth hounds. The corridor to Amberwood has been retaken by Iuz' forces.
Molag -- The capitol of the Horned Society and a major city in its own right. Molag was captured by Iuz' forces early on and there is no sign of Queen Fanggrabber (who IS alive!). The city is home to a vast horde of demons and undead, who maintain control through fear. Many of Iuz' priests are here, lording it over a lot of mixed orcs and goblins. Difficult target.
Admundford -- Island city-fortress on the Nyr Dyv. Used by orcish forces as a base to keep the southern coast of the Shield Lands "free" of human "invaders". The city was abandoned and although sabotaged, is largely in good shape. Admundford allows naval control of the region around the island. The city is held by a vast horde of orcs, but very few demons or undead. The commander is a powerful mage, out of favor with the Old One. Rhennee operate a trade network in Admundford for the occupiers, but also have an underground movement and "freedom train".