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Clan War Footing

Postby Moonfire on Fri Dec 04, 2009 10:20 pm

Men and women of the Tei'kaliath, this is a grim hour. Our authority in our home cavern is challenged by this new clan, the Davara'ka. After the recent skirmish with their forces, we hold two hostages, but it is also likely we have earned their emnity. Although we are newly arived in Chel'el'sussoloth, we have a proud history of not backing down. We protect what is ours with our lives. Now though, we face an enemy equally determined to take what we have fought so hard to claim and make our home. We do not know their numbers, their capabilities or their plans, but we do know for certain that they are hostile.

For this reason, I would lay a request before our Ill'har to place the clan on a war footing until this issue is resolved. As we are under threat from a clan in such a manner as may prokove open war, we must be prepared to meet them, should they attack. Here is what such a war footing would entail:

1. All Warrior training opperations are suspended. Warriors are on constant deployment to protect our lands and convoys.
2. All Scout missions are canceled, excepting those pertaining to gathering information on our enemy's numbers, training, equipment, pollitical allies, goals, etc.
3. Forge production is dedicated 100% to weapons and armour manufacture.
4. Diplomatic envoys are sent to all clans that may support us, requesting military aid in case of an attack.
5. Prioritise the completion of defences. Errect temporary barricades in weak points until more complete defences can be constructed.
6. Negotiate with the Vel'Sharen re. the food shipment. Explain the situation. We may find ourselves besieged and need it. However we must NOT jepardise our relationships with a major clan.
7. The Nurses are placed on alert and stockpiling begins of medical suppies, particularly treatments for battlefield trauma etc.
8. Re-open the issue of a faceless millitia. This is historically a touchy subject for the clan, but one that needs to be re-examined in the current situation.

If you feel I have missed anything, speak up. Regardless, this is what I will ask An'jhali and what I ask you to lend your support to. This is vital to the future survival of our clan, not only as a viable entity in Chellian politics, but as a soverign people!
Muna Nimaraidh, Tei'kaliath warrior and protector, Captain of squad two! Until everything gets re-done in 2.0 anyway...
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Re: Clan War Footing

Postby Aeryll on Fri Dec 04, 2009 11:05 pm

If you want an honest opinion, this reaction is.... out of all proportion.

Now there's alot that can go wrong, but there is no immediate threat from the Drava'ka at the moment.
The current situation is simple. There is only one connection between them and us and that's a collapsed tunnel, with the trade route of the nice traders we want.

In responds to your points:
1. Entirely not needed. In fact, the warriors should be send to Orthobea asap while there is a, relative, peace and no other paths to the Drava'ka are discovered. The warriors are our biggest profession group. With 10 people taking 4 days to train we'll be down 10 warriors for 20 days before we'd seen any effect at all from the training, not to mention that we'd need to make at least deliveries to the Sharen.
2. Don't forget the scouts also keep an eye on from the watchtower to Chel. Besides gathering information they'd need to have to station people there, near the collapsed tunnel to make sure no funny things happen and gather information and the like.
3. I'd agree, but again, with the forge workers being send to training (soon), with the possible result of making better weapons/armour without trouble, it's prudent to first wait for the results of that and complete short, less manpower intensive untill then.
4. No. If it was a major clan we'd knew had troops to throw at us right away, then yes, but the Drava'ka are behind a collapsed tunnel. At best they have a few more warriors to throw at us, at worst they have more, but either way, they need to figure out a way to get to us aswell and considering they did no scouting into our cavern whatsoever.... it will take them some time.
5. See the previous point, but building defenses is always nice.
6. Delivery is in 10 days. Let the scouts do their thing.
7. I think that's a standard action for the healers. ^^;
8. Meh. Warriors are better :P

The absolute worst case scenario I can offer you, based on the last two turns is the following:
The Dvara'ka use their sorcerer to burst through the rubble and in the confusion target the scouts, so they can't make an alarm. As if the rather loud noise of clearing the rubble wouldn't, but say we're collapsing a structure in Ther'avare at that very turn and thing the extra noise is just something of that. Ofcourse, they attack while 10 warriors are in training so no extra benefit there, 10/15 are away to deliver a shipment to the Sharen. That still leaves 25 warriors and 10ish scouts plus 200 odd commoners.
Since this a worst case scenario I'll assume they are a fairly big clan, say 500 to 1000 able bodies. The military might thrown at us... 50 to 100 warriors with sorcerer backup. Our walls are of no consequnces, because the sorcerer will just blow them up. Our warriors will get swamped and done in. Everyone else will fight and get butchered/enslaved.

However this scenario depends on two things we just don't know. A. clan size. B. sorcerer power. Personally I believe that the Drava'ka are a clan out size or a little bigger. I doubt the sorcerer can cough up enough power to clear the rubble in one bang, or if she can, will still be standing afterwards. To be fairly honest, if they had the upperhand in any way, they would NOT have collapsed the ceiling but rather spanked the warriors and ignored our demands. These guys were either very far away from reinforcements or knew they were outmatched and outgunned.

All the things you've pointed are very good, in a desperate no win situation. Didn't come close to that I think.
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Re: Clan War Footing

Postby minalia on Fri Dec 04, 2009 11:17 pm

The only way to fight a mage is not a warrior but another mage. Because we have seen how easy it is for a mage to literaly make a cave in. What we need a is a mage capable of dispeling any spell that this enemy mage can throw at us.
We don't need a Faen just a specialised mage soldier under Shiir command to learn the advanced stuff to deal with that special threat.
A survivalist should not be a pessimist, he should always be positive, happy and enjoying life more than anyone else because he understands that each minute of peace we have is precious and unique, and he never takes it for granted.
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Re: Clan War Footing

Postby Finish on Fri Dec 04, 2009 11:58 pm

Easy, easy moonfire. :)

We don't know what's there next step is, but I guess we're safe for a while. We shouldn't go in a full red alert mode. We just continue our daily work, the scouts should do there daily scouting and the warriors should go to Orth to train and get better warriors. Also we shouldn't talk with our allies because the rules of the Clan war states that: "A war between two clans is their business, not ours."
And we don't have that much allies anyway (probably non among the minor Clans). ;)

We should watch the entrance the Dvara'ka blocked, in case they may come back with a bigger army and send a squad or two to this place. Also our scouts should stay sharp, in case the send an army from the Chel side (unlikely but you never know :) ).
Then we start collecting informations and if we know more about them (like that we can handle those people) we reopen this exit again.

minalia wrote:The only way to fight a mage is not a warrior but another mage. Because we have seen how easy it is for a mage to literaly make a cave in. What we need a is a mage capable of dispeling any spell that this enemy mage can throw at us.
We don't need a Faen just a specialised mage soldier under Shiir command to learn the advanced stuff to deal with that special threat.


There's nothing like a mage in DT. Every Drow can use his mana to do awesome stuff. But only some people are really trained to do this awesome stuff. The best way to defense against most kind of attacks is a good ol mana shield. You just can't keep it up forever but nothing get's in: No people, no arrows, no fireballs. It only breaks because every hit against the shield also hit the conentration of the person who created it.
So a Mage can't hurt us if he or she has a shield active or is covered by the shield from another person. He or she can only fire if there's no shield in the way - but than means he or she can also be hit by us.
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Re: Clan War Footing

Postby BlackFulcrum on Sat Dec 05, 2009 12:48 am

You are completely overreacting, we don't know anything about this clan, or their motivations, the whole situation is suspicious to say the least.

- We do not know if they are going to go against us, tho it is likely, even so we don't know if they are going to use politics or military means.
- The whole cave in was to well prepared, and against a seemingly trivial target, as far as we know the traders that went through (our Nal affiliated friends) are one of the few that use that gate, a gate which is both far from Chel, and far from the surface, destroying it doesn't really hurt us, as we were not using it ourselves, nor does it take away any huge profits, we make more money in selling things in Chel then to the traders.
- There is a high chance that they are working for one of the bigger clans, or doing it so to please one of the bigger clans.
- With the cave in, that route is essentially sealed, if we need miners and architects to clear the rubble, I consider it sealed, that means the only way in or out of the cave is the entrance to Chel, we have a watchtower there, if an army is coming we will know well in advance.

What we need to find out is, who are these guys, where are they from, why did they do this, do they plan anything as a follow up, who supports them.
Let the scouts, and the ambasador do their stuff in Chel, and the slavemaster and warmaster the interrogation of the prisoners.
What we need is info, not jumping to conclusions without none.

Now I'll go over your points:
1. Worst idea ever, as was horribly evident from this event, we are no where near as trained as these guys, we need that mana arts training for the warriors, nor can we slack off on our Ti'ray, and swords skills, especially if there's a war brewing.
2. Let the scouts handle their things themselves, they need to sneak around for info, guard convoys till the all warriors have mana arts training, guard Anjhi and Xen, etc.
3. The forge needs to do what the forgemaster sees fit, I know for one that they to are itching to go to Orth as well, they might be of some use to help with the fortifications too (scaffolding maybe who knows)
4. Sending envoys for help to other clans with a situation that you don't know is even going to happen is dangerous in Chel, it makes you seem weaker, and just a bigger target, and even if they came, if there was an enemy or not, they'd probably require a favor for helping to bail us out, just like the Nal did when they helped with the Siksa who took Bel and her escorts hostage.
5. This was already the priority for the builders and miners, it's a long term project due to the size of Ther, it will go as fast as it goes, temporary defenses might be an idea, but not a priority.
6. The deal with the Sharen should go along as planned, I don't want to have to say not to them at this point, nor do I want to get our free ticket into Orth gone, we need that training.
7. In my opinion our nurses are nearly always ready, I wouldn't worry too much about this one.
8. The faceless don't want anything, don't drag that mess up again, they will never be as good as trained warriors or scouts.

I'm going to use one of Nasfors often says to me "You're assuming too much", you have no info, and you're jumping to conclusions to gear up for a great massive war that might not even arrive.
Let the ranked handle this, it's job for them.
If you wish for peace, prepare for war

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Re: Clan War Footing

Postby Catriana on Sat Dec 05, 2009 5:27 am

I have to agree with the others. This seems like a rather knee-jerk reaction to what has happened. Trust me, I 'headdesked' quite a few times when I read the comic. We're all a little frustrated.

Furthermore, you guys REALLY need to start WAITING to discuss things properly before posting advice. It detracts from votes that can go to other areas.

The hour is not as 'grim' as you're making it out to be. They're an annoyance, and definitely one that was seriously underestimated. However, I'll go through your points.

1) Absolutely not. Absolutely not. The warriors are going through training that is needed above all others since we KEEP getting into crappy battle situations like this. They can't even do defensive mana shields and you want to suspend their training? That is a horrible, horrible idea. The training is for them to be on equal footing with other clans. Yes, we have a military force but in comparison to the other minor clans we are not as well trained as they are. This is a situation that needs to be rectified immediately and I hope now that the arguments that we need to focus more on the economy than training our warriors will cease from this.

2) The scouts do a great job as they are. The last thing you want is your information network focused on one thing and one thing only. It should always be branched out, ears and eyes should always be on everything surrounding them, NOT just one upstart clan. This is also a very bad idea.

3) I do not see this as necessary at this time. While not EVERYONE is armored, it is not the majority. Dedicating 100% of our time to do that would not take long, and then what? Our clan isn't THAT huge.

4) Absolutely not. No. No. No. For one, we don't have any supporters. Secondly, we are the military aid for most minor clans (Svarte'los?). The Siska'santi aren't going to help us, that's for sure. This clan is NOT trying to attack us, but they are certainly making it clear that 'WE SHALL NOT PASS' *snort* This is not a situation of war. At all.

5) That clan is not trying to attack us, but they're definitely stopping us from using that cavern. If they had wanted to go to war with us, they would have. We need to address this to the Sharen, who they claim are responsible for them being there in the first place. The pace we are going at is as fast as we can go for our wall and it is sufficient as it is.

6) This, I think, is an overreaction.

7) The nurses are fine. We're always prepared for anything that arises and we have what we need. We WERE going to get more medical supplies when the caravan returned and well...we all know why THAT won't happen anytime soon. Ha. Ha.

8) NO. Look, Kern is NOT going to do that. He's not. It's a touchy subject because Kern was VERY FIRM ON THIS. We are NOT going to bug the GM ANYMORE about the faceless issue. Please, please drop it. We are not, are NOT going to convince Kern. I don't understand why people keep fighting this, it is not going to change unless Kern wants it to change, which he does not. Please try to understand this.


We are not going to war with these folks. If we do, I'll be surprised. They said we could speak to their Illhar, let's try to find where she is AND go see the Sharen to see if their claims are true. I propose that ONCE we find out where she is and we figure out if the Sharen claim is true, we deal with the issue with her instead.

I know the traders were eager to be on their way but realistically? They were just going to have to wait until the situation was settled. They were panicking, so we panicked. We tend to do that. They can make requests and tell us they're on a schedule all they want, but we're not at their beck and call. Not everything has an immediate solution.
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Re: Clan War Footing

Postby Moonfire on Sat Dec 05, 2009 10:20 am

Okay, I'll admit that a complete war footing might be a little extreme at this moment in time, seeing as how everyone is so set against it.

Please understand, I'm only concerned for the sake of the clan here. I've got a bad, bad feeling about this whole afair. Some of my suggestions may be a bit extreme, or an issue deader than saber-tooth tiktikkis, but I have this horrible feeling between my shoulders that something's about to errupt like an angry volcano.

Maybe 'Full War Footing' is going a bit far. A Defcon-like system might work better, in retrospect...
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Re: Clan War Footing

Postby Bamawing on Sat Dec 05, 2009 4:43 pm

Hey, it shows that you're thinking. That's better than lurking. :)

And while I agree with the others (ESPECIALLY on the faceless thing - not only does it tork Anjh'ali off something fierce, but we tried it before and it backfired bigtime), I also think there is more to this than a small clan elbowing in on our turf. There are too many suspicious things going on - the offhand and random mention of the Sharen, the silly claim that the gate was "deserted" (the traders used it just a few weeks ago), the readiness to let the traders through with no resistance (isn't getting money from them what they wanted in the first place?) and the readiness to destroy the gate are all WAY fishy.
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Re: Clan War Footing

Postby Moonfire on Sun Dec 06, 2009 4:45 pm

Bamawing wrote:And while I agree with the others (ESPECIALLY on the faceless thing - not only does it tork Anjh'ali off something fierce, but we tried it before and it backfired bigtime), I also think there is more to this than a small clan elbowing in on our turf. There are too many suspicious things going on - the offhand and random mention of the Sharen, the silly claim that the gate was "deserted" (the traders used it just a few weeks ago), the readiness to let the traders through with no resistance (isn't getting money from them what they wanted in the first place?) and the readiness to destroy the gate are all WAY fishy.


And that fishiness is EXACTLY why I'm on edge. I get the feeling we're not going to be able to enjoy our peace for much longer. And for that exact reason I'm freaking out just a little about us being ready.
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Re: Clan War Footing

Postby Si'Arnom on Sun Dec 06, 2009 4:57 pm

That's why the best thing we can do is to not go into panic mode, and see what info we can get from Xen and the scouts.
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Re: Clan War Footing

Postby Bamawing on Sun Dec 06, 2009 9:24 pm

I still think we ought to send Anj'hali herself as well, just to give her some confidence and us more info.
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Re: Clan War Footing

Postby Moonfire on Sun Dec 06, 2009 11:59 pm

Bamawing wrote:I still think we ought to send Anj'hali herself as well, just to give her some confidence and us more info.


WHAT?! ...Okay, maybe... But if she goes, she'd sure as hell better have AT LEAST two, maybe three squads as bodyguards, nevermind as support for whatever points need to be made.
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Re: Clan War Footing

Postby Catriana on Mon Dec 07, 2009 2:41 am

We can't keep Anj'hali under lock and key. She became...er...moody the last time we tried to do that. But don't worry, if she goes anywhere, we always ensure she has adequate protection (whether she likes it or not, for she has complained about that as well)
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Re: Clan War Footing

Postby blackshade10 on Mon Dec 07, 2009 2:45 am

Catriana wrote:We can't keep Anj'hali under lock and key. She became...er...moody the last time we tried to do that. But don't worry, if she goes anywhere, we always ensure she has adequate protection (whether she likes it or not, for she has complained about that as well)


I think that after the intrusion, she'll be far less resistant on that. ^^
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Re: Clan War Footing

Postby Moonfire on Thu Dec 17, 2009 10:39 pm

Well, as of 17th of December, 2009 I was proved right. We have been attacked after my call for a war footing was turned down. In light of this, I suggest a revision that will be requested of An'jhali as soon as is best. I call this revision:

Battle.Alert.System.Identified.by Colouration or B.A.S.I.C
BASIC level could either be set by the warmaster and approved by An'jhali or simply set by An'jhali herself. Alterations to orders mentioned here would only be taken as advice from the Ill'har, leaving final decisions up to the ranked.

BASIC Condition Green: No Percieved Threats
Requirements: The peacetime default for the clan.
Results: All orders are unchanged. An'jhali's bodyguard is assigned by roster, at the Warmaster's discretion. Armour is only issued to squads operating outside Ther'avare.

BASIC Condition Yellow: Threat Suspected
Requirements: Another clan or outside threat is suspected, but not confirmed, to be planning to move/moving against the Tei'Kaliath.
Results: Scouts and the ambassador are asked to begin efforts to identify the threat. Rookies are no longer on the roster to guard An'jhali, only veterans are allowed and are to be equipped with armour. Other activities within Ther'Avare are still un-armoured.

BASIC Condition Orange: Threat Confirmed
Requirements: Another clan or outside threat is confirmed to be moving against the Tei'Kaliath. Wartime default condition.
Results: Warriors are in armour for all assignments. Clan members of any rank are to be armed at all times, provided there is sufficient supplies of weapons. Priority, in the event of insufficient weapons, is to be given to physical jobs, such as forge workers and miners and to warrior-support jobs, such as nurses and engineers. Ill'har's bodyguard is recommended two squads minimum. Forge workers are asked to prioritise weapons and ammunition production and maintenance of weapons and armour. Engineers are asked to prioritise production of advanced weapons and battle-golem maintenance. Scouts are asked to gather as much intelligence as possible on enemy actions, strengths, weaknesses and plans. Allied clans are asked to intervene to resolve the situation without bloodshed.

BASIC Condition Red: Combat Imminent
Requirements: Attack on Tei'Kaliath holdings is about to occur or an offensive is about to take place.
Results: Comic time is immediately slowed to 1 day/comic or less. If an attack on holdings particularly close to Ther'Avare or on the citadel itself if forthcoming, all members on assignment or at Orthorbbae are immediately re-called. All ranks are asked to train in Tir'ay and armed combat. Use of battle-golems is authorised for large-scale deployment. Warriors must be ready to respond to any threat within 15 minutes of news arriving.

BASIC Condition Black: Ther'Avare Under Assault
Requirements: An attack on Ther'Avare will take place within the next 24 hours, or is taking place.
Result: Lock down Ther'Avare. Warriors are asked for constant patrol at combat-readiness. All other members are to stand by for combat. All approachers will be given one chance to identify themselves or will be fired upon. Immediate battle plans are laid and preparations to retreat back into exile are made, if needed.

In addition to my request for its implementation, I will ask that BASIC Condition Orange or Red be immediately declared, in light of the attack.
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