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	<updated>2026-06-21T04:47:11Z</updated>
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	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Ariadney%27s_Character_Sheet&amp;diff=11324</id>
		<title>Talk:Ariadney&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Ariadney%27s_Character_Sheet&amp;diff=11324"/>
		<updated>2011-10-22T21:03:57Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hair? WTF? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
: Witches have some awesome, awesomely flavorful ability choices-&lt;br /&gt;
:: Child-Scent (Ex): The witch gains the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child’s hiding place or a den of wolf pups, but not the child’s parents or the den mother.&lt;br /&gt;
:: Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows. &lt;br /&gt;
:: Cook People (Su): The witch can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead. Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance [UM], bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous), owl’s wisdom, remove disease (instantaneous). Alternatively, the witch can shape the dough into a Small, humanlike creature, animating it as a homunculus for 1 hour. The witch must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act. &lt;br /&gt;
:: Hidden Home (Sp): The witch can conceal or disguise her home and the area around it as if using mirage arcana. Before using the hex, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the hex to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the witch changes or dismisses it. For the purpose of this ability, a witch can only have one “home” at a time.&lt;br /&gt;
:: Witch’s Hut (Su): The witch can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. The witch can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the witch’s Perception modifier and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 60 on giant bird or bone legs as directed by the witch, even obeying commands such as “follow me from 100 feet away”). The hut remains animate for 24 hours, until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Ariadney%27s_Character_Sheet&amp;diff=11322</id>
		<title>Ariadney&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Ariadney%27s_Character_Sheet&amp;diff=11322"/>
		<updated>2011-10-22T17:52:18Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Offense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ariadney=&lt;br /&gt;
Female Human Witch 2&amp;lt;br/&amp;gt;&lt;br /&gt;
CG Medium Humanoid (Human)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hero Points &#039;&#039;&#039;1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init &#039;&#039;&#039;+2; &#039;&#039;&#039;Senses &#039;&#039;&#039;Perception +4&amp;lt;br/&amp;gt;&lt;br /&gt;
==Defense==&lt;br /&gt;
&#039;&#039;&#039;AC &#039;&#039;&#039;11, touch 11, flat-footed 10:(+1 Dex)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP &#039;&#039;&#039;14 (2d6+2)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &#039;&#039;&#039;+1, &#039;&#039;&#039;Ref &#039;&#039;&#039;+2, &#039;&#039;&#039;Will &#039;&#039;&#039;+3&amp;lt;br/&amp;gt;&lt;br /&gt;
==Offense==&lt;br /&gt;
&#039;&#039;&#039;Spd &#039;&#039;&#039;20 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
Hair Secondary Natural Attack (Prehensile Hair) +6 (1d3+5/20/x2) [Note: Uses INT instead of STR for to-hit and damage bonus.]&amp;lt;br/&amp;gt;&lt;br /&gt;
Sickle +1 (1d6/20/x2) and&amp;lt;br/&amp;gt;&lt;br /&gt;
Unarmed Strike +1 (1d3/20/x2)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged &#039;&#039;&#039;Crossbow, Light +3 (1d8/19-20/x2)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks &#039;&#039;&#039;Prehensile Hair, Slumber (DC 16)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Witch Spells Memorized&#039;&#039;&#039;(CL 2, 1 melee touch, 3 ranged touch):&amp;lt;br/&amp;gt;&lt;br /&gt;
1 (4/day) &#039;&#039;Cure Light Wounds (DC 16), Cure Light Wounds (DC 16), Mage Armor (DC 16), Ear-Piercing Scream (DC 16)&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
0 (at will) &#039;&#039;Message, Light, Detect Magic, Stabilize&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Witch Spells Known in Familiar&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&#039;&#039;Arcane Mark (0), Bleed (0), Cure Light Wounds (1), Dancing Lights (0), Daze (0), Detect Magic (0), Detect Poison (0), Ear-Piercing Scream (1), Enlarge Person (1), Guidance (0), Hypnotism (1), Light (0), Lock Gaze (1), Mage Armor (1), Mending (0), Message (0), Mount (1), Putrefy Food and Drink (0), Read Magic (0), Remove Fear (1), Resistance (0), Spark (0), Stabilize (0), Summon Monster I (1), Touch of Fatigue (0)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==STATISTICS==&lt;br /&gt;
&#039;&#039;&#039;Str &#039;&#039;&#039;10, &#039;&#039;&#039; Dex &#039;&#039;&#039;14, &#039;&#039;&#039; Con &#039;&#039;&#039;12, &#039;&#039;&#039; Int &#039;&#039;&#039;20, &#039;&#039;&#039; Wis &#039;&#039;&#039;11, &#039;&#039;&#039; Cha &#039;&#039;&#039;10&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &#039;&#039;&#039;+1; &#039;&#039;&#039;CMB &#039;&#039;&#039;+1; &#039;&#039;&#039;CMD &#039;&#039;&#039;12&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats &#039;&#039;&#039;Accursed Hex, Extra Hex, Extra Hex&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaws &#039;&#039;&#039;Foul-Mouthed&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills &#039;&#039;&#039;Acrobatics -4, Appraise +6, Climb -6, Craft (Alchemy) +9, Escape Artist -4, Fly -4, Handle Animal +2, Heal +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +6, Knowledge (History) +9, Knowledge (Local) +6, Knowledge (Nature) +9, Knowledge (Planes) +9, Perception +4, Profession (Fisherman) +4, Ride -4, Sense Motive +2, Spellcraft +10, Stealth -1, Swim -6, Use Magic Device +4&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages &#039;&#039;&#039;Common, Goblin, Orc, 3 Picks To Be Named Later&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SQ &#039;&#039;&#039;+3 to Stealth checks, Compass, Empathic Link with Familiar (Su), Feral Speech (Su), Healing (Cure Light Wounds) (Su), Hero Points (1), Share Spells with Familiar&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Gear &#039;&#039;&#039;Crossbow, Light, Sickle; &#039;&#039;&#039;Other Gear &#039;&#039;&#039;Backpack (empty), Bedroll, Bucket (empty), Case, map or scroll (empty), Chalk, 1 piece, Compass, Fishhook (6), Fishing net, 25 sq. ft., Oil (1-pint flask) (3), Perfume, common (10), Pole, 10-foot, Potion of Cure Light Wounds (5), Potion of Mage Armor, Potion of Protection From Evil (2), Potion of Shield of Faith +2, Rations, trail (per day) (10), Rope, hempen (50 ft.), Sack (empty), Sewing needle, Soap (per lb), Spell component pouch, Torch, Waterskin&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SPECIAL ABILITIES==&lt;br /&gt;
=== Familiar-related ===&lt;br /&gt;
&#039;&#039;&#039;Empathic Link with Familiar (Su)&#039;&#039;&#039; You have an empathic link with your Arcane Familiar.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Familiar Alertness&#039;&#039;&#039; You gain the Alertness feat while your familiar is within arm&#039;s reach.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Share Spells with Familiar&#039;&#039;&#039; The wizard may cast a spell with a target of &amp;quot;You&amp;quot; on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar&#039;s type (magical beast).&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hex-related ===&lt;br /&gt;
&#039;&#039;&#039;Accursed Hex&#039;&#039;&#039; Target a creature with a hex a second time that day if it made its save the first time&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing (Cure Light Wounds) (Su)&#039;&#039;&#039; Cure Light wounds at will (1/day/person).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Slumber (2 rounds) (DC 16) (Su)&#039;&#039;&#039; Target falls asleep.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prehensile Hair (Su)&#039;&#039;&#039; The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feral Speech (Su)&#039;&#039;&#039; This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or re&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&#039;&#039;&#039;Hero Points (1)&#039;&#039;&#039; Hero Points can be spent at any time to grant a variety of bonuses.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Compass&#039;&#039;&#039; +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Gear ==&lt;br /&gt;
&#039;&#039;&#039;Magic Items&#039;&#039;&#039;: Potion of Cure Light Wounds        (x5), Potion of Mage Armor, Potion of Protection From Evil        (x2), Potion of Shield of Faith +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Gear&#039;&#039;&#039;: Backpack (empty), Bedroll, Bucket (empty), Case, map or scroll (empty), Chalk, 1 piece, Compass, Crossbow, Light, Fishhook        (x6), Fishing net, 25 sq. ft., Oil (1-pint flask)        (x3), Perfume, common        (x10), Pole, 10-foot, Rations, trail (per day)        (x10), Rope, hempen (50 ft.), Sack (empty), Sewing needle, Sickle, Soap (per lb), Spell component pouch, Torch, Waterskin&lt;br /&gt;
==Other==&lt;br /&gt;
Familiar is Sweetie and she has 4 other random cats that follow her around.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Sweetie (Familiar)=&lt;br /&gt;
SWEETIE&amp;lt;br/&amp;gt;&lt;br /&gt;
Female Cat&amp;lt;br/&amp;gt;&lt;br /&gt;
NN Tiny Magical Beast&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init &#039;&#039;&#039;+2; &#039;&#039;&#039;Senses &#039;&#039;&#039;Low-Light Vision, Scent; Perception +6&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &#039;&#039;&#039;15, touch 14, flat-footed 13:(+2 Dex, +2 size, +1 natural)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &#039;&#039;&#039;7 (1d10-1)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &#039;&#039;&#039;+1, &#039;&#039;&#039;Ref &#039;&#039;&#039;+4, &#039;&#039;&#039;Will &#039;&#039;&#039;+4&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Spd &#039;&#039;&#039;30 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &#039;&#039;&#039;Bite (Cat) +5 (1d3-4/20/x2) and&amp;lt;br/&amp;gt;&lt;br /&gt;
:Claw x2 (Cat) +5 x2 (1d2-4/20/x2) and&amp;lt;br/&amp;gt;&lt;br /&gt;
:Unarmed Strike +5 (1-4/20/x2)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Space &#039;&#039;&#039;2 ft.; &#039;&#039;&#039;Reach &#039;&#039;&#039;0 ft.&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &#039;&#039;&#039;3, &#039;&#039;&#039; Dex &#039;&#039;&#039;15, &#039;&#039;&#039; Con &#039;&#039;&#039;8, &#039;&#039;&#039; Int &#039;&#039;&#039;6, &#039;&#039;&#039; Wis &#039;&#039;&#039;12, &#039;&#039;&#039; Cha &#039;&#039;&#039;7&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &#039;&#039;&#039;+1; &#039;&#039;&#039;CMB &#039;&#039;&#039;+1; &#039;&#039;&#039;CMD &#039;&#039;&#039;7 (11 vs. Trip)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats &#039;&#039;&#039;Weapon Finesse&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills &#039;&#039;&#039;Appraise -1, Climb +6, Fly +6, Handle Animal +0, Heal +3, Perception +6, Spellcraft +0, Stealth +14, Swim +2, Use Magic Device -1&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages &#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SQ &#039;&#039;&#039;Hero Points (1), Improved Evasion (Ex)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Improved Evasion (Ex)&#039;&#039;&#039; No damage on successful reflex save; half on failed save.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; See twice as far as a human in low light, distinguishing color and detail.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scent (Ex)&#039;&#039;&#039; Detect opponents within 15+ feet by sense of smell.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=%22Deft%22_Dick%27s_Character_Sheet&amp;diff=11263</id>
		<title>&quot;Deft&quot; Dick&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=%22Deft%22_Dick%27s_Character_Sheet&amp;diff=11263"/>
		<updated>2011-10-20T01:30:00Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{statsbox|DickCockley.jpg|2|Human|Rogue|Leather|Crossbow and short sword|}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deft&amp;quot; Dick Cockley&lt;br /&gt;
&lt;br /&gt;
Chaotic Neutral Human Rogue&lt;br /&gt;
&lt;br /&gt;
Age: 20&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;10&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 160 lbs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Str: 11 (+0) (carrying capacity: Light: 43, Medium: 44-86, Heavy: 87-130.  Strength is treated as +1 for purposes of carrying capacity because of Masterwork Backpack)&lt;br /&gt;
&lt;br /&gt;
Dex: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Con: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
Int: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Wis: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Cha: 15 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HP: 16&lt;br /&gt;
&lt;br /&gt;
Movement: 30 (30 base, no penalty for light armor and light load carried)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +1&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
CMB: +1 (+1 for BAB, +0 for Str, +0 for Medium)&lt;br /&gt;
&lt;br /&gt;
CMD: 15 (+1 for BAB, +0 for Str, +4 for Dex, +0 for Medium, +0 Misc).  11 when Flat Footed (no Dex bonus)&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
* Normal: 16 (+4 for Dex, +2 for Leather)&lt;br /&gt;
* Flat Footed: 12&lt;br /&gt;
* Touch: 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
* Short Sword&lt;br /&gt;
** To Hit: 1d20+1 (+1 for BAB)&lt;br /&gt;
** Damage: 1d6&lt;br /&gt;
** Crit: 19-20 x2&lt;br /&gt;
** Cost: 10gp&lt;br /&gt;
** Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
* Light Crossbow&lt;br /&gt;
** To Hit: 1d20+6 (+4 for Dex, +1 for BAB, +1 from Masterwork, -2 for each range increment over 80 feet)&lt;br /&gt;
** Damage: 1d1d8&lt;br /&gt;
*** +1 to hit and +1 to damage within 30 feet (due to Point-Blank Shot feat)&lt;br /&gt;
** Crit: 19-20/x2&lt;br /&gt;
** Cost: 335gp&lt;br /&gt;
** Weight: 4 lbs&lt;br /&gt;
** 20 bolts: 2gp (Weight: 2 lbs)&lt;br /&gt;
** Range Increment: 80 Feet&lt;br /&gt;
*** Each full range increment imposes a cumulative -2 penalty on the attack roll.  Can shoot out to 10 range increments.&lt;br /&gt;
** Reloading is a &amp;lt;s&amp;gt;Move&amp;lt;/s&amp;gt; Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fort Save: +0 (+0 base, +0 Con)&lt;br /&gt;
&lt;br /&gt;
Ref Save: +7 (+3 base, +4 Dex)&lt;br /&gt;
&lt;br /&gt;
Will Save: +1 (+0 base, +1 Wis)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack Sneak Attack]: +1d6 damage whenever target is denied a Dex bonus to AC or when I&#039;m flanking the target&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding Trapfinding]: Adds 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Evasion-Ex- Evasion]: Successful reflex save for half damage results in no damage&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Rogue-Talents Rogue Talents]&lt;br /&gt;
* [http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-talents/peerless-maneuver-ex Peerless Maneuver]: Once per day per 5 levels, roll two dice while making an Acrobatics check, and take the better result. Must choose to use this talent before making the Acrobatics check. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scrawny: You are extremely lean and underweight for your height.  While you aren’t necessarily frail, you are lightly built and at best may be wiry.&lt;br /&gt;
&lt;br /&gt;
Penalty: The character suffers a -5 penalty to CMD against Bull Rush attempts due to their less sturdy frame.&lt;br /&gt;
&lt;br /&gt;
Buying Off the Flaw: The character must invest an ability score point gained from leveling up into either Strength or Constitution. No matter when the ability point is acquired, this flaw cannot be removed before 5th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Feat: [http://www.d20pfsrd.com/feats/general-feats/acrobatic---final Acrobatic]: +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
&lt;br /&gt;
Feat: [http://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat---final Rapid Reload (light crossbow)]: Reload light crossbow as a free action instead of as a move action.&lt;br /&gt;
&lt;br /&gt;
Feat: [http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final Point-Blank Shot]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;11 skill points per level (8 for being a Rogue, +2 for Int, +1 for Human)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+1 skill point at level 1; +1 skill point at level 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatics: +11 (2 ranks, +3 for Rogue, +4 for Dex, +2 for Acrobatics feat)&lt;br /&gt;
&lt;br /&gt;
Appraise: +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Bluff: +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Diplomacy: +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Disable Device: +12 (2 ranks, +3 for Rogue, +4 for Dex, +1 for half of my level, +2 for Masterwork Thieves’ Tools)&lt;br /&gt;
&lt;br /&gt;
Disguise: +8 (1 ranks, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Escape Artist: +8 (1 rank, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Intimidate: +6 (1 rank, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Dungeoneering): +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Local): +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Perception: +6 (2 ranks, +3 for Rogue, +1 for Wis)&lt;br /&gt;
&lt;br /&gt;
Perform (Oratory): +6 (1 rank, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Perform (Comedy): +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Sense Motive: +6 (2 ranks, +3 for Rogue, +1 for Wis)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand: +9 (2 ranks, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Stealth: +8 (1 rank, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leather Armor (15 lbs): 10gp&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools, Masterwork (2 lbs): 100gp.  +2 circumstance bonus on Disable Device checks&lt;br /&gt;
&lt;br /&gt;
Backpack, Masterwork (4 lbs): 50gp.  +1 Str for purposes of carrying capacity (43, 44-86, 87-130)&lt;br /&gt;
&lt;br /&gt;
Cold Weather Clothes (7 lbs): 8 GP&lt;br /&gt;
&lt;br /&gt;
Game Dice, loaded (superior) (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
Jewelry, False (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
Powder, Flash (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
335 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Info&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future Character Plans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Ghent%27s_Character_Sheet&amp;diff=11262</id>
		<title>Talk:Ghent&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Ghent%27s_Character_Sheet&amp;diff=11262"/>
		<updated>2011-10-19T21:32:09Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.... Why did you downgrade your bombs?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Words cannot describe how much I hate the Hero Quest infodump layout.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10918</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10918"/>
		<updated>2011-09-18T03:42:20Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Player Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;B&amp;gt;Game Status&amp;lt;/b&amp;gt; : On!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[:Category:MeFight Session Notes | Team MeFight Session Notes]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]] and help Kim create a timeline of Alexandria&#039;s life linked to the Testimonials [https://spreadsheets.google.com/spreadsheet/ccc?key=0Ap44ljMIIIzqdGJDYXVrZ2FKZ0xEM2gwNWVDRUlvbXc&amp;amp;hl=en_US&amp;amp;authkey=CNfB9MgO]&lt;br /&gt;
* A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml];&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Tyrantfoe]], [[Dwarven Husbandry]], [[Ruivë]], [[Hrissë]], [[Veassidhaer]],  [[Bandit Kingdom]], [[The Harvester]], [[Allyon Ellowyn]], [[Genrid Yidrich]], [[Alexandria&#039;s Advancement]], [[RP: Dinner with Egg]], [[Augment Familiar]] Spell, [[Favored Soul]], [[Evangelist]], [[Crusader Cleric]], [[Arcane Disciple]], [[Tana Absold]], [[Poisonmaking]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Recent Events]] &#039;&#039;&#039;NEW!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;[[The Ulan]]&#039;&#039;&#039; (Unmapped)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Complete = *&lt;br /&gt;
&lt;br /&gt;
== Player Groups ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Last of the Omatachi]] &#039;&#039;&#039; &amp;lt;B&amp;gt;Alternate Setting - Pathfinder&amp;lt;/B&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
??? - Human [[Alchemist]]&lt;br /&gt;
&lt;br /&gt;
[[Mikki]] - [[Human]] [[Summoner]], with Eidolon [[Mantor]]&lt;br /&gt;
&lt;br /&gt;
??? - Human [[Witch]]&lt;br /&gt;
&lt;br /&gt;
??? - Human [[Monk]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Deft&amp;quot; Dick Cockley]], [[Human]] [[Rogue]] - ([[user:travis|travis]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Gnob&#039;s Folly]] ([[Kred]], Gildenhome)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Thed]]&amp;quot;, Peabody Award winning [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
{{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]]), his perfectly normal horse {{Tenpence}}, and his sister [[Tana Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:Pokeylope|Pokeylope]]) (Previously: [[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
[[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
{{Anise}}, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]]) and the {{Ghost Elk}} &lt;br /&gt;
&lt;br /&gt;
[[Marwynn]], [[Human]] [[Evangelist]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Arabelle Adventures|Arabelle Adventurers]]&#039;&#039;&#039; &#039;&#039;&#039;([[The Pinch]] Region, 950 [[FI]], GM:[[User:Mattie|Mattie]])&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;{{Book}}&amp;quot;, [[Gnomish]] Librarian - ([[user:detarame|detarame]])&lt;br /&gt;
&lt;br /&gt;
{{Ugly}}, [[Human]] Barbarian - ([[user:travis|travis]])&lt;br /&gt;
&lt;br /&gt;
{{Mahina}}, [[Human]] Druid ([[user:HelenAngel|Helen]]) and her companion {{Squirt}}&lt;br /&gt;
&lt;br /&gt;
{{Tempest}}, [[Human]] Fighter ([[user:vashalla|Brandy]])&lt;br /&gt;
&lt;br /&gt;
{{Nora}}, [[Human]] [[Evangelist]] ([[user:rush|Sarah]])&lt;br /&gt;
&lt;br /&gt;
{{Merry}}, [[Gnomish]] Folklorist([[user:Daniel|Daniel]]) and his dogs {{Lock}}, {{Stock}}, and {{Barrel}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The [[Silverwalkers]] (Wydmoor Free City)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Injured Reserve&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
{{Germain}}, [[Human]] [[&amp;quot;Young Turk&amp;quot;]], and his partner {{Egg}} - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
{{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse {{Way}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:Daniel|Daniel]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Meatspace &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[NoName the First]], [[Dwarven]] [[Evangelist]] &lt;br /&gt;
&lt;br /&gt;
[[NoName the Second]], [[Dwarven]] Fighter&lt;br /&gt;
&lt;br /&gt;
[[Rabbit O&#039;Rodessa]], [[Halfling]] Aspiring [[Dog Rider]] &lt;br /&gt;
&lt;br /&gt;
[[NoName the Fourth]], City [[Gnome]] [[Bard|Monster Whisperer]]&lt;br /&gt;
&lt;br /&gt;
[[NoName the Fifth]], [[Half-Orc]] Barbarian&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Retirees &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) &lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Fall/Winter 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Sticky Fingers]] Spell, [[Treasure Scent]] Spell, [[Rhino&#039;s Rush]] Spell, [[Detect Violence]] Spell, [[Detect Guilt]] Spell, [[Detect Attitude]] Spell, [[Shard Storm]] Spell, [[Force Chest]] Spell, [[Force Ram]] Spell, [[Floating Disk, Greater]] Spell, [[Chain Missile]] Spell, [[Feat: Shipborn]], [[Feat: Savvy Swimmer]], [[Feat: Sandstep]], [[Feat: Polyglot]], [[Feat: Pirate Luck]], [[Feat: Natural Dowser]], [[Feat: Desertborn]], [[Tricks]], [[Oceans]], [[Pavor Nocturnus]], [[Ghost Elk]], [[Adrillathellior Teldandilion]], [[Word of Binding]] Spell, [[Tiny Mount]] Spell, [[Sticky Saddle]] Spell,  [[One Mind I]] Spell, [[Moment of Clarity]] Spell, [[Lesser Energize Shield]] Spell, [[Mass Stabilize]] Spell, [[Clear Mind]] Spell, [[Second Wind]] Spell, [[First Stand]], [[Grrrllwofrowffgrr]], [[Swamp of Wydmoor]], &amp;lt;b&amp;gt;Updated&amp;lt;/b&amp;gt; [[First Families of Wydmoor]], [[The Azure Geese]], [[Antioch]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Enlarge Creature]] Spell, [[Enlarge Person, Greater]] Spell, [[Sharpen]] Cantrip, [[Focused Strike]] Cantrip, [[Egtheladanna Krin]], [[Ebony Reaver]], [[Transparency]] Spell, [[Feat:Divine Fervor|Divine Fervor]] Feat, [[Improved Encumbrance]] Feat, [[Starvation]] Spell, [[Enhance Wildshape]] spell, [[Enkindle Spell]] feat, [[Blistering Fires]] feat, [[Teleport Legion]] Spell, [[Mire]] Spell, [[Plague Cloud]] Spell, [[Undead Legion]] Spell, [[Friendsight]] Spell, [[Battle Fury]] Spell, [[Summon Pack/Herd]] Spell, [[Morning Mist]] Spell, [[Feed the Masses]] Spell, [[Profane Weapon]] Spell, [[Gnomish Luck]] Feat, [[Heightened Sense]] Cantrip, [[Fleeting Fame]] Cantrip, [[Strong Stomach]] Feat, [[Elementalist]] Feat, [[Obelisks]], [[Firearms]], [[Artillery]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Foraging Charm]] Cantrip, [[Coin of the Realm]] Cantrip, [[Perfect Pitch]] Cantrip,  [[Deftness]] Cantrip, [[Elk-Riders]] Prestige Class, [[Peteran Alexandrianism]], [[Stone-Warden]], [[Blood Arrow]], [[Grandle Mag]], [[Wydmoor Swamp Temple]], [[Bog Wraiths]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;),[[Bard]], [[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[:Category:Teamwork Benefits|Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10917</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10917"/>
		<updated>2011-09-18T03:41:50Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Last of the Omatachi  Alternate Setting - Pathfinder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;B&amp;gt;Game Status&amp;lt;/b&amp;gt; : On!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[:Category:MeFight Session Notes | Team MeFight Session Notes]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]] and help Kim create a timeline of Alexandria&#039;s life linked to the Testimonials [https://spreadsheets.google.com/spreadsheet/ccc?key=0Ap44ljMIIIzqdGJDYXVrZ2FKZ0xEM2gwNWVDRUlvbXc&amp;amp;hl=en_US&amp;amp;authkey=CNfB9MgO]&lt;br /&gt;
* A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml];&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Tyrantfoe]], [[Dwarven Husbandry]], [[Ruivë]], [[Hrissë]], [[Veassidhaer]],  [[Bandit Kingdom]], [[The Harvester]], [[Allyon Ellowyn]], [[Genrid Yidrich]], [[Alexandria&#039;s Advancement]], [[RP: Dinner with Egg]], [[Augment Familiar]] Spell, [[Favored Soul]], [[Evangelist]], [[Crusader Cleric]], [[Arcane Disciple]], [[Tana Absold]], [[Poisonmaking]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Recent Events]] &#039;&#039;&#039;NEW!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;[[The Ulan]]&#039;&#039;&#039; (Unmapped)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Complete = *&lt;br /&gt;
&lt;br /&gt;
== Player Groups ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Last of the Omatachi]] &#039;&#039;&#039; &amp;lt;B&amp;gt;Alternate Setting - Pathfinder&amp;lt;/B&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
??? - Human [[Alchemist]]&lt;br /&gt;
&lt;br /&gt;
[[Mikki]] - [[Human]] [[Summoner]], with Eidolon [[Mantor]]&lt;br /&gt;
&lt;br /&gt;
??? - Human [[Witch]]&lt;br /&gt;
&lt;br /&gt;
??? - Human [[Monk]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Deft&amp;quot; Dick Cockley]], [[Human]] [[Rogue]] - ([[user:travis|travis]])&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Gnob&#039;s Folly]] ([[Kred]], Gildenhome)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Thed]]&amp;quot;, Peabody Award winning [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
{{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]]), his perfectly normal horse {{Tenpence}}, and his sister [[Tana Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:Pokeylope|Pokeylope]]) (Previously: [[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
[[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
{{Anise}}, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]]) and the {{Ghost Elk}} &lt;br /&gt;
&lt;br /&gt;
[[Marwynn]], [[Human]] [[Evangelist]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Arabelle Adventures|Arabelle Adventurers]]&#039;&#039;&#039; &#039;&#039;&#039;([[The Pinch]] Region, 950 [[FI]], GM:[[User:Mattie|Mattie]])&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;{{Book}}&amp;quot;, [[Gnomish]] Librarian - ([[user:detarame|detarame]])&lt;br /&gt;
&lt;br /&gt;
{{Ugly}}, [[Human]] Barbarian - ([[user:travis|travis]])&lt;br /&gt;
&lt;br /&gt;
{{Mahina}}, [[Human]] Druid ([[user:HelenAngel|Helen]]) and her companion {{Squirt}}&lt;br /&gt;
&lt;br /&gt;
{{Tempest}}, [[Human]] Fighter ([[user:vashalla|Brandy]])&lt;br /&gt;
&lt;br /&gt;
{{Nora}}, [[Human]] [[Evangelist]] ([[user:rush|Sarah]])&lt;br /&gt;
&lt;br /&gt;
{{Merry}}, [[Gnomish]] Folklorist([[user:Daniel|Daniel]]) and his dogs {{Lock}}, {{Stock}}, and {{Barrel}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The [[Silverwalkers]] (Wydmoor Free City)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Injured Reserve&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
{{Germain}}, [[Human]] [[&amp;quot;Young Turk&amp;quot;]], and his partner {{Egg}} - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
{{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse {{Way}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:Daniel|Daniel]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Meatspace &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[NoName the First]], [[Dwarven]] [[Evangelist]] &lt;br /&gt;
&lt;br /&gt;
[[NoName the Second]], [[Dwarven]] Fighter&lt;br /&gt;
&lt;br /&gt;
[[Rabbit O&#039;Rodessa]], [[Halfling]] Aspiring [[Dog Rider]] &lt;br /&gt;
&lt;br /&gt;
[[NoName the Fourth]], City [[Gnome]] [[Bard|Monster Whisperer]]&lt;br /&gt;
&lt;br /&gt;
[[NoName the Fifth]], [[Half-Orc]] Barbarian&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Retirees &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) &lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Fall/Winter 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Sticky Fingers]] Spell, [[Treasure Scent]] Spell, [[Rhino&#039;s Rush]] Spell, [[Detect Violence]] Spell, [[Detect Guilt]] Spell, [[Detect Attitude]] Spell, [[Shard Storm]] Spell, [[Force Chest]] Spell, [[Force Ram]] Spell, [[Floating Disk, Greater]] Spell, [[Chain Missile]] Spell, [[Feat: Shipborn]], [[Feat: Savvy Swimmer]], [[Feat: Sandstep]], [[Feat: Polyglot]], [[Feat: Pirate Luck]], [[Feat: Natural Dowser]], [[Feat: Desertborn]], [[Tricks]], [[Oceans]], [[Pavor Nocturnus]], [[Ghost Elk]], [[Adrillathellior Teldandilion]], [[Word of Binding]] Spell, [[Tiny Mount]] Spell, [[Sticky Saddle]] Spell,  [[One Mind I]] Spell, [[Moment of Clarity]] Spell, [[Lesser Energize Shield]] Spell, [[Mass Stabilize]] Spell, [[Clear Mind]] Spell, [[Second Wind]] Spell, [[First Stand]], [[Grrrllwofrowffgrr]], [[Swamp of Wydmoor]], &amp;lt;b&amp;gt;Updated&amp;lt;/b&amp;gt; [[First Families of Wydmoor]], [[The Azure Geese]], [[Antioch]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Enlarge Creature]] Spell, [[Enlarge Person, Greater]] Spell, [[Sharpen]] Cantrip, [[Focused Strike]] Cantrip, [[Egtheladanna Krin]], [[Ebony Reaver]], [[Transparency]] Spell, [[Feat:Divine Fervor|Divine Fervor]] Feat, [[Improved Encumbrance]] Feat, [[Starvation]] Spell, [[Enhance Wildshape]] spell, [[Enkindle Spell]] feat, [[Blistering Fires]] feat, [[Teleport Legion]] Spell, [[Mire]] Spell, [[Plague Cloud]] Spell, [[Undead Legion]] Spell, [[Friendsight]] Spell, [[Battle Fury]] Spell, [[Summon Pack/Herd]] Spell, [[Morning Mist]] Spell, [[Feed the Masses]] Spell, [[Profane Weapon]] Spell, [[Gnomish Luck]] Feat, [[Heightened Sense]] Cantrip, [[Fleeting Fame]] Cantrip, [[Strong Stomach]] Feat, [[Elementalist]] Feat, [[Obelisks]], [[Firearms]], [[Artillery]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Foraging Charm]] Cantrip, [[Coin of the Realm]] Cantrip, [[Perfect Pitch]] Cantrip,  [[Deftness]] Cantrip, [[Elk-Riders]] Prestige Class, [[Peteran Alexandrianism]], [[Stone-Warden]], [[Blood Arrow]], [[Grandle Mag]], [[Wydmoor Swamp Temple]], [[Bog Wraiths]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;),[[Bard]], [[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[:Category:Teamwork Benefits|Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:%22Deft%22_Dick%27s_Character_Sheet&amp;diff=10909</id>
		<title>Talk:&quot;Deft&quot; Dick&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:%22Deft%22_Dick%27s_Character_Sheet&amp;diff=10909"/>
		<updated>2011-09-13T21:25:23Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wots with all the templates? -gm&lt;br /&gt;
&lt;br /&gt;
Dunno.  I just copied Ugly&#039;s character sheet. -Travis&lt;br /&gt;
: Hmm. Strange. Also - You can pick up one flaw if you would like for one bonus feat. -gm&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=%22Deft%22_Dick%27s_Character_Sheet&amp;diff=10908</id>
		<title>&quot;Deft&quot; Dick&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=%22Deft%22_Dick%27s_Character_Sheet&amp;diff=10908"/>
		<updated>2011-09-13T21:24:43Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{statsbox||2|Human|Rogue|Leather|Crossbow and short sword|}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deft&amp;quot; Dick Cockley&lt;br /&gt;
&lt;br /&gt;
Chaotic Neutral Human Rogue&lt;br /&gt;
Age: 20&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;10&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 160 lbs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Str: 11 (+0) (carrying capacity: Light: 43, Medium: 44-86, Heavy: 87-130.  Strength is treated as +1 for purposes of carrying capacity because of Masterwork Backpack)&lt;br /&gt;
&lt;br /&gt;
Dex: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Con: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
Int: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Wis: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Cha: 15 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HP: 16&lt;br /&gt;
&lt;br /&gt;
Movement: 30 (30 base, no penalty for light armor and light load carried)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +1&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
* Normal: 16 (+4 for Dex, +2 for Leather)&lt;br /&gt;
* Flat Footed: 12&lt;br /&gt;
* Touch: 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
* Short Sword&lt;br /&gt;
** To Hit: 1d20+1 (+1 for BAB)&lt;br /&gt;
** Damage: 1d6&lt;br /&gt;
** Crit: 19-20 x2&lt;br /&gt;
** Cost: 10gp&lt;br /&gt;
** Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
* Light Crossbow&lt;br /&gt;
** To Hit: 1d20+6 (+4 for Dex, +1 for BAB, +1 from Masterwork, -2 for each range increment over 80 feet)&lt;br /&gt;
** Damage: 1d1d8&lt;br /&gt;
** Crit: 19-20/x2&lt;br /&gt;
** Cost: 335gp&lt;br /&gt;
** Weight: 4 lbs&lt;br /&gt;
** 20 bolts: 2gp (Weight: 2 lbs)&lt;br /&gt;
** Range Increment: 80 Feet&lt;br /&gt;
*** Each full range increment imposes a cumulative -2 penalty on the attack roll.  Can shoot out to 10 range increments.&lt;br /&gt;
** Reloading is a &amp;lt;s&amp;gt;Move&amp;lt;/s&amp;gt; Free Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fort Save: +0 (+0 base, +0 Con)&lt;br /&gt;
&lt;br /&gt;
Ref Save: +7 (+3 base, +4 Dex)&lt;br /&gt;
&lt;br /&gt;
Will Save: +1 (+0 base, +1 Wis)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack Sneak Attack]: +1d6 damage whenever target is denied a Dex bonus to AC or when I&#039;m flanking the target&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding Trapfinding]: Adds 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Evasion-Ex- Evasion]: Successful reflex save for half damage results in no damage&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Rogue-Talents Rogue Talents]&lt;br /&gt;
* [http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-talents/peerless-maneuver-ex Peerless Maneuver]: Once per day per 5 levels, roll two dice while making an Acrobatics check, and take the better result. Must choose to use this talent before making the Acrobatics check. &lt;br /&gt;
&lt;br /&gt;
------------------------------&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Feat: [http://www.d20pfsrd.com/feats/general-feats/acrobatic---final Acrobatic]: +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
&lt;br /&gt;
Feat: [http://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat---final Rapid Reload (light crossbow)]: Reload light crossbow as a free action instead of as a move action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;11 skill points per level (8 for being a Rogue, +2 for Int, +1 for Human)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+1 skill point at level 1; +1 skill point at level 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatics: +11 (2 ranks, +3 for Rogue, +4 for Dex, +2 for Acrobatics feat)&lt;br /&gt;
&lt;br /&gt;
Appraise: +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Bluff: +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Diplomacy: +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Disable Device: +12 (2 ranks, +3 for Rogue, +4 for Dex, +1 for half of my level, +2 for Masterwork Thieves’ Tools)&lt;br /&gt;
&lt;br /&gt;
Disguise: +8 (1 ranks, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Escape Artist: +8 (1 rank, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Intimidate: +6 (1 rank, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Dungeoneering): +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Local): +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Perception: +6 (2 ranks, +3 for Rogue, +1 for Wis)&lt;br /&gt;
&lt;br /&gt;
Perform (Oratory): +6 (1 rank, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Perform (Comedy): +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Sense Motive: +6 (2 ranks, +3 for Rogue, +1 for Wis)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand: +9 (2 ranks, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Stealth: +8 (1 rank, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leather Armor (15 lbs): 10gp&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools, Masterwork (2 lbs): 100gp.  +2 circumstance bonus on Disable Device checks&lt;br /&gt;
&lt;br /&gt;
Backpack, Masterwork (4 lbs): 50gp.  +1 Str for purposes of carrying capacity (43, 44-86, 87-130)&lt;br /&gt;
&lt;br /&gt;
Cold Weather Clothes (7 lbs): 8 GP&lt;br /&gt;
&lt;br /&gt;
Game Dice, loaded (superior) (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
Jewelry, False (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
Powder, Flash (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
335 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Info&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future Character Plans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=%22Deft%22_Dick%27s_Character_Sheet&amp;diff=10907</id>
		<title>&quot;Deft&quot; Dick&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=%22Deft%22_Dick%27s_Character_Sheet&amp;diff=10907"/>
		<updated>2011-09-13T21:23:32Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{statsbox||2|Human|Rogue|Leather|Crossbow and short sword|}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deft&amp;quot; Dick Cockley&lt;br /&gt;
&lt;br /&gt;
Chaotic Neutral Human Rogue&lt;br /&gt;
Age: 20&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;10&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 160 lbs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Str: 11 (+0) (carrying capacity: Light: 43, Medium: 44-86, Heavy: 87-130.  Strength is treated as +1 for purposes of carrying capacity because of Masterwork Backpack)&lt;br /&gt;
&lt;br /&gt;
Dex: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Con: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
Int: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Wis: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Cha: 15 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HP: 16&lt;br /&gt;
&lt;br /&gt;
Movement: 30 (30 base, no penalty for light armor and light load carried)&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +1&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Armor Class&lt;br /&gt;
* Normal: 16 (+4 for Dex, +2 for Leather)&lt;br /&gt;
* Flat Footed: 12&lt;br /&gt;
* Touch: 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
* Short Sword&lt;br /&gt;
** To Hit: 1d20+1 (+1 for BAB)&lt;br /&gt;
** Damage: 1d6&lt;br /&gt;
** Crit: 19-20 x2&lt;br /&gt;
** Cost: 10gp&lt;br /&gt;
** Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
* Light Crossbow&lt;br /&gt;
** To Hit: 1d20+6 (+4 for Dex, +1 for BAB, +1 from Masterwork, -2 for each range increment over 80 feet)&lt;br /&gt;
** Damage: 1d1d8&lt;br /&gt;
** Crit: 19-20/x2&lt;br /&gt;
** Cost: 335gp&lt;br /&gt;
** Weight: 4 lbs&lt;br /&gt;
** 20 bolts: 2gp (Weight: 2 lbs)&lt;br /&gt;
** Range Increment: 80 Feet&lt;br /&gt;
*** Each full range increment imposes a cumulative -2 penalty on the attack roll.  Can shoot out to 10 range increments.&lt;br /&gt;
** Reloading is a Move Action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fort Save: +0 (+0 base, +0 Con)&lt;br /&gt;
&lt;br /&gt;
Ref Save: +7 (+3 base, +4 Dex)&lt;br /&gt;
&lt;br /&gt;
Will Save: +1 (+0 base, +1 Wis)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack Sneak Attack]: +1d6 damage whenever target is denied a Dex bonus to AC or when I&#039;m flanking the target&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding Trapfinding]: Adds 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Evasion-Ex- Evasion]: Successful reflex save for half damage results in no damage&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Rogue-Talents Rogue Talents]&lt;br /&gt;
* [http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-talents/peerless-maneuver-ex Peerless Maneuver]: Once per day per 5 levels, roll two dice while making an Acrobatics check, and take the better result. Must choose to use this talent before making the Acrobatics check. &lt;br /&gt;
&lt;br /&gt;
------------------------------&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Feat: [http://www.d20pfsrd.com/feats/general-feats/acrobatic---final Acrobatic]: +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
&lt;br /&gt;
Feat: [http://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat---final Rapid Reload (light crossbow)]: Reload light crossbow as a free action instead of as a move action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;11 skill points per level (8 for being a Rogue, +2 for Int, +1 for Human)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+1 skill point at level 1; +1 skill point at level 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatics: +11 (2 ranks, +3 for Rogue, +4 for Dex, +2 for Acrobatics feat)&lt;br /&gt;
&lt;br /&gt;
Appraise: +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Bluff: +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Diplomacy: +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Disable Device: +12 (2 ranks, +3 for Rogue, +4 for Dex, +1 for half of my level, +2 for Masterwork Thieves’ Tools)&lt;br /&gt;
&lt;br /&gt;
Disguise: +8 (1 ranks, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Escape Artist: +8 (1 rank, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Intimidate: +6 (1 rank, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Dungeoneering): +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Local): +6 (1 rank, +3 for Rogue, +2 for Int)&lt;br /&gt;
&lt;br /&gt;
Perception: +6 (2 ranks, +3 for Rogue, +1 for Wis)&lt;br /&gt;
&lt;br /&gt;
Perform (Oratory): +6 (1 rank, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Perform (Comedy): +7 (2 ranks, +3 for Rogue, +2 for Cha)&lt;br /&gt;
&lt;br /&gt;
Sense Motive: +6 (2 ranks, +3 for Rogue, +1 for Wis)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand: +9 (2 ranks, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
Stealth: +8 (1 rank, +3 for Rogue, +4 for Dex)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leather Armor (15 lbs): 10gp&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools, Masterwork (2 lbs): 100gp.  +2 circumstance bonus on Disable Device checks&lt;br /&gt;
&lt;br /&gt;
Backpack, Masterwork (4 lbs): 50gp.  +1 Str for purposes of carrying capacity (43, 44-86, 87-130)&lt;br /&gt;
&lt;br /&gt;
Cold Weather Clothes (7 lbs): 8 GP&lt;br /&gt;
&lt;br /&gt;
Game Dice, loaded (superior) (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
Jewelry, False (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
Powder, Flash (no weight): 50 GP&lt;br /&gt;
&lt;br /&gt;
335 gp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Info&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future Character Plans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:PC Character Sheets]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=%22Deft%22_Dick_Cockley&amp;diff=10906</id>
		<title>&quot;Deft&quot; Dick Cockley</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=%22Deft%22_Dick_Cockley&amp;diff=10906"/>
		<updated>2011-09-13T21:21:36Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: Created page with &amp;quot;{{statsbox||2|Human|Rogue|Masterwork|Crossbow and Short Sword|Wherever we&amp;#039;re all from}}  &amp;#039;&amp;#039;&amp;#039;&amp;quot;Deft&amp;quot; Dick Cockley&amp;#039;&amp;#039;&amp;#039;  Womanizing thief.  Very charismatic and deft with his hands.  ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{statsbox||2|Human|Rogue|Masterwork|Crossbow and Short Sword|Wherever we&#039;re all from}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Deft&amp;quot; Dick Cockley&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Womanizing thief.  Very charismatic and deft with his hands.  The ladies love these things, and Deft Dick loves the ladies almost as much as he loves stealing things from them.  Not one to discriminate, Deft Dick gladly steals from men too, but usually with less foreplay involved.  Deft Dick also uses his skill as a performer (oratory and comedy) to lull his targets into complacency before robbing them of everything with any value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign&#039;&#039;&#039; : [[Last of the Omatachi|Last of the Omatachi]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPOILER&#039;&#039;&#039; : [[&amp;quot;Deft&amp;quot; Dick&#039;s Character Sheet]]&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10905</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10905"/>
		<updated>2011-09-13T21:20:29Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Last of the Omatachi  Alternate Setting - Pathfinder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;B&amp;gt;Game Status&amp;lt;/b&amp;gt; : On!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[:Category:MeFight Session Notes | Team MeFight Session Notes]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]] and help Kim create a timeline of Alexandria&#039;s life linked to the Testimonials [https://spreadsheets.google.com/spreadsheet/ccc?key=0Ap44ljMIIIzqdGJDYXVrZ2FKZ0xEM2gwNWVDRUlvbXc&amp;amp;hl=en_US&amp;amp;authkey=CNfB9MgO]&lt;br /&gt;
* A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml];&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Tyrantfoe]], [[Dwarven Husbandry]], [[Ruivë]], [[Hrissë]], [[Veassidhaer]],  [[Bandit Kingdom]], [[The Harvester]], [[Allyon Ellowyn]], [[Genrid Yidrich]], [[Alexandria&#039;s Advancement]], [[RP: Dinner with Egg]], [[Augment Familiar]] Spell, [[Favored Soul]], [[Evangelist]], [[Crusader Cleric]], [[Arcane Disciple]], [[Tana Absold]], [[Poisonmaking]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Recent Events]] &#039;&#039;&#039;NEW!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;[[The Ulan]]&#039;&#039;&#039; (Unmapped)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Complete = *&lt;br /&gt;
&lt;br /&gt;
== Player Groups ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Last of the Omatachi]] &#039;&#039;&#039; &amp;lt;B&amp;gt;Alternate Setting - Pathfinder&amp;lt;/B&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
??? - Human Alchemist&lt;br /&gt;
&lt;br /&gt;
??? - Human Summoner&lt;br /&gt;
&lt;br /&gt;
??? - Human Witch&lt;br /&gt;
&lt;br /&gt;
??? - Human Monk&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Deft&amp;quot; Dick Cockley]], [[Human]] Rogue - ([[user:travis|travis]])&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Gnob&#039;s Folly]] ([[Kred]], Gildenhome)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Thed]]&amp;quot;, Peabody Award winning [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
{{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]]), his perfectly normal horse {{Tenpence}}, and his sister [[Tana Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:Pokeylope|Pokeylope]]) (Previously: [[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
[[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
{{Anise}}, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]]) and the {{Ghost Elk}} &lt;br /&gt;
&lt;br /&gt;
[[Marwynn]], [[Human]] [[Evangelist]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Arabelle Adventures|Arabelle Adventurers]]&#039;&#039;&#039; &#039;&#039;&#039;([[The Pinch]] Region, 950 [[FI]], GM:[[User:Mattie|Mattie]])&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;{{Book}}&amp;quot;, [[Gnomish]] Librarian - ([[user:detarame|detarame]])&lt;br /&gt;
&lt;br /&gt;
{{Ugly}}, [[Human]] Barbarian - ([[user:travis|travis]])&lt;br /&gt;
&lt;br /&gt;
{{Mahina}}, [[Human]] Druid ([[user:HelenAngel|Helen]]) and her companion {{Squirt}}&lt;br /&gt;
&lt;br /&gt;
{{Tempest}}, [[Human]] Fighter ([[user:vashalla|Brandy]])&lt;br /&gt;
&lt;br /&gt;
{{Nora}}, [[Human]] [[Evangelist]] ([[user:rush|Sarah]])&lt;br /&gt;
&lt;br /&gt;
{{Merry}}, [[Gnomish]] Folklorist([[user:Daniel|Daniel]]) and his dogs {{Lock}}, {{Stock}}, and {{Barrel}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The [[Silverwalkers]] (Wydmoor Free City)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Injured Reserve&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
{{Germain}}, [[Human]] [[&amp;quot;Young Turk&amp;quot;]], and his partner {{Egg}} - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
{{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse {{Way}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:Daniel|Daniel]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Meatspace &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[NoName the First]], [[Dwarven]] [[Evangelist]] &lt;br /&gt;
&lt;br /&gt;
[[NoName the Second]], [[Dwarven]] Fighter&lt;br /&gt;
&lt;br /&gt;
[[Rabbit O&#039;Rodessa]], [[Halfling]] Aspiring [[Dog Rider]] &lt;br /&gt;
&lt;br /&gt;
[[NoName the Fourth]], City [[Gnome]] [[Bard|Monster Whisperer]]&lt;br /&gt;
&lt;br /&gt;
[[NoName the Fifth]], [[Half-Orc]] Barbarian&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Retirees &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) &lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Fall/Winter 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Sticky Fingers]] Spell, [[Treasure Scent]] Spell, [[Rhino&#039;s Rush]] Spell, [[Detect Violence]] Spell, [[Detect Guilt]] Spell, [[Detect Attitude]] Spell, [[Shard Storm]] Spell, [[Force Chest]] Spell, [[Force Ram]] Spell, [[Floating Disk, Greater]] Spell, [[Chain Missile]] Spell, [[Feat: Shipborn]], [[Feat: Savvy Swimmer]], [[Feat: Sandstep]], [[Feat: Polyglot]], [[Feat: Pirate Luck]], [[Feat: Natural Dowser]], [[Feat: Desertborn]], [[Tricks]], [[Oceans]], [[Pavor Nocturnus]], [[Ghost Elk]], [[Adrillathellior Teldandilion]], [[Word of Binding]] Spell, [[Tiny Mount]] Spell, [[Sticky Saddle]] Spell,  [[One Mind I]] Spell, [[Moment of Clarity]] Spell, [[Lesser Energize Shield]] Spell, [[Mass Stabilize]] Spell, [[Clear Mind]] Spell, [[Second Wind]] Spell, [[First Stand]], [[Grrrllwofrowffgrr]], [[Swamp of Wydmoor]], &amp;lt;b&amp;gt;Updated&amp;lt;/b&amp;gt; [[First Families of Wydmoor]], [[The Azure Geese]], [[Antioch]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Enlarge Creature]] Spell, [[Enlarge Person, Greater]] Spell, [[Sharpen]] Cantrip, [[Focused Strike]] Cantrip, [[Egtheladanna Krin]], [[Ebony Reaver]], [[Transparency]] Spell, [[Feat:Divine Fervor|Divine Fervor]] Feat, [[Improved Encumbrance]] Feat, [[Starvation]] Spell, [[Enhance Wildshape]] spell, [[Enkindle Spell]] feat, [[Blistering Fires]] feat, [[Teleport Legion]] Spell, [[Mire]] Spell, [[Plague Cloud]] Spell, [[Undead Legion]] Spell, [[Friendsight]] Spell, [[Battle Fury]] Spell, [[Summon Pack/Herd]] Spell, [[Morning Mist]] Spell, [[Feed the Masses]] Spell, [[Profane Weapon]] Spell, [[Gnomish Luck]] Feat, [[Heightened Sense]] Cantrip, [[Fleeting Fame]] Cantrip, [[Strong Stomach]] Feat, [[Elementalist]] Feat, [[Obelisks]], [[Firearms]], [[Artillery]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Foraging Charm]] Cantrip, [[Coin of the Realm]] Cantrip, [[Perfect Pitch]] Cantrip,  [[Deftness]] Cantrip, [[Elk-Riders]] Prestige Class, [[Peteran Alexandrianism]], [[Stone-Warden]], [[Blood Arrow]], [[Grandle Mag]], [[Wydmoor Swamp Temple]], [[Bog Wraiths]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;),[[Bard]], [[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[:Category:Teamwork Benefits|Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:%22Deft%22_Dick%27s_Character_Sheet&amp;diff=10903</id>
		<title>Talk:&quot;Deft&quot; Dick&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:%22Deft%22_Dick%27s_Character_Sheet&amp;diff=10903"/>
		<updated>2011-09-13T21:15:08Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: Created page with &amp;quot;Wots with all the templates? -gm&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wots with all the templates? -gm&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Last_of_the_Omatachi&amp;diff=10891</id>
		<title>Last of the Omatachi</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Last_of_the_Omatachi&amp;diff=10891"/>
		<updated>2011-09-12T23:51:52Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: Created page with &amp;quot;THE OMATACHI  You are one of the Omatachi, a small but ancient group whose oral histories go back many thousands of years. Your people originally came to this land across the Blu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THE OMATACHI&lt;br /&gt;
&lt;br /&gt;
You are one of the Omatachi, a small but ancient group whose oral histories go back many thousands of years. Your people originally came to this land across the Blue Saltplains, riding horses made of wood, and settled in the Summerlands. The people of the Summerlands, however, had already divided up the world amongst themselves into great kingdoms and no love was given to your people and no respect was accorded to their ways. For generations, your people were pushed further and further into the wild and frontierlands of the world, where they continued to encounter settled peoples and entrenched cultures that refused the Omatachi aid or comfort. Further generations forced the Omatachi from the frontierlands into the deep and wild places of the world, where they were finally able to settle for good. In the centuries since, the isolated but talented Omatachi people have prospered, if not exactly thrived, on the edge of world. Only the Sledge People of the Ice Wall to the south live in harsher conditions, and as such, the Omatachi have become a hardy and disciplined people. While some trade is conducted with small tribes and a network of small and distant villages for steel and crafts, the Omatachi people have been content to remain relatively self-sufficient and isolated. Therefore, tales of the Omatachi have largely disappeared from the world at large, as has Omatachi understandings of the world they left behind. However, the Omatachi have hung on to many of their old ways, and somewhat compensate for this by possess skills and understandings absent from the world at large. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WHAT IS KNOWN&lt;br /&gt;
&lt;br /&gt;
You live in a great and expansive wilds. It is often cold and not often pleasant. Your people are simple, if not exactly primitive, and live in a small walled settlement that serves as a nexus for Omatachi trade, society, and defense. The Omatachi subsist largely as hunters and gatherers, although simple tuber, squash, and beans agriculture provides the nutritional stability required to survive the long and harsh winters in the arboreal forests at the edge of the Fields of Ice. You are a young apprentice or relatively inexperienced assistant in or around this settlement as our game begins. Your backstory is relatively unremarkable, and you have no dark secrets or powerful fetters. Your religion is a simple one that revolves around ancestor veneration, although most of the surrounding people the Omatachi trade with practice some form of animist spirit worship. There is a small group of ANTINOMIANS that also exist among your people, who practice a monastic martial tradition brought by the Omatachi from their ancient homeland. Although these antinomians generally share Omatachi ancestor worship traditions, they do not accept any law or moral authority beyond the simple but strict code of their order, and so are often viewed as chaotic and unpredictable troublemakers rather than being understood as deeply lawful and meditative aestetics who see themselves as having transcended societal norms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THE SUMMERLANDS&lt;br /&gt;
&lt;br /&gt;
The most powerful area of civilization is a huge area called the Summerlands by your people. Not all of the people of the Summerlands are human, though most still are. It is here that the great empires and petty kingdoms of the world can be found, though much of it is still dominated by monsters and other vile and evil creatures. It has been thousands of years since the Omatachi have bothered with the Summerlands in any real way, and its many hundreds of miles away, so working knowledge of the place is pretty much zero. Someone will probably have to learn some languages eventually. &lt;br /&gt;
&lt;br /&gt;
The Summerlanders to the north follow a simple pantheon of about a dozen gods. These gods don&#039;t generally have proper names, but rather have names more like titles or job descriptions as the gods of the Summerlands stand only for broad concepts and archetypes as befitting a broad tent religion. Most Omatachi obviously don&#039;t know a hell of a lot about it beyond that, although most at least know the two major evil gods of this pantheon because they&#039;ll pop up every now and then because they&#039;ve been run out of their homes and are causing problems. They are:&lt;br /&gt;
&lt;br /&gt;
E1. The Grinning Skull&lt;br /&gt;
Symbol: Guess.  &lt;br /&gt;
DOMAINS: &lt;br /&gt;
Death, Destruction, Evil, Magic, Undeath, Hatred&lt;br /&gt;
&lt;br /&gt;
E2. The Dark Binder&lt;br /&gt;
Symbol: A Black Book, Open (sometimes there is one of a variety of different symbols inside of the book)&lt;br /&gt;
DOMAINS: &lt;br /&gt;
Evil, Knowledge, Magic, Air, Animal, Earth, Plant, Water, Storm&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Last_of_the_Omatachi&amp;diff=10890</id>
		<title>Talk:Last of the Omatachi</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Last_of_the_Omatachi&amp;diff=10890"/>
		<updated>2011-09-12T23:51:17Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: Created page with &amp;quot;I don &amp;#039;t know things will ever get detailed enough to warrant individual wiki pages and all of that, so we can use this page as a almanac or whatever. If it ever becomes an issue...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don &#039;t know things will ever get detailed enough to warrant individual wiki pages and all of that, so we can use this page as a almanac or whatever. If it ever becomes an issue, we could just start articles with PF: and/or set up a special category for Pathfinder Setting Lore. [[Special:Contributions/75.64.110.158|75.64.110.158]] 19:51, 12 September 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10889</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10889"/>
		<updated>2011-09-12T23:49:55Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Player Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;B&amp;gt;Game Status&amp;lt;/b&amp;gt; : On!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[:Category:MeFight Session Notes | Team MeFight Session Notes]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]] and help Kim create a timeline of Alexandria&#039;s life linked to the Testimonials [https://spreadsheets.google.com/spreadsheet/ccc?key=0Ap44ljMIIIzqdGJDYXVrZ2FKZ0xEM2gwNWVDRUlvbXc&amp;amp;hl=en_US&amp;amp;authkey=CNfB9MgO]&lt;br /&gt;
* A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml];&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Tyrantfoe]], [[Dwarven Husbandry]], [[Ruivë]], [[Hrissë]], [[Veassidhaer]],  [[Bandit Kingdom]], [[The Harvester]], [[Allyon Ellowyn]], [[Genrid Yidrich]], [[Alexandria&#039;s Advancement]], [[RP: Dinner with Egg]], [[Augment Familiar]] Spell, [[Favored Soul]], [[Evangelist]], [[Crusader Cleric]], [[Arcane Disciple]], [[Tana Absold]], [[Poisonmaking]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Recent Events]] &#039;&#039;&#039;NEW!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;[[The Ulan]]&#039;&#039;&#039; (Unmapped)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Complete = *&lt;br /&gt;
&lt;br /&gt;
== Player Groups ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Last of the Omatachi]] &#039;&#039;&#039; &amp;lt;B&amp;gt;Alternate Setting - Pathfinder&amp;lt;/B&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
??? - Human Alchemist&lt;br /&gt;
&lt;br /&gt;
??? - Human Summoner&lt;br /&gt;
&lt;br /&gt;
??? - Human Witch&lt;br /&gt;
&lt;br /&gt;
??? - Human Monk&lt;br /&gt;
&lt;br /&gt;
??? - Human Rogue&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Gnob&#039;s Folly]] ([[Kred]], Gildenhome)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Thed]]&amp;quot;, Peabody Award winning [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
{{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]]), his perfectly normal horse {{Tenpence}}, and his sister [[Tana Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:Pokeylope|Pokeylope]]) (Previously: [[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
[[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
{{Anise}}, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]]) and the {{Ghost Elk}} &lt;br /&gt;
&lt;br /&gt;
[[Marwynn]], [[Human]] [[Evangelist]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Arabelle Adventures|Arabelle Adventurers]]&#039;&#039;&#039; &#039;&#039;&#039;([[The Pinch]] Region, 950 [[FI]], GM:[[User:Mattie|Mattie]])&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;{{Book}}&amp;quot;, [[Gnomish]] Librarian - ([[user:detarame|detarame]])&lt;br /&gt;
&lt;br /&gt;
{{Ugly}}, [[Human]] Barbarian - ([[user:travis|travis]])&lt;br /&gt;
&lt;br /&gt;
{{Mahina}}, [[Human]] Druid ([[user:HelenAngel|Helen]]) and her companion {{Squirt}}&lt;br /&gt;
&lt;br /&gt;
{{Tempest}}, [[Human]] Fighter ([[user:vashalla|Brandy]])&lt;br /&gt;
&lt;br /&gt;
{{Nora}}, [[Human]] [[Evangelist]] ([[user:rush|Sarah]])&lt;br /&gt;
&lt;br /&gt;
{{Merry}}, [[Gnomish]] Folklorist([[user:Daniel|Daniel]]) and his dogs {{Lock}}, {{Stock}}, and {{Barrel}}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The [[Silverwalkers]] (Wydmoor Free City)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Injured Reserve&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
{{Germain}}, [[Human]] [[&amp;quot;Young Turk&amp;quot;]], and his partner {{Egg}} - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
{{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse {{Way}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:Daniel|Daniel]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Meatspace &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[NoName the First]], [[Dwarven]] [[Evangelist]] &lt;br /&gt;
&lt;br /&gt;
[[NoName the Second]], [[Dwarven]] Fighter&lt;br /&gt;
&lt;br /&gt;
[[Rabbit O&#039;Rodessa]], [[Halfling]] Aspiring [[Dog Rider]] &lt;br /&gt;
&lt;br /&gt;
[[NoName the Fourth]], City [[Gnome]] [[Bard|Monster Whisperer]]&lt;br /&gt;
&lt;br /&gt;
[[NoName the Fifth]], [[Half-Orc]] Barbarian&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Retirees &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) &lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Fall/Winter 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Sticky Fingers]] Spell, [[Treasure Scent]] Spell, [[Rhino&#039;s Rush]] Spell, [[Detect Violence]] Spell, [[Detect Guilt]] Spell, [[Detect Attitude]] Spell, [[Shard Storm]] Spell, [[Force Chest]] Spell, [[Force Ram]] Spell, [[Floating Disk, Greater]] Spell, [[Chain Missile]] Spell, [[Feat: Shipborn]], [[Feat: Savvy Swimmer]], [[Feat: Sandstep]], [[Feat: Polyglot]], [[Feat: Pirate Luck]], [[Feat: Natural Dowser]], [[Feat: Desertborn]], [[Tricks]], [[Oceans]], [[Pavor Nocturnus]], [[Ghost Elk]], [[Adrillathellior Teldandilion]], [[Word of Binding]] Spell, [[Tiny Mount]] Spell, [[Sticky Saddle]] Spell,  [[One Mind I]] Spell, [[Moment of Clarity]] Spell, [[Lesser Energize Shield]] Spell, [[Mass Stabilize]] Spell, [[Clear Mind]] Spell, [[Second Wind]] Spell, [[First Stand]], [[Grrrllwofrowffgrr]], [[Swamp of Wydmoor]], &amp;lt;b&amp;gt;Updated&amp;lt;/b&amp;gt; [[First Families of Wydmoor]], [[The Azure Geese]], [[Antioch]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Enlarge Creature]] Spell, [[Enlarge Person, Greater]] Spell, [[Sharpen]] Cantrip, [[Focused Strike]] Cantrip, [[Egtheladanna Krin]], [[Ebony Reaver]], [[Transparency]] Spell, [[Feat:Divine Fervor|Divine Fervor]] Feat, [[Improved Encumbrance]] Feat, [[Starvation]] Spell, [[Enhance Wildshape]] spell, [[Enkindle Spell]] feat, [[Blistering Fires]] feat, [[Teleport Legion]] Spell, [[Mire]] Spell, [[Plague Cloud]] Spell, [[Undead Legion]] Spell, [[Friendsight]] Spell, [[Battle Fury]] Spell, [[Summon Pack/Herd]] Spell, [[Morning Mist]] Spell, [[Feed the Masses]] Spell, [[Profane Weapon]] Spell, [[Gnomish Luck]] Feat, [[Heightened Sense]] Cantrip, [[Fleeting Fame]] Cantrip, [[Strong Stomach]] Feat, [[Elementalist]] Feat, [[Obelisks]], [[Firearms]], [[Artillery]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Foraging Charm]] Cantrip, [[Coin of the Realm]] Cantrip, [[Perfect Pitch]] Cantrip,  [[Deftness]] Cantrip, [[Elk-Riders]] Prestige Class, [[Peteran Alexandrianism]], [[Stone-Warden]], [[Blood Arrow]], [[Grandle Mag]], [[Wydmoor Swamp Temple]], [[Bog Wraiths]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;),[[Bard]], [[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[:Category:Teamwork Benefits|Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Garn_Absold&amp;diff=10871</id>
		<title>Talk:Garn Absold</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Garn_Absold&amp;diff=10871"/>
		<updated>2011-08-28T04:09:16Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is Kib an only child? -gm&lt;br /&gt;
: Fifth of ten children, third son. I&#039;ll assume at least two or three of them died in childbirth, the rest could be anywhere. There&#039;s plenty of leeway in there for family betrayal, or it&#039;s also possible that all of the kids were scattered to the winds like Kib was. -[[User:Slitherrr|Slitherrr]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10696</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10696"/>
		<updated>2011-07-28T21:36:36Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
&lt;br /&gt;
{{Germain}} glowers and fumes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;br /&gt;
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{{Germain}} nods, and although he occasionally looks like he wants to interject, he does not have anything to add to Egg&#039;s synopsis.&lt;br /&gt;
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; {{Quinalin}} : Bah! Egg, I hate to think you might be right that they already know we escaped because if they didn&#039;t, well, to keep the string of adages going.. the Petarans say you should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance.  I think it would be fairly easy for us to quickly replace or disguise the broken door and then set an ambush for the people that would be bound to come look over the results of their trap.  If we captured one of them and put a charm on them then we could take the place of the others in that group and have the charmed person take us back to whoever was responsible for the trap.  If it was outside the city then we would even have the possibility of capping away if necessary.  Otherwise, we might look into the outstanding question of whether dimension door works to get us out of whatever rat nest we end up in after we take advantage of any opportunity to strike back at a person at least partially responsible for trying to wipe us out.&lt;br /&gt;
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; {{Al}} : A few points..  Rock-to-mud doesn&#039;t work on worked stone, so that&#039;s out.  We could rock-to-mud under the wall, but that might be bad for the wall too, and we&#039;d still have to move the mud somewhere, and mud&#039;s not easy to move around.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;As for burrowing..  This might be fun to try, but it seems impractical.  Al-as-badger could do a lot of digging, but we need a LOT of digging.  I could summon a few extra badgers to help, but we&#039;re still talking about hundreds of feet of tunnel that has to be wide enough for lots of people at a time to walk through.  The time that it would take to dig would, I think, be very long (days maybe), and where would all the dug-out dirt go?  I suspect someone might notice a huge pile of dirt growing outside the city walls.  Even if they didn&#039;t, and we somehow made a nice tunnel, how long would it take to usher thousands of refugees through it?  That itself could take days, unless we made the tunnel huge, which would be impractical.  The refugees would be in a very dangerous position for many hours at least.  So would we, I suspect, since we wouldn&#039;t want to leave them to their own devices for that long.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Digging is tons of fun when you&#039;re a badger, so I hate to be so pessimistic, but I&#039;d hate it more if all the refugees we were trying to save died because of our &amp;quot;rescue.&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dudes.&lt;br /&gt;
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; {{Quinalin}} attempting to do an impression of Al : Dude! What a buzz-kill. I never expected you to be the stuffy guy bringing down our lofty goals like a herd of city garden planners.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Just kidding.  I guess I was so impressed by your work back at the Orc camp I thought it might be possible to craft a 10 or 15 foot wide tunnel long enough to go under the wall within a few days if you had the help of some war-spell summoned badgers.  I understand what you are saying.  Getting them to Eldrell&#039;s outpost is still a possibility we haven&#039;t determined infeasible yet, right?&lt;br /&gt;
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; {{Egg}} : I hate that Al and I are such buzzkills, but I suppose better to be buzzkilled than kill-killed. I&#039;d say, yes, we haven&#039;t found a reason we couldn&#039;t up and move the refugees. There are lots of things that make it difficult: the disease, the poor nutrition, the walls of pikemen guarding Ubrekt&#039;s north border. But, problems lust for solutions. And, as Germain has said, if we can somehow convince Edrell to let us use the Not-Tunnel, all this &#039;boring&#039; *chuckles again* conversation is moot. I mean, I&#039;m sure the Hadriarch will be less than thrilled when thousands of refugees start streaming up through the basement, but I doubt they have the means to do more than complain about it.&lt;br /&gt;
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; {{Al}} : Hey, dude, if you can find a way to hide a cubic orc-ton of dirt for a few days, the tunnel plan could still work. How&#039;d those clerics who were poisoning the water supply get into the sewers?  Maybe we can figure something out that way.&lt;br /&gt;
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; {{Egg}} : I do believe they used special passwall runes created by our Dwarven runecrafter turncloak. I doubt he has the means to make thousands. About those clerics, though, they were &amp;quot;poisoning&amp;quot; it in that they were purifying it to kill the Otyughs. That&#039;s left us with a cache of purification and disease curing magical gear. But, I suppose the tunneling thing is still an option, sure. It&#039;s not like there&#039;d be a shortage of hands to move dirt. Honestly, I&#039;d be much more concerned with Mose&#039;s fear - collapse. Did you notice when you were in the sewers that it was mostly crafted stone? This is bogland, the earth here is soft and treacherous.&lt;br /&gt;
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; {{Al}} : IIRC, the walls of the sewers were mostly crafted stone.&lt;br /&gt;
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; {{Mose}} : Egg-- I didn&#039;t mean attacking the entire guild. I meant continuing our pursuit of Mantatlus, the wererats, and whomever leads them. I think chopping at the head of these factions in the Guild will prevent those groups from causing mayhem at the level of destroying the city. The rest of the Guild surely thrives in the cesspool of thieving they&#039;ve started that enjoys a prosperous city more than one inside a vise. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Everyone-- even if they know we survived, they &#039;&#039;know&#039;&#039; we know that Fenn is a stooge, so they will be preparing immediately for new bigger ways to kill us. No one sent us to kill these guys, we came here of our own free will because we knew it was time to stop Mantatlus once and for all. Now we want to turn our backs on these guys? You don&#039;t leave a fight unfinished! How many times have we tried to kill Mantatlus now and have failed? How many times more does he have to try to poison or ambush us before we put this evil to rest? How many more minds on the War Council does he or someone on his team have to invade or control? (shouting now out of frustration) &amp;lt;big&amp;gt;&#039;&#039;&#039;He&#039;s a Powerful Unholy Vampire Necromancer living in Wydmoor! And he&#039;s laughing at us yet again, while he aims to destroy every Good thing we&#039;ve done here.&#039;&#039;&#039;&amp;lt;/big&amp;gt; &#039;&#039;Mose realizes he is shouting and calms himself, he looks embarrassed as he often does when he loses his cool when smarter people talk past him, but his character is so confused why this obviousness isn&#039;t so obvious to everyone else.&#039;&#039;&lt;br /&gt;
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; {{Germain}} : Mose, Mantatlus is a stooge just like Fenn. I understand he&#039;s an anathama to you, but he&#039;s only slightly more significant than his henchmen Gil and Holm were. At the end of the day, he&#039;s just a guy that hates us, and can be set upon us as if he were some sort of mad dog. When we kill him, the real leader of the guild will just find someone else, turn them into a vampire, and set them on us just the same. Killing him will not, I&#039;m afriad, accomplish much more than some sort of abstract moral and natural victory, but it will do little to solve our personal problem with the guild.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As I see it now, there is no head-on assault that is anything more than a diversion. I think, for now, the best we can do to fight the guild is to dig into their secrets, turn their own against them, and continue to draw them out of the shadows for increasingly daring and expensive attacks. I know you don&#039;t like it, but I think its a war to be fought in libraries, backrooms, and bars for the time being. I think you should leave this to me for the time being, and I will do what I can to work against them in my way.&lt;br /&gt;
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;{{Kimika}} sighs. : I absolutely hate Mantatlus as well, but I think the refugees need us the most at this point.  What if we get them over the walls? I could summon giant eagles and griffons- just a thought!&lt;br /&gt;
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(We should put one of mattie&#039;s sexy boxes around the OOC talk blocks. That&#039;s another awesome use for them. )&lt;br /&gt;
; Daniel (OOC) : You know.. I&#039;d really have expected Al to be the one, but it feels like Mose is about to pull a Spike.  Please watch this video to the end to get the punchline. :) [http://video.google.com/videoplay?docid=7643376347832215963 Where do we go from here?]&lt;br /&gt;
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; GM (OOC) : Hahaha, excellent. Bonus points for the Buffy clip. &amp;quot;The battle&#039;s done and we kind of won,&amp;quot; describes my philosophy of GMing.&lt;br /&gt;
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; Trav (OOC): Says Germain: &amp;quot;some sort of abstract moral and &#039;&#039;&#039;natural victory&#039;&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;Al approves.&lt;br /&gt;
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; {{Egg}}: You know, I think we have lots of options for actually getting the refugees in the city, and we might even be able to mix and match, but that&#039;s all contingent on Edrell going for it. If he does, though, he&#039;s going to ask the obvious question: &#039;How do you plan on getting them here?&#039;&lt;br /&gt;
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; Trav (OOC): Some logistics/practicality type questions.. (moved to talk page)&lt;br /&gt;
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; {{Al}} : Well, how &#039;&#039;do&#039;&#039; we plan on getting them here?  We haven&#039;t really figured out how to move thousands of people through thousands of other people without any of the other people noticing.  Heck, it would probably be easier to take the food from Wydmoor and bring it to the refugees.  Hey, wait a sec..  Why not do that?  How much food could our Bags &#039; Carrying Stuff carry?&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10694</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10694"/>
		<updated>2011-07-28T20:44:16Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;br /&gt;
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{{Germain}} nods, and although he occasionally looks like he wants to interject, he does not have anything to add to Egg&#039;s synopsis.&lt;br /&gt;
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; {{Quinalin}} : Bah! Egg, I hate to think you might be right that they already know we escaped because if they didn&#039;t, well, to keep the string of adages going.. the Petarans say you should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance.  I think it would be fairly easy for us to quickly replace or disguise the broken door and then set an ambush for the people that would be bound to come look over the results of their trap.  If we captured one of them and put a charm on them then we could take the place of the others in that group and have the charmed person take us back to whoever was responsible for the trap.  If it was outside the city then we would even have the possibility of capping away if necessary.  Otherwise, we might look into the outstanding question of whether dimension door works to get us out of whatever rat nest we end up in after we take advantage of any opportunity to strike back at a person at least partially responsible for trying to wipe us out.&lt;br /&gt;
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; {{Al}} : A few points..  Rock-to-mud doesn&#039;t work on worked stone, so that&#039;s out.  We could rock-to-mud under the wall, but that might be bad for the wall too, and we&#039;d still have to move the mud somewhere, and mud&#039;s not easy to move around.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;As for burrowing..  This might be fun to try, but it seems impractical.  Al-as-badger could do a lot of digging, but we need a LOT of digging.  I could summon a few extra badgers to help, but we&#039;re still talking about hundreds of feet of tunnel that has to be wide enough for lots of people at a time to walk through.  The time that it would take to dig would, I think, be very long (days maybe), and where would all the dug-out dirt go?  I suspect someone might notice a huge pile of dirt growing outside the city walls.  Even if they didn&#039;t, and we somehow made a nice tunnel, how long would it take to usher thousands of refugees through it?  That itself could take days, unless we made the tunnel huge, which would be impractical.  The refugees would be in a very dangerous position for many hours at least.  So would we, I suspect, since we wouldn&#039;t want to leave them to their own devices for that long.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Digging is tons of fun when you&#039;re a badger, so I hate to be so pessimistic, but I&#039;d hate it more if all the refugees we were trying to save died because of our &amp;quot;rescue.&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dudes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Quinalin}} attempting to do an impression of Al : Dude! What a buzz-kill. I never expected you to be the stuffy guy bringing down our lofty goals like a herd of city garden planners.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Just kidding.  I guess I was so impressed by your work back at the Orc camp I thought it might be possible to craft a 10 or 15 foot wide tunnel long enough to go under the wall within a few days if you had the help of some war-spell summoned badgers.  I understand what you are saying.  Getting them to Eldrell&#039;s outpost is still a possibility we haven&#039;t determined infeasible yet, right?&lt;br /&gt;
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; {{Egg}} : I hate that Al and I are such buzzkills, but I suppose better to be buzzkilled than kill-killed. I&#039;d say, yes, we haven&#039;t found a reason we couldn&#039;t up and move the refugees. There are lots of things that make it difficult: the disease, the poor nutrition, the walls of pikemen guarding Ubrekt&#039;s north border. But, problems lust for solutions. And, as Germain has said, if we can somehow convince Edrell to let us use the Not-Tunnel, all this &#039;boring&#039; *chuckles again* conversation is moot. I mean, I&#039;m sure the Hadriarch will be less than thrilled when thousands of refugees start streaming up through the basement, but I doubt they have the means to do more than complain about it.&lt;br /&gt;
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; {{Al}} : Hey, dude, if you can find a way to hide a cubic orc-ton of dirt for a few days, the tunnel plan could still work. How&#039;d those clerics who were poisoning the water supply get into the sewers?  Maybe we can figure something out that way.&lt;br /&gt;
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; {{Egg}} : I do believe they used special passwall runes created by our Dwarven runecrafter turncloak. I doubt he has the means to make thousands. About those clerics, though, they were &amp;quot;poisoning&amp;quot; it in that they were purifying it to kill the Otyughs. That&#039;s left us with a cache of purification and disease curing magical gear. But, I suppose the tunneling thing is still an option, sure. It&#039;s not like there&#039;d be a shortage of hands to move dirt. Honestly, I&#039;d be much more concerned with Mose&#039;s fear - collapse. Did you notice when you were in the sewers that it was mostly crafted stone? This is bogland, the earth here is soft and treacherous.&lt;br /&gt;
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; {{Al}} : IIRC, the walls of the sewers were mostly crafted stone.&lt;br /&gt;
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; {{Mose}} : Egg-- I didn&#039;t mean attacking the entire guild. I meant continuing our pursuit of Mantatlus, the wererats, and whomever leads them. I think chopping at the head of these factions in the Guild will prevent those groups from causing mayhem at the level of destroying the city. The rest of the Guild surely thrives in the cesspool of thieving they&#039;ve started that enjoys a prosperous city more than one inside a vise. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Everyone-- even if they know we survived, they &#039;&#039;know&#039;&#039; we know that Fenn is a stooge, so they will be preparing immediately for new bigger ways to kill us. No one sent us to kill these guys, we came here of our own free will because we knew it was time to stop Mantatlus once and for all. Now we want to turn our backs on these guys? You don&#039;t leave a fight unfinished! How many times have we tried to kill Mantatlus now and have failed? How many times more does he have to try to poison or ambush us before we put this evil to rest? How many more minds on the War Council does he or someone on his team have to invade or control? (shouting now out of frustration) &amp;lt;big&amp;gt;&#039;&#039;&#039;He&#039;s a Powerful Unholy Vampire Necromancer living in Wydmoor! And he&#039;s laughing at us yet again, while he aims to destroy every Good thing we&#039;ve done here.&#039;&#039;&#039;&amp;lt;/big&amp;gt; &#039;&#039;Mose realizes he is shouting and calms himself, he looks embarrassed as he often does when he loses his cool when smarter people talk past him, but his character is so confused why this obviousness isn&#039;t so obvious to everyone else.&#039;&#039;&lt;br /&gt;
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; {{Germain}} : Mose, Mantatlus is a stooge just like Fenn. I understand he&#039;s an anathama to you, but he&#039;s only slightly more significant than his henchmen Gil and Holm were. At the end of the day, he&#039;s just a guy that hates us, and can be set upon us as if he were some sort of mad dog. When we kill him, the real leader of the guild will just find someone else, turn them into a vampire, and set them on us just the same. Killing him will not, I&#039;m afriad, accomplish much more than some sort of abstract moral and natural victory, but it will do little to solve our personal problem with the guild.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As I see it now, there is no head-on assault that is anything more than a diversion. I think, for now, the best we can do to fight the guild is to dig into their secrets, turn their own against them, and continue to draw them out of the shadows for increasingly daring and expensive attacks. I know you don&#039;t like it, but I think its a war to be fought in libraries, backrooms, and bars for the time being. I think you should leave this to me for the time being, and I will do what I can to work against them in my way.&lt;br /&gt;
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;{{Kimika}} sighs. : I absolutely hate Mantatlus as well, but I think the refugees need us the most at this point.  What if we get them over the walls? I could summon giant eagles and griffons- just a thought!&lt;br /&gt;
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(We should put one of mattie&#039;s sexy boxes around the OOC talk blocks. That&#039;s another awesome use for them. )&lt;br /&gt;
; Daniel (OOC) : You know.. I&#039;d really have expected Al to be the one, but it feels like Mose is about to pull a Spike.  Please watch this video to the end to get the punchline. :) [http://video.google.com/videoplay?docid=7643376347832215963 Where do we go from here?]&lt;br /&gt;
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; GM (OOC) : Hahaha, excellent. Bonus points for the Buffy clip. &amp;quot;The battle&#039;s done and we kind of won,&amp;quot; describes my philosophy of GMing.&lt;br /&gt;
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; Trav (OOC): Says Germain: &amp;quot;some sort of abstract moral and &#039;&#039;&#039;natural victory&#039;&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;Al approves.&lt;br /&gt;
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; {{Egg}}: You know, I think we have lots of options for actually getting the refugees in the city, and we might even be able to mix and match, but that&#039;s all contingent on Edrell going for it. If he does, though, he&#039;s going to ask the obvious question: &#039;How do you plan on getting them here?&#039;&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10693</id>
		<title>Proverbs and Sayings</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10693"/>
		<updated>2011-07-28T20:40:35Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{unfinished}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* &#039;&#039;The air has eyes and ears&#039;&#039; (Old Ubrekti)&lt;br /&gt;
* &#039;&#039;Silver rents silence, but steel buys it.&#039;&#039; (Old Ubrekti)&lt;br /&gt;
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== Church ==&lt;br /&gt;
* &#039;&#039;Only a child can understand the mind of the gods&#039;&#039;  (Pre-Alexandrian [[Oracles]])&lt;br /&gt;
* &#039;&#039;Alexandria never pays for dinner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gnomish ==&lt;br /&gt;
* &#039;&#039;Dream Big, Scheme Big.&#039;&#039;&lt;br /&gt;
* &#039;&#039;A thousand ways to miss the obvious.&#039;&#039; (alt: &#039;&#039;A thousand ways missing one right answer&#039;&#039;)&lt;br /&gt;
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== Dwarven ==&lt;br /&gt;
* &#039;&#039;A hasty mineshaft is a permanent grave.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Only a dull blacksmith forges a blade that will rob him later.&#039;&#039;&lt;br /&gt;
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== Halfling ==&lt;br /&gt;
* &lt;br /&gt;
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== Peteran ==&lt;br /&gt;
*  &#039;&#039;You should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Regional ==&lt;br /&gt;
=== [[Wydmoor Free City]] ===&lt;br /&gt;
* &#039;&#039;What happens in Wydmoor Free City will nevertheless lighten your purse.&#039;&#039;&lt;br /&gt;
* &#039;&#039;You will never find a more wretched hive of scum and villainy.&#039;&#039; (Wait, what?)&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10690</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10690"/>
		<updated>2011-07-28T19:13:50Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Germain}} nods, and although he occasionally looks like he wants to interject, he does not have anything to add to Egg&#039;s synopsis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Quinalin}} : Bah! Egg, I hate to think you might be right that they already know we escaped because if they didn&#039;t, well, to keep the string of adages going.. the Petarans say you should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance.  I think it would be fairly easy for us to quickly replace or disguise the broken door and then set an ambush for the people that would be bound to come look over the results of their trap.  If we captured one of them and put a charm on them then we could take the place of the others in that group and have the charmed person take us back to whoever was responsible for the trap.  If it was outside the city then we would even have the possibility of capping away if necessary.  Otherwise, we might look into the outstanding question of whether dimension door works to get us out of whatever rat nest we end up in after we take advantage of any opportunity to strike back at a person at least partially responsible for trying to wipe us out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : A few points..  Rock-to-mud doesn&#039;t work on worked stone, so that&#039;s out.  We could rock-to-mud under the wall, but that might be bad for the wall too, and we&#039;d still have to move the mud somewhere, and mud&#039;s not easy to move around.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;As for burrowing..  This might be fun to try, but it seems impractical.  Al-as-badger could do a lot of digging, but we need a LOT of digging.  I could summon a few extra badgers to help, but we&#039;re still talking about hundreds of feet of tunnel that has to be wide enough for lots of people at a time to walk through.  The time that it would take to dig would, I think, be very long (days maybe), and where would all the dug-out dirt go?  I suspect someone might notice a huge pile of dirt growing outside the city walls.  Even if they didn&#039;t, and we somehow made a nice tunnel, how long would it take to usher thousands of refugees through it?  That itself could take days, unless we made the tunnel huge, which would be impractical.  The refugees would be in a very dangerous position for many hours at least.  So would we, I suspect, since we wouldn&#039;t want to leave them to their own devices for that long.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Digging is tons of fun when you&#039;re a badger, so I hate to be so pessimistic, but I&#039;d hate it more if all the refugees we were trying to save died because of our &amp;quot;rescue.&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dudes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Quinalin}} attempting to do an impression of Al : Dude! What a buzz-kill. I never expected you to be the stuffy guy bringing down our lofty goals like a herd of city garden planners.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Just kidding.  I guess I was so impressed by your work back at the Orc camp I thought it might be possible to craft a 10 or 15 foot wide tunnel long enough to go under the wall within a few days if you had the help of some war-spell summoned badgers.  I understand what you are saying.  Getting them to Eldrell&#039;s outpost is still a possibility we haven&#039;t determined infeasible yet, right?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Egg}} : I hate that Al and I are such buzzkills, but I suppose better to be buzzkilled than kill-killed. I&#039;d say, yes, we haven&#039;t found a reason we couldn&#039;t up and move the refugees. There are lots of things that make it difficult: the disease, the poor nutrition, the walls of pikemen guarding Ubrekt&#039;s north border. But, problems lust for solutions. And, as Germain has said, if we can somehow convince Edrell to let us use the Not-Tunnel, all this &#039;boring&#039; *chuckles again* conversation is moot. I mean, I&#039;m sure the Hadriarch will be less than thrilled when thousands of refugees start streaming up through the basement, but I doubt they have the means to do more than complain about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : Hey, dude, if you can find a way to hide a cubic orc-ton of dirt for a few days, the tunnel plan could still work. How&#039;d those clerics who were poisoning the water supply get into the sewers?  Maybe we can figure something out that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Egg}} : I do believe they used special passwall runes created by our Dwarven runecrafter turncloak. I doubt he has the means to make thousands. About those clerics, though, they were &amp;quot;poisoning&amp;quot; it in that they were purifying it to kill the Otyughs. That&#039;s left us with a cache of purification and disease curing magical gear. But, I suppose the tunneling thing is still an option, sure. It&#039;s not like there&#039;d be a shortage of hands to move dirt. Honestly, I&#039;d be much more concerned with Mose&#039;s fear - collapse. Did you notice when you were in the sewers that it was mostly crafted stone? This is bogland, the earth here is soft and treacherous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : IIRC, the walls of the sewers were mostly crafted stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Mose}} : Egg-- I didn&#039;t mean attacking the entire guild. I meant continuing our pursuit of Mantatlus, the wererats, and whomever leads them. I think chopping at the head of these factions in the Guild will prevent those groups from causing mayhem at the level of destroying the city. The rest of the Guild surely thrives in the cesspool of thieving they&#039;ve started that enjoys a prosperous city more than one inside a vise. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Everyone-- even if they know we survived, they &#039;&#039;know&#039;&#039; we know that Fenn is a stooge, so they will be preparing immediately for new bigger ways to kill us. No one sent us to kill these guys, we came here of our own free will because we knew it was time to stop Mantatlus once and for all. Now we want to turn our backs on these guys? You don&#039;t leave a fight unfinished! How many times have we tried to kill Mantatlus now and have failed? How many times more does he have to try to poison or ambush us before we put this evil to rest? How many more minds on the War Council does he or someone on his team have to invade or control? (shouting now out of frustration) &amp;lt;big&amp;gt;&#039;&#039;&#039;He&#039;s a Powerful Unholy Vampire Necromancer living in Wydmoor! And he&#039;s laughing at us yet again, while he aims to destroy every Good thing we&#039;ve done here.&#039;&#039;&#039;&amp;lt;/big&amp;gt; &#039;&#039;Mose realizes he is shouting and calms himself, he looks embarrassed as he often does when he loses his cool when smarter people talk past him, but his character is so confused why this obviousness isn&#039;t so obvious to everyone else.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : Mose, Mantatlus is a stooge just like Fenn. I understand he&#039;s an anathama to you, but he&#039;s only slightly more significant than his henchmen Gil and Holm were. At the end of the day, he&#039;s just a guy that hates us, and can be set upon us as if he were some sort of mad dog. When we kill him, the real leader of the guild will just find someone else, turn them into a vampire, and set them on us just the same. Killing him will not, I&#039;m afriad, accomplish much more than some sort of abstract moral and natural victory, but it will do little to solve our personal problem with the guild.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As I see it now, there is no head-on assault that is anything more than a diversion. I think, for now, the best we can do to fight the guild is to dig into their secrets, turn their own against them, and continue to draw them out of the shadows for increasingly daring and expensive attacks. I know you don&#039;t like it, but I think its a war to be fought in libraries, backrooms, and bars for the time being. I think you should leave this to me for the time being, and I will do what I can to work against them in my way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;{{Kimika}} sighs. : I absolutely hate Mantatlus as well, but I think the refugees need us the most at this point.  What if we get them over the walls? I could summon giant eagles and griffons- just a thought!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Daniel (OOC) : You know.. I&#039;d really have expected Al to be the one, but it feels like Mose is about to pull a Spike.  Please watch this video to the end to get the punchline. :) [http://video.google.com/videoplay?docid=7643376347832215963 Where do we go from here?]&lt;br /&gt;
&lt;br /&gt;
; GM (OOC) : Hahaha, excellent. Bonus points for the Buffy clip. &amp;quot;The battle&#039;s done and we kind of won,&amp;quot; describes my philosophy of GMing.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10679</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Main_Page&amp;diff=10679"/>
		<updated>2011-07-28T16:36:26Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* REDACTED */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;B&amp;gt;Game Status&amp;lt;/b&amp;gt; : On!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Getting Started&#039;&#039;&#039; ==&lt;br /&gt;
* Check the &amp;quot;getting started&amp;quot; links about [[races]], [[classes]], and [[nations]] to the left for a world overview.&lt;br /&gt;
* For the devout, or the casually religious, [[Alexandria|Alexandria Omnity]] and her [[Alexandrian Church|worship]] will put you on the righteous path.&lt;br /&gt;
* Refresh your addled memory with [[Quest Notes|Mattie&#039;s Magnificent Quest Notes]], or the growing list of [[:Category:MeFight Session Notes | Team MeFight Session Notes]]&lt;br /&gt;
* Get a history lesson with the [[timeline of major events]] and help Kim create a timeline of Alexandria&#039;s life linked to the Testimonials [https://spreadsheets.google.com/spreadsheet/ccc?key=0Ap44ljMIIIzqdGJDYXVrZ2FKZ0xEM2gwNWVDRUlvbXc&amp;amp;hl=en_US&amp;amp;authkey=CNfB9MgO]&lt;br /&gt;
* A Searchable Compendium of 3.5e Feats : [http://realmshelps.dandello.net/datafind/feats.shtml];&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent Additions and Changes&#039;&#039;&#039; ==&lt;br /&gt;
[[Tyrantfoe]], [[Dwarven Husbandry]], [[Ruivë]], [[Hrissë]], [[Veassidhaer]],  [[Bandit Kingdom]], [[The Harvester]], [[Allyon Ellowyn]], [[Genrid Yidrich]], [[Alexandria&#039;s Advancement]], [[RP: Dinner with Egg]], [[Augment Familiar]] Spell, [[Favored Soul]], [[Evangelist]], [[Crusader Cleric]], [[Arcane Disciple]], [[Tana Absold]], [[Poisonmaking]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyone Loves Lists!&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Recent Events]] &#039;&#039;&#039;NEW!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[List of Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
The [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[The Ages of History]]&lt;br /&gt;
&lt;br /&gt;
[[List of Arch-Wardens]] &lt;br /&gt;
&lt;br /&gt;
[[List of Universities]]&lt;br /&gt;
&lt;br /&gt;
[[Agents of Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Eight Rites]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Atlas&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
  The Mainland (Incomplete) : [http://www.memphisgamers.com/img/mainland.jpg]&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Nations of the Realm&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Alexia]] : [http://www.memphisgamers.com/img/alexia.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Gildenhome]] : [http://www.memphisgamers.com/img/gildenhome.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Hakan]] : [http://www.memphisgamers.com/img/hakan.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (North) : [http://www.memphisgamers.com/img/north-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (Central) : [http://www.memphisgamers.com/img/central-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Odessa]] (South) : [http://www.memphisgamers.com/img/south-odessa.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Petera]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Sidhe-Praxen]] : [http://www.memphisgamers.com/img/sidhe-praxen.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Ubrekt]] : [http://www.memphisgamers.com/img/ubrekt.jpg] *&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Celstia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Flannary]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
 [[Fresia]] : Map Coming Soon! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor States&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Wydmoor Free City]] : [http://www.memphisgamers.com/img/wydmoor_region.jpg]*  City Map: [http://www.memphisgamers.com/img/wydmoor_city.jpg]&lt;br /&gt;
 - The [[Swamp of Wydmoor]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Utrell]]&amp;lt;br&amp;gt;&lt;br /&gt;
 [[Temporal Authority]] of the Arch-Wardency : [http://www.memphisgamers.com/img/warden_temporal_authority.jpg]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;[[The Ulan]]&#039;&#039;&#039; (Unmapped)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Complete = *&lt;br /&gt;
&lt;br /&gt;
== Player Groups ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The [[Silverwalkers]] (Wydmoor Free City)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{{Al}}, [[Human]] [[Druids|Druid]] - ([[user:travis|Travis]])&lt;br /&gt;
&lt;br /&gt;
{{Germain}}, [[Human]] [[&amp;quot;Young Turk&amp;quot;]], and his partner {{Egg}} - ([[user:msallen|Matt]])&lt;br /&gt;
&lt;br /&gt;
{{Kimika}}, [[Halfling]] [[Clerics|Church Scribe]] - ([[user:HelenAngel|Helen]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{LE}}, [[Human]] [[Sorcerers|Sorcerer]] - ([[user:Rush|Sarah]]) and her familiar [[Pip]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Mose}}, [[Dwarven]] [[Travelers|Traveler]] - ([[user:Mattie|Mattie]]) and his magical horse {{Way}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;{{Quinalin}}, [[Human]] [[Celstia|Celstian]] Man-At-Arms - ([[user:Daniel|Daniel]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;RIP&#039;&#039;&#039; [[Qa]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:____|Jason]])&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Gnob&#039;s Folly]] ([[Kred]], Gildenhome)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Thed]]&amp;quot;, Peabody Award winning [[Gnomish]] [[Rogues|Rogue]] - ([[user:xorry|Xorry]])&lt;br /&gt;
&lt;br /&gt;
{{Kib Absold}}, [[Human]] [[Professional|Military Officer]] - ([[user:slitherrr|Slitherrr]]), his perfectly normal horse {{Tenpence}}, and his sister [[Tana Absold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gilerl]], [[Wild Gnomish]] [[Barbarians|Barbarian]] - ([[user:Pokeylope|Pokeylope]]) (Previously: [[user:The Devil Tesla|The Devil Tesla]])&lt;br /&gt;
&lt;br /&gt;
[[Thoven]], [[Dwarven]] [[Sorcerers|Sorcerer]] - ([[user:toomuchpete|TooMuchPete]])&lt;br /&gt;
&lt;br /&gt;
{{Anise}}, [[Human]] [[Ranger]] - ([[user:Feantari|Feantari]]) and the {{Ghost Elk}} &lt;br /&gt;
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[[Marwynn]], [[Human]] [[Evangelist]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Arabelle Adventures|Arabelle Adventurers]]&#039;&#039;&#039; &#039;&#039;&#039;([[The Pinch]] Region, 950 [[FI]], GM:[[User:Mattie|Mattie]])&#039;&#039;&#039; ===&lt;br /&gt;
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&amp;quot;{{Book}}&amp;quot;, [[Gnomish]] Librarian - ([[user:detarame|detarame]])&lt;br /&gt;
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{{Ugly}}, [[Human]] Barbarian - ([[user:travis|travis]])&lt;br /&gt;
&lt;br /&gt;
{{Mahina}}, [[Human]] Druid ([[user:HelenAngel|Helen]]) and her companion {{Squirt}}&lt;br /&gt;
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{{Tempest}}, [[Human]] Fighter ([[user:vashalla|Brandy]])&lt;br /&gt;
&lt;br /&gt;
{{Nora}}, [[Human]] [[Evangelist]] ([[user:rush|Sarah]])&lt;br /&gt;
&lt;br /&gt;
{{Merry}}, [[Gnomish]] Folklorist([[user:Daniel|Daniel]]) and his dogs {{Lock}}, {{Stock}}, and {{Barrel}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;REDACTED&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[NoName the First]], [[Dwarven]] [[Evangelist]] &lt;br /&gt;
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[[NoName the Second]], [[Dwarven]] Fighter&lt;br /&gt;
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[[Rabbit O&#039;Rodessa]], [[Halfling]] Aspiring [[Dog Rider]] &lt;br /&gt;
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[[NoName the Fourth]], City [[Gnome]] [[Bard|Monster Whisperer]]&lt;br /&gt;
&lt;br /&gt;
[[NoName the Fifth]], [[Half-Orc]] Barbarian&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039; Transients &#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 [[Zealeus]], [[Gnomish]] [[Clerics|Inquisitor]] - ([[user:zealeus|Zealeus]]) &lt;br /&gt;
&lt;br /&gt;
 [[Neven b&#039;Aaronurt]], [[Halfling]] [[Druids|Druid]] - ([[user:Robocop is Bleeding|Robocop is Bleeding]]) and his riding boar, [[Breakfast]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Additions and Changes Archive&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Fall/Winter 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Sticky Fingers]] Spell, [[Treasure Scent]] Spell, [[Rhino&#039;s Rush]] Spell, [[Detect Violence]] Spell, [[Detect Guilt]] Spell, [[Detect Attitude]] Spell, [[Shard Storm]] Spell, [[Force Chest]] Spell, [[Force Ram]] Spell, [[Floating Disk, Greater]] Spell, [[Chain Missile]] Spell, [[Feat: Shipborn]], [[Feat: Savvy Swimmer]], [[Feat: Sandstep]], [[Feat: Polyglot]], [[Feat: Pirate Luck]], [[Feat: Natural Dowser]], [[Feat: Desertborn]], [[Tricks]], [[Oceans]], [[Pavor Nocturnus]], [[Ghost Elk]], [[Adrillathellior Teldandilion]], [[Word of Binding]] Spell, [[Tiny Mount]] Spell, [[Sticky Saddle]] Spell,  [[One Mind I]] Spell, [[Moment of Clarity]] Spell, [[Lesser Energize Shield]] Spell, [[Mass Stabilize]] Spell, [[Clear Mind]] Spell, [[Second Wind]] Spell, [[First Stand]], [[Grrrllwofrowffgrr]], [[Swamp of Wydmoor]], &amp;lt;b&amp;gt;Updated&amp;lt;/b&amp;gt; [[First Families of Wydmoor]], [[The Azure Geese]], [[Antioch]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summer 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Enlarge Creature]] Spell, [[Enlarge Person, Greater]] Spell, [[Sharpen]] Cantrip, [[Focused Strike]] Cantrip, [[Egtheladanna Krin]], [[Ebony Reaver]], [[Transparency]] Spell, [[Feat:Divine Fervor|Divine Fervor]] Feat, [[Improved Encumbrance]] Feat, [[Starvation]] Spell, [[Enhance Wildshape]] spell, [[Enkindle Spell]] feat, [[Blistering Fires]] feat, [[Teleport Legion]] Spell, [[Mire]] Spell, [[Plague Cloud]] Spell, [[Undead Legion]] Spell, [[Friendsight]] Spell, [[Battle Fury]] Spell, [[Summon Pack/Herd]] Spell, [[Morning Mist]] Spell, [[Feed the Masses]] Spell, [[Profane Weapon]] Spell, [[Gnomish Luck]] Feat, [[Heightened Sense]] Cantrip, [[Fleeting Fame]] Cantrip, [[Strong Stomach]] Feat, [[Elementalist]] Feat, [[Obelisks]], [[Firearms]], [[Artillery]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Semester 2010 Additions:&#039;&#039;&#039;&lt;br /&gt;
[[Foraging Charm]] Cantrip, [[Coin of the Realm]] Cantrip, [[Perfect Pitch]] Cantrip,  [[Deftness]] Cantrip, [[Elk-Riders]] Prestige Class, [[Peteran Alexandrianism]], [[Stone-Warden]], [[Blood Arrow]], [[Grandle Mag]], [[Wydmoor Swamp Temple]], [[Bog Wraiths]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;),[[Bard]], [[Loghead]], [[Redzan the Clean]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Kivan]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Naprid Daithe]] (&amp;lt;i&amp;gt;Updated&amp;lt;/i&amp;gt;), [[Firetalk Charm]], [[Sox Argyle]], [[Temporal Authority]], [[Omnity]], [[Ubrekt]] (Incomplete), [[Stormchalice]], [[Emperor&#039;s Pearls]], [[Blessed Companies]], [[The Dark Carnival]], [[Year of Three Arch-Wardens]], [[Fourth Interregnum]], [[First Interregnum]], [[Odessan Invasion]], [[Roadwater]], [[Feat: Hindering Opportunist]], [[Professional]] v2.0, [[Domestication]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Break 2009 Additions:&#039;&#039;&#039; [[Barbannan&#039;s Crusade]], [[Table: Disable Device]], [[Table: Climb DCs]], [[Table: Spellcraft Checks]], [[Table: Use Magic Device]], [[Table: Survival Checks]], [[Table: Tumble Checks]], [[Table: Armor Class Modifiers]], [[Table: Balance DCs]], [[Table: Attack Roll Modifiers]], [[Table: Perform Check Results]], [[Table: Ride Checks]], [[Table: Search Attempts]], [[Table: Concentration Checks]], [[Swingin&#039; Dan]], [[The Professor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall Semester 2009 Additions:&#039;&#039;&#039; [[Kleptinax]], Updated [[Chancelry Anteroom]]; [[Feat: Improved Skill Focus]]; [[Camel Archer]]; [[:Category:Teamwork Benefits|Teamwork Benefits]]; [[Adel Winterfes]]; [[Oracles]]; [[Demi-Pantheon]]; Updated [[Achievements]]; [[Sacellum Chancel]]; [[Feat: Forceful Personality]]; [[Feat: Arcane Appraisal]]; [[Feat: Prodigy]]; [[Feat: Open Minded]]; [[Wild Talent]]; [[Achievements]]; [[Peteran Heresy]]; [[Petera]]; Updated [[Wild Gnomes]]; [[Gnomish Vassalage]]; [[Hedrafax Kaine]]; [[King Aden]] of Odessa; [[Cebridon]]; [[Slavery]]; [[Arak]]; [[Wydmoor Region (Sheet)]]; [[Pyre of Eidolon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;July Additions:&#039;&#039;&#039; [[Med the Slaver]], [[Kred]], [[Odessa]] (Updated), [[Poison Use]] Feat, [[Cloak of Leaves]] (Druid/Ranger Spell), [[Choirist]] (Updated), [[Children of Tragedy]] (Updated), [[Alexandria]] (Updated), [[Servitor Religion]], [[Flannary]], [[Team Mefight Second Session]], [[Slavery]], [[War Master]] Prestige Class, [[Rageblade]] Prestige Class, [[Sentinel]] Prestige Class, [[Field Marshall]] Prestige Class, [[Blade Dervish]] Prestige Class, [[Combat Momentum]] Feat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June Additions:&#039;&#039;&#039; [[Marrwyn Collar]], [[Notes_for_Game_2009-06-05|05 June 09 Session]], [[Team Mefight First Session]], [[The Ages of History]], [[Primal Age]], [[Time of the Eight]], [[First War]], [[Age of Demigods]], [[Alexandrian Age]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May Additions:&#039;&#039;&#039; Flannari [[Cavalier]], Halfling [[Dog Rider]], Gnomish [[Infiltrator]], [[Professional]] Character Class, [[Halfling Breeds]], [[Light halfling lance]]&lt;br /&gt;
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&#039;&#039;&#039;April Additions:&#039;&#039;&#039; [[Choirist]], [[Cone of Sound]] (Cantrip), [[Artificer]], [[Fresia]], [[Qa]] Memorial, [[Kathkallan Investigation‎]], [[Jazasan Arrasti]], [[Fenn Lynrick]], [[Platinum Quill‎]], [[Alexandrian Fortune Cards]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March Additions:&#039;&#039;&#039; [[Chancelry Anteroom]], [[Anzo Riveroler]], [[Mantatlus]], [[Templar]], [[Steros Merroand]] (Incomplete)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;February Additions:&#039;&#039;&#039; Completed [[Sayid ibn Maimun]], [[Prestige Classes]], [[Hospitalier]], [[Dragoman]], [[Calvis Wydsomme]], [[Iros Forge]], [[Bog Wraiths]], [[Ralth Onorodil]], Updated [[Apology of Antioch]], Updated [[Testimonial of Steros]], [[Standard Calendar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January Additions:&#039;&#039;&#039;  Updated [[Odessa]], [[Gildenhome]], Updated [[Celstia]], Five [[Agents of Corruption]], [[Edrell Odenthorpe]], [[Wydmoor City Guard]], [[Bog Wraiths]], [[Non-tunnel]], [[Quest Notes]], Character Pages added to bottom of main page, [[Current events]], [[Servitor Races]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2008 Additions:&#039;&#039;&#039; [[Travelers]], [[Wild Gnomes]], [[Red Iron]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:RP:_Shameless_Self-Promotion&amp;diff=10677</id>
		<title>Talk:RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:RP:_Shameless_Self-Promotion&amp;diff=10677"/>
		<updated>2011-07-28T16:31:26Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;What does germain ponder? --[[User:Msallen|Msallen]]&lt;br /&gt;
: ??? You tell me?? I would say that whose support you would need would depend on the scheme you cook up, yes? &lt;br /&gt;
:: I guess I was just looking for some sense that Germain would have from personal affect and body language and stuff that I don&#039;t have about who might be supportive. I&#039;m pretty sure Edrell would be, and I&#039;m pretty sure about the merchants too. Naprid/Ralth sort of deferred to the Mayor and claimed that their hands were tied, but I don&#039;t really know from text chat what their &amp;quot;vibe&amp;quot; was. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Gotcha Gotcha. FWiW, direct questions - even a ton of them in bullets - will get better and quicker responses than something very open ended. I&#039;d say you&#039;re right so far. The Aristocrats are currently presumably in a hole somewhere infighting and scheming. OR they could have all fled, but unlikely. The Merchants would probably like to have some customers back - most of the people still in the city are clients and loyalists of the &amp;quot;old order&amp;quot; (people tied to the fortunes of the aristocrats) and might support you out of general principle. You only know the Pawnbroker, really, and as you might imagine for the cities top mercahnt, she&#039;s one of the few people you find it almost impossible to read. &lt;br /&gt;
::: As far as Naprid/Ralth, their one and only desire is the continued independence of the city (or, failing that, the Bog Wraiths themselves since Naprid did once suggest the Wraths abandon Wydmoor as an outpost and move HQ to the Bandit Kingdom). &lt;br /&gt;
:::: In general, they can be relied on to do anything that will make *the cities* position stronger. That means they will likely oppose anything that is too upsetting to the current balance of power or anything that brings risk to the city. They will likely support anything that makes life difficult for the Odessans or strengthens the city&#039;s position. &lt;br /&gt;
::: The City Guard is half filed with thieves&#039; guild people, and so anything they involve themselves in will almost certainly make its way back to The Boss. Likewise, you know the current Sheriff by reputation and mild acquaintance, and she is above all things a cautious survivor and not likely to take sides in anything too drastic.&lt;br /&gt;
:::: However, you *do* at least have the option of paralyzing the Watch into temporary ineffectiveness since it is also riddled with your own loyalists. &lt;br /&gt;
&lt;br /&gt;
Anyone else I&#039;m missing?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No one&#039;s talking about the owlbear in the room? LOL! --[[User:Msallen|Msallen]]&lt;br /&gt;
: It&#039;s much clearer in the original Gnomish. -gm&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10676</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10676"/>
		<updated>2011-07-28T16:11:33Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
&lt;br /&gt;
{{Germain}} glowers and fumes.&lt;br /&gt;
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&lt;br /&gt;
{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;br /&gt;
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{{Germain}} nods, and although he occasionally looks like he wants to interject, he does not have anything to add to Egg&#039;s synopsis.&lt;br /&gt;
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; {{Quinalin}} : Bah! Egg, I hate to think you might be right that they already know we escaped because if they didn&#039;t, well, to keep the string of adages going.. the Petarans say you should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance.  I think it would be fairly easy for us to quickly replace or disguise the broken door and then set an ambush for the people that would be bound to come look over the results of their trap.  If we captured one of them and put a charm on them then we could take the place of the others in that group and have the charmed person take us back to whoever was responsible for the trap.  If it was outside the city then we would even have the possibility of capping away if necessary.  Otherwise, we might look into the outstanding question of whether dimension door works to get us out of whatever rat nest we end up in after we take advantage of any opportunity to strike back at a person at least partially responsible for trying to wipe us out.&lt;br /&gt;
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; {{Al}} : A few points..  Rock-to-mud doesn&#039;t work on worked stone, so that&#039;s out.  We could rock-to-mud under the wall, but that might be bad for the wall too, and we&#039;d still have to move the mud somewhere, and mud&#039;s not easy to move around.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;As for burrowing..  This might be fun to try, but it seems impractical.  Al-as-badger could do a lot of digging, but we need a LOT of digging.  I could summon a few extra badgers to help, but we&#039;re still talking about hundreds of feet of tunnel that has to be wide enough for lots of people at a time to walk through.  The time that it would take to dig would, I think, be very long (days maybe), and where would all the dug-out dirt go?  I suspect someone might notice a huge pile of dirt growing outside the city walls.  Even if they didn&#039;t, and we somehow made a nice tunnel, how long would it take to usher thousands of refugees through it?  That itself could take days, unless we made the tunnel huge, which would be impractical.  The refugees would be in a very dangerous position for many hours at least.  So would we, I suspect, since we wouldn&#039;t want to leave them to their own devices for that long.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Digging is tons of fun when you&#039;re a badger, so I hate to be so pessimistic, but I&#039;d hate it more if all the refugees we were trying to save died because of our &amp;quot;rescue.&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dudes.&lt;br /&gt;
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; {{Quinalin}} attempting to do an impression of Al : Dude! What a buzz-kill. I never expected you to be the stuffy guy bringing down our lofty goals like a herd of city garden planners.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Just kidding.  I guess I was so impressed by your work back at the Orc camp I thought it might be possible to craft a 10 or 15 foot wide tunnel long enough to go under the wall within a few days if you had the help of some war-spell summoned badgers.  I understand what you are saying.  Getting them to Eldrell&#039;s outpost is still a possibility we haven&#039;t determined infeasible yet, right?&lt;br /&gt;
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; {{Egg}} : I hate that Al and I are such buzzkills, but I suppose better to be buzzkilled than kill-killed. I&#039;d say, yes, we haven&#039;t found a reason we couldn&#039;t up and move the refugees. There are lots of things that make it difficult: the disease, the poor nutrition, the walls of pikemen guarding Ubrekt&#039;s north border. But, problems lust for solutions. And, as Germain has said, if we can somehow convince Edrell to let us use the Not-Tunnel, all this &#039;boring&#039; *chuckles again* conversation is moot. I mean, I&#039;m sure the Hadriarch will be less than thrilled when thousands of refugees start streaming up through the basement, but I doubt they have the means to do more than complain about it.&lt;br /&gt;
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; {{Al}} : Hey, dude, if you can find a way to hide a cubic orc-ton of dirt for a few days, the tunnel plan could still work. How&#039;d those clerics who were poisoning the water supply get into the sewers?  Maybe we can figure something out that way.&lt;br /&gt;
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; {{Egg}} : I do believe they used special passwall runes created by our Dwarven runecrafter turncloak. I doubt he has the means to make thousands. About those clerics, though, they were &amp;quot;poisoning&amp;quot; it in that they were purifying it to kill the Otyughs. That&#039;s left us with a cache of purification and disease curing magical gear. But, I suppose the tunneling thing is still an option, sure. It&#039;s not like there&#039;d be a shortage of hands to move dirt. Honestly, I&#039;d be much more concerned with Mose&#039;s fear - collapse. Did you notice when you were in the sewers that it was mostly crafted stone? This is bogland, the earth here is soft and treacherous.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10675</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10675"/>
		<updated>2011-07-28T16:08:40Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;br /&gt;
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{{Germain}} nods, and although he occasionally looks like he wants to interject, he does not have anything to add to Egg&#039;s synopsis.&lt;br /&gt;
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; {{Quinalin}} : Bah! Egg, I hate to think you might be right that they already know we escaped because if they didn&#039;t, well, to keep the string of adages going.. the Petarans say you should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance.  I think it would be fairly easy for us to quickly replace or disguise the broken door and then set an ambush for the people that would be bound to come look over the results of their trap.  If we captured one of them and put a charm on them then we could take the place of the others in that group and have the charmed person take us back to whoever was responsible for the trap.  If it was outside the city then we would even have the possibility of capping away if necessary.  Otherwise, we might look into the outstanding question of whether dimension door works to get us out of whatever rat nest we end up in after we take advantage of any opportunity to strike back at a person at least partially responsible for trying to wipe us out.&lt;br /&gt;
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; {{Al}} : A few points..  Rock-to-mud doesn&#039;t work on worked stone, so that&#039;s out.  We could rock-to-mud under the wall, but that might be bad for the wall too, and we&#039;d still have to move the mud somewhere, and mud&#039;s not easy to move around.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;As for burrowing..  This might be fun to try, but it seems impractical.  Al-as-badger could do a lot of digging, but we need a LOT of digging.  I could summon a few extra badgers to help, but we&#039;re still talking about hundreds of feet of tunnel that has to be wide enough for lots of people at a time to walk through.  The time that it would take to dig would, I think, be very long (days maybe), and where would all the dug-out dirt go?  I suspect someone might notice a huge pile of dirt growing outside the city walls.  Even if they didn&#039;t, and we somehow made a nice tunnel, how long would it take to usher thousands of refugees through it?  That itself could take days, unless we made the tunnel huge, which would be impractical.  The refugees would be in a very dangerous position for many hours at least.  So would we, I suspect, since we wouldn&#039;t want to leave them to their own devices for that long.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Digging is tons of fun when you&#039;re a badger, so I hate to be so pessimistic, but I&#039;d hate it more if all the refugees we were trying to save died because of our &amp;quot;rescue.&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dudes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Quinalin}} attempting to do an impression of Al : Dude! What a buzz-kill. I never expected you to be the stuffy guy bringing down our lofty goals like a herd of city garden planners.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Just kidding.  I guess I was so impressed by your work back at the Orc camp I thought it might be possible to craft a 10 or 15 foot wide tunnel long enough to go under the wall within a few days if you had the help of some war-spell summoned badgers.  I understand what you are saying.  Getting them to Eldrell&#039;s outpost is still a possibility we haven&#039;t determined infeasible yet, right?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Egg}} : &amp;lt;br/&amp;gt; I hate that Al and I are such buzzkills, but I suppose better to be buzzkilled than kill-killed. I&#039;d say, yes, we haven&#039;t found a reason we couldn&#039;t up and move the refugees. There are lots of things that make it difficult: the disease, the poor nutrition, the walls of pikemen guarding Ubrekt&#039;s north border. But, problems lust for solutions. And, as Germain has said, if we can somehow convince Edrell to let us use the Not-Tunnel, all this &#039;boring&#039; *chuckles again* conversation is moot. I mean, I&#039;m sure the Hadriarch will be less than thrilled when thousands of refugees start streaming up through the basement, but I doubt they have the means to do more than complain about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : Hey, dude, if you can find a way to hide a cubic orc-ton of dirt for a few days, the tunnel plan could still work. How&#039;d those clerics who were poisoning the water supply get into the sewers?  Maybe we can figure something out that way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Egg}} : I do believe they used special passwall runes created by our Dwarven runecrafter turncloak. I doubt he has the means to make thousands. About those clerics, though, they were &amp;quot;poisoning&amp;quot; it in that they were purifying it to kill the Otyughs. That&#039;s left us with a cache of purification and disease curing magical gear.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10672</id>
		<title>Proverbs and Sayings</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10672"/>
		<updated>2011-07-28T16:03:32Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{unfinished}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* &#039;&#039;The air has eyes and ears&#039;&#039; (Old Ubrekti)&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
* &#039;&#039;Only a child can understand the mind of the gods&#039;&#039;  (Pre-Alexandrian [[Oracles]])&lt;br /&gt;
* &#039;&#039;Alexandria never pays for dinner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gnomish ==&lt;br /&gt;
* &#039;&#039;Dream Big, Scheme Big.&#039;&#039;&lt;br /&gt;
* &#039;&#039;A thousand ways to miss the obvious.&#039;&#039; (alt: &#039;&#039;A thousand ways missing one right answer&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Dwarven ==&lt;br /&gt;
* &#039;&#039;A hasty mineshaft is a permanent grave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
== Peteran ==&lt;br /&gt;
*  &#039;&#039;You should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Regional ==&lt;br /&gt;
=== [[Wydmoor Free City]] ===&lt;br /&gt;
* &#039;&#039;What happens in Wydmoor Free City will nevertheless lighten your purse.&#039;&#039;&lt;br /&gt;
* &#039;&#039;You will never find a more wretched hive of scum and villainy.&#039;&#039; (Wait, what?)&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10671</id>
		<title>Proverbs and Sayings</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10671"/>
		<updated>2011-07-28T16:02:26Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{unfinished}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* &#039;&#039;The air has eyes and ears&#039;&#039; (Old Ubrekti)&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
* &#039;&#039;Only a child can understand the mind of the gods&#039;&#039;  (Pre-Alexandrian [[Oracles]])&lt;br /&gt;
* &#039;&#039;Alexandria never pays for dinner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gnomish ==&lt;br /&gt;
* &#039;&#039;Dream Big, Scheme Big.&#039;&#039;&lt;br /&gt;
* &#039;&#039;A thousand ways to miss the obvious.&#039;&#039; (alt: &#039;&#039;A thousand ways missing one right answer&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Dwarven ==&lt;br /&gt;
* &#039;&#039;A hasty mineshaft is a permanent grave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Peteran ==&lt;br /&gt;
*  &#039;&#039;You should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Regional ==&lt;br /&gt;
=== [[Wydmoor Free City]] ===&lt;br /&gt;
* &#039;&#039;What happens in Wydmoor Free City will nevertheless lighten your purse.&#039;&#039;&lt;br /&gt;
* &#039;&#039;You will never find a more wretched hive of scum and villainy.&#039;&#039; (Wait, what?)&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10670</id>
		<title>Proverbs and Sayings</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10670"/>
		<updated>2011-07-28T16:01:47Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Wydmoor Free City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{unfinished}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* &#039;&#039;The air has eyes and ears&#039;&#039; (Old Ubrekti)&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
* &#039;&#039;Only a child can understand the mind of the gods&#039;&#039;  ([[Oracles]])&lt;br /&gt;
* &#039;&#039;Alexandria never pays for dinner&#039;&#039; (Church Finances)&lt;br /&gt;
&lt;br /&gt;
== Gnomish ==&lt;br /&gt;
* &#039;&#039;Dream Big, Scheme Big.&#039;&#039;&lt;br /&gt;
* &#039;&#039;A thousand ways to miss the obvious.&#039;&#039; (alt: &#039;&#039;A thousand ways missing one right answer&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Dwarven ==&lt;br /&gt;
* &#039;&#039;A hasty mineshaft is a permanent grave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Peteran ==&lt;br /&gt;
*  &#039;&#039;You should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Regional ==&lt;br /&gt;
=== [[Wydmoor Free City]] ===&lt;br /&gt;
* &#039;&#039;What happens in Wydmoor Free City will nevertheless lighten your purse.&#039;&#039;&lt;br /&gt;
* &#039;&#039;You will never find a more wretched hive of scum and villainy.&#039;&#039; (Wait, what?)&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10669</id>
		<title>Proverbs and Sayings</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10669"/>
		<updated>2011-07-28T16:00:07Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Gnomish */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{unfinished}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* &#039;&#039;The air has eyes and ears&#039;&#039; (Old Ubrekti)&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
* &#039;&#039;Only a child can understand the mind of the gods&#039;&#039;  ([[Oracles]])&lt;br /&gt;
* &#039;&#039;Alexandria never pays for dinner&#039;&#039; (Church Finances)&lt;br /&gt;
&lt;br /&gt;
== Gnomish ==&lt;br /&gt;
* &#039;&#039;Dream Big, Scheme Big.&#039;&#039;&lt;br /&gt;
* &#039;&#039;A thousand ways to miss the obvious.&#039;&#039; (alt: &#039;&#039;A thousand ways missing one right answer&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
== Dwarven ==&lt;br /&gt;
* &#039;&#039;A hasty mineshaft is a permanent grave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Peteran ==&lt;br /&gt;
*  &#039;&#039;You should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Regional ==&lt;br /&gt;
=== [[Wydmoor Free City]] ===&lt;br /&gt;
* &#039;&#039;What happens in Wydmoor Free City will nevertheless lighten your purse.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10667</id>
		<title>Proverbs and Sayings</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10667"/>
		<updated>2011-07-28T15:54:48Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{unfinished}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* &#039;&#039;The air has eyes and ears&#039;&#039; (Old Ubrekti)&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
* &#039;&#039;Only a child can understand the mind of the gods&#039;&#039;  ([[Oracles]])&lt;br /&gt;
* &#039;&#039;Alexandria never pays for dinner&#039;&#039; (Church Finances)&lt;br /&gt;
&lt;br /&gt;
== Gnomish ==&lt;br /&gt;
* &#039;&#039;Dream Big, Scheme Big.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dwarven ==&lt;br /&gt;
* &#039;&#039;A hasty mineshaft is a permanent grave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Regional ==&lt;br /&gt;
=== [[Wydmoor Free City]] ===&lt;br /&gt;
* &#039;&#039;What happens in Wydmoor Free City will nevertheless lighten your purse.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10665</id>
		<title>Proverbs and Sayings</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Proverbs_and_Sayings&amp;diff=10665"/>
		<updated>2011-07-28T15:54:18Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: /* Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{unfinished}}&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* &#039;&#039;The air has eyes and ears&#039;&#039; (Old Ubrekti)&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
* &#039;&#039;Only a child can understand the mind of the gods&#039;&#039;  ([[Oracles]])&lt;br /&gt;
* &#039;&#039;Alexandria never pays for dinner&#039;&#039; (Church Finances)&lt;br /&gt;
&lt;br /&gt;
== Dwarven ==&lt;br /&gt;
* &#039;&#039;A hasty mineshaft is a permanent grave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Regional ==&lt;br /&gt;
=== [[Wydmoor Free City]] ===&lt;br /&gt;
* &#039;&#039;What happens in Wydmoor Free City will nevertheless lighten your purse.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10661</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10661"/>
		<updated>2011-07-28T15:51:48Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
&lt;br /&gt;
{{Germain}} glowers and fumes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;br /&gt;
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; {{Quinalin}} : Bah! Egg, I hate to think you might be right that they already know we escaped because if they didn&#039;t, well, to keep the string of adages going.. the Petarans say you should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance.  I think it would be fairly easy for us to quickly replace or disguise the broken door and then set an ambush for the people that would be bound to come look over the results of their trap.  If we captured one of them and put a charm on them then we could take the place of the others in that group and have the charmed person take us back to whoever was responsible for the trap.  If it was outside the city then we would even have the possibility of capping away if necessary.  Otherwise, we might look into the outstanding question of whether dimension door works to get us out of whatever rat nest we end up in after we take advantage of any opportunity to strike back at a person at least partially responsible for trying to wipe us out.&lt;br /&gt;
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; {{Al}} : A few points..  Rock-to-mud doesn&#039;t work on worked stone, so that&#039;s out.  We could rock-to-mud under the wall, but that might be bad for the wall too, and we&#039;d still have to move the mud somewhere, and mud&#039;s not easy to move around.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;As for burrowing..  This might be fun to try, but it seems impractical.  Al-as-badger could do a lot of digging, but we need a LOT of digging.  I could summon a few extra badgers to help, but we&#039;re still talking about hundreds of feet of tunnel that has to be wide enough for lots of people at a time to walk through.  The time that it would take to dig would, I think, be very long (days maybe), and where would all the dug-out dirt go?  I suspect someone might notice a huge pile of dirt growing outside the city walls.  Even if they didn&#039;t, and we somehow made a nice tunnel, how long would it take to usher thousands of refugees through it?  That itself could take days, unless we made the tunnel huge, which would be impractical.  The refugees would be in a very dangerous position for many hours at least.  So would we, I suspect, since we wouldn&#039;t want to leave them to their own devices for that long.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Digging is tons of fun when you&#039;re a badger, so I hate to be so pessimistic, but I&#039;d hate it more if all the refugees we were trying to save died because of our &amp;quot;rescue.&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dudes.&lt;br /&gt;
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; {{Quinalin}} attempting to do an impression of Al : Dude! What a buzz-kill. I never expected you to be the stuffy guy bringing down our lofty goals like a herd of city garden planners.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Just kidding.  I guess I was so impressed by your work back at the Orc camp I thought it might be possible to craft a 10 or 15 foot wide tunnel long enough to go under the wall within a few days if you had the help of some war-spell summoned badgers.  I understand what you are saying.  Getting them to Eldrell&#039;s outpost is still a possibility we haven&#039;t determined infeasible yet, right?&lt;br /&gt;
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; {{Egg}} : &amp;lt;br/&amp;gt; I hate that Al and I are such buzzkills, but I suppose better to be buzzkilled than kill-killed. I&#039;d say, yes, we haven&#039;t found a reason we couldn&#039;t up and move the refugees. There are lots of things that make it difficult: the disease, the poor nutrition, the walls of pikemen guarding Ubrekt&#039;s north border. But, problems lust for solutions. And, as Germain has said, if we can somehow convince Edrell to let us use the Not-Tunnel, all this &#039;boring&#039; *chuckles again* conversation is moot. I mean, I&#039;m sure the Hadriarch will be less than thrilled when thousands of refugees start streaming up through the basement, but I doubt they have the means to do more than complain about it.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10659</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10659"/>
		<updated>2011-07-28T15:51:28Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;br /&gt;
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; {{Quinalin}} : Bah! Egg, I hate to think you might be right that they already know we escaped because if they didn&#039;t, well, to keep the string of adages going.. the Petarans say you should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance.  I think it would be fairly easy for us to quickly replace or disguise the broken door and then set an ambush for the people that would be bound to come look over the results of their trap.  If we captured one of them and put a charm on them then we could take the place of the others in that group and have the charmed person take us back to whoever was responsible for the trap.  If it was outside the city then we would even have the possibility of capping away if necessary.  Otherwise, we might look into the outstanding question of whether dimension door works to get us out of whatever rat nest we end up in after we take advantage of any opportunity to strike back at a person at least partially responsible for trying to wipe us out.&lt;br /&gt;
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; {{Al}} : A few points..  Rock-to-mud doesn&#039;t work on worked stone, so that&#039;s out.  We could rock-to-mud under the wall, but that might be bad for the wall too, and we&#039;d still have to move the mud somewhere, and mud&#039;s not easy to move around.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;As for burrowing..  This might be fun to try, but it seems impractical.  Al-as-badger could do a lot of digging, but we need a LOT of digging.  I could summon a few extra badgers to help, but we&#039;re still talking about hundreds of feet of tunnel that has to be wide enough for lots of people at a time to walk through.  The time that it would take to dig would, I think, be very long (days maybe), and where would all the dug-out dirt go?  I suspect someone might notice a huge pile of dirt growing outside the city walls.  Even if they didn&#039;t, and we somehow made a nice tunnel, how long would it take to usher thousands of refugees through it?  That itself could take days, unless we made the tunnel huge, which would be impractical.  The refugees would be in a very dangerous position for many hours at least.  So would we, I suspect, since we wouldn&#039;t want to leave them to their own devices for that long.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Digging is tons of fun when you&#039;re a badger, so I hate to be so pessimistic, but I&#039;d hate it more if all the refugees we were trying to save died because of our &amp;quot;rescue.&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dudes.&lt;br /&gt;
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; {{Quinalin}} attempting to do an impression of Al : Dude! What a buzz-kill. I never expected you to be the stuffy guy bringing down our lofty goals like a herd of city garden planners.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Just kidding.  I guess I was so impressed by your work back at the Orc camp I thought it might be possible to craft a 10 or 15 foot wide tunnel long enough to go under the wall within a few days if you had the help of some war-spell summoned badgers.  I understand what you are saying.  Getting them to Eldrell&#039;s outpost is still a possibility we haven&#039;t determined infeasible yet, right?&lt;br /&gt;
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; {{Egg}} : &amp;lt;br/&amp;gt; I hate that Al and I are such buzzkills, but I suppose better to be buzzkilled than kill-killed. I&#039;d say, yes, we haven&#039;t found a reason we couldn&#039;t up and move the refugees. There are lots of things that make it difficult: the disease, the poor nutrition, the walls of pikemen guarding Ubrekt&#039;s north border. But, problems lust for solutions. And, as Germain has said, if we can somehow convince Edrell to let us use the Not-Tunnel, all this &#039;boring&#039; *chuckles again* conversation is moot. I mean, I&#039;m sure the Hadriarch will be less than thrilled when thousands of refugees start streaming up through the basement, but I doubt they have the means to do more than complain about it.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10658</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10658"/>
		<updated>2011-07-28T15:51:02Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;br /&gt;
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; {{Quinalin}} : Bah! Egg, I hate to think you might be right that they already know we escaped because if they didn&#039;t, well, to keep the string of adages going.. the Petarans say you should ever watch for the opportunity to use your opponent&#039;s own move as the next step in your blade dance.  I think it would be fairly easy for us to quickly replace or disguise the broken door and then set an ambush for the people that would be bound to come look over the results of their trap.  If we captured one of them and put a charm on them then we could take the place of the others in that group and have the charmed person take us back to whoever was responsible for the trap.  If it was outside the city then we would even have the possibility of capping away if necessary.  Otherwise, we might look into the outstanding question of whether dimension door works to get us out of whatever rat nest we end up in after we take advantage of any opportunity to strike back at a person at least partially responsible for trying to wipe us out.&lt;br /&gt;
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; {{Al}} : A few points..  Rock-to-mud doesn&#039;t work on worked stone, so that&#039;s out.  We could rock-to-mud under the wall, but that might be bad for the wall too, and we&#039;d still have to move the mud somewhere, and mud&#039;s not easy to move around.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;As for burrowing..  This might be fun to try, but it seems impractical.  Al-as-badger could do a lot of digging, but we need a LOT of digging.  I could summon a few extra badgers to help, but we&#039;re still talking about hundreds of feet of tunnel that has to be wide enough for lots of people at a time to walk through.  The time that it would take to dig would, I think, be very long (days maybe), and where would all the dug-out dirt go?  I suspect someone might notice a huge pile of dirt growing outside the city walls.  Even if they didn&#039;t, and we somehow made a nice tunnel, how long would it take to usher thousands of refugees through it?  That itself could take days, unless we made the tunnel huge, which would be impractical.  The refugees would be in a very dangerous position for many hours at least.  So would we, I suspect, since we wouldn&#039;t want to leave them to their own devices for that long.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Digging is tons of fun when you&#039;re a badger, so I hate to be so pessimistic, but I&#039;d hate it more if all the refugees we were trying to save died because of our &amp;quot;rescue.&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dudes.&lt;br /&gt;
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; {{Quinalin}} attempting to do an impression of Al : Dude! What a buzz-kill. I never expected you to be the stuffy guy bringing down our lofty goals like a herd of city garden planners.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Just kidding.  I guess I was so impressed by your work back at the Orc camp I thought it might be possible to craft a 10 or 15 foot wide tunnel long enough to go under the wall within a few days if you had the help of some war-spell summoned badgers.  I understand what you are saying.  Getting them to Eldrell&#039;s outpost is still a possibility we haven&#039;t determined infeasible yet, right?&lt;br /&gt;
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; {{Egg}} : &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; I hate that Al and I are such buzzkills, but I suppose better to be buzzkilled than kill-killed. I&#039;d say, yes, we haven&#039;t found a reason we couldn&#039;t up and move the refugees. There are lots of things that make it difficult: the disease, the poor nutrition, the walls of pikemen guarding Ubrekt&#039;s north border. But, problems lust for solutions. And, as Germain has said, if we can somehow convince Edrell to let us use the Not-Tunnel, all this &#039;boring&#039; *chuckles again* conversation is moot. I mean, I&#039;m sure the Hadriarch will be less than thrilled when thousands of refugees start streaming up through the basement, but I doubt they have the means to do more than complain about it.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Egtheladanna_Krin&amp;diff=10651</id>
		<title>Egtheladanna Krin</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Egtheladanna_Krin&amp;diff=10651"/>
		<updated>2011-07-28T15:10:43Z</updated>

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&lt;div&gt;{{statsbox|Egg.JPG|8?|Human|[[Professional]] 2&amp;lt;BR&amp;gt;Wizard 6?|None|Short Sword|Sherdam, Ubrekt;&amp;lt;br&amp;gt;Wtherias, Alexia}}&lt;br /&gt;
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Egtheladanna, or &amp;quot;Egg,&amp;quot; is a young man of Hakani descent, originally from the town of [[Sherdam]]. &lt;br /&gt;
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Egtheladanna was born in a small Hakani farming village near the town of Sherdam in Ubrekt. A generally good tempered child, it was apparent from a young age that little Egg was possessed of a precocious intellect, racing through cognitive and developmental milestones. The Main Cleric of the village, [[Father Hend]], not wanting the child&#039;s obvious gifts to go to waste, took an interest in the boy and tutored him. Reading fluently by three or four, the Cleric&#039;s praise of Egg brought the attention of a Patrician from Sherdam proper, who offered to provide for the child&#039;s intellectual needs. &lt;br /&gt;
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The man, [[Tiberius Gotticus]] by name, was a childless patriarch of a Senatorial family fallen on hard times. A mean tempered and scornful man, who never failed to remind Krin of the lowliness of his station and his people, Gotticus nonetheless provided Egtheladanna with an education, if at times a stark and harsh one. Acting as general helper and manservant, he chaffed under the strictness of Ubrekti education, and suffered a great deal of loneliness, but escaped the unpleasantness as often as possible in the histories of Old Ubrekt from his patron&#039;s well-stocked personal library. Additionally, as he aged, he began to grow interested in reading magical treatises and arcane metaphilosophy, no doubt attracted from Tiberius&#039; strict interdiction of such studies. &lt;br /&gt;
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Krin was 15 when the man died, still childless. It was Egg who discovered the body. His emotions were mixed - he had never really loved the man, nor particularly liked or respected him. Still, the mean old bastard had already given Krin access to a wider world and education than his birth would otherwise have allowed. Still, as he rummaged around and finally discovered the will, he was surprised that the man had not accounted for him at all, leaving the entire estate to far away cousins not conversed with for decades. Hurt, angry, and disappointed, Krin thought through his options. &lt;br /&gt;
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He realized, at that point, his whole life up until that point had been a cage. This was his chance to escape it. Sure, it was bold and risky and kind of stupid, and if it didn&#039;t work, he would end up even more caged. He sat down with the will and using his small, self-taught arcane proficiency, he slowly altered the document. It was the work of hours, and when completed, was not terribly convincing. Still, he had thought his plan through well.&lt;br /&gt;
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The will named [[Father Hind]] executor. While someone from the church executing wills is not odd in and of itself, that an Ubrekti patrician would call on a Hakani village priest to do so would probably have raised some eyebrows, had the assets had any other clear claimant or tremendous value. As the will transfered the vast bulk of the man&#039;s estate to the local churches kept objections about the messiness of the forgery unspoken. Having no desire to manage an estate, or stay in Sherdam at all, Krin carved out for himself only enough to get started: A laundry list of manuscripts, a couple thousand gold coins, and the old man&#039;s Bag of Holding. As the will made no mention of them one way or the other, Krin seized for himself all the old man&#039;s minor legal documents, including a [[Primary Measure]] certification from the Ubrekti University. And so, the House of Gotticus was no more, and Krin skipped out of town, fat off its carcass. &lt;br /&gt;
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He worked his way to Wtherias, where he spent a year and deep in his library bag, teaching himself the basics of magical theory in earnest and returning again and again to the well of forgery. It was during this time he summoned and bound his familiar, whom he named Tiberius and slowly altered all of the old man&#039;s documents. When he felt he had a strong enough grasp of metaphysics, he began to work on the University credentials. With them, he was able to gain entrance into the University and work on his [[Secondary Measure]]. Competent, and with a vast personal library to cover his differences, he thrived. In time, he came to work with [[Bedrl Hadaram]], a well respected arcanic sage. Although they worked well together at first, this  relationship would be his downfall.&lt;br /&gt;
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Eventually, Krin produced the Product for his Secondary Measure. It was a clever and useful spell, and Hadaram was much pleased. Impressed by its complexity and intricacies, the sage began to look deeper into Egg&#039;s background. Slowly, as Krin worked on completing his Secondary Measure, Hadaram slowly unraveled his protégé&#039;s web of forgery and deception. He threatened to expose the young man, but promised to keep his silence if Krin would allow Hadaram to take credit for his most recent works. Furious, Krin had no choice to agree. Before long, the pace of Egg&#039;s advancement ground to a halt, and he was little more than an innovation engine for Haradram&#039;s betterment. &lt;br /&gt;
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Krin began to keep his best creations in a secret spellbook, and slowly collected resources to escape his most recent entanglement. When he felt he was ready, Krin simply collected his spellbook, his library bag, what little money he had remaining, and revealed his fraud to the Chancellors, as well as Hadaram&#039;s complicity, leading to Krin&#039;s expulsion and Hadaram&#039;s disgrace. Still, they could never take away what he&#039;d learned, and Krin departed Wtherias for one place he knew a highly skilled, somewhat suspect individual could make a life for themselves: Wydmoor. &lt;br /&gt;
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SPOILER WARNING: [[Egg&#039;s Character Sheet]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10650</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10650"/>
		<updated>2011-07-28T15:10:05Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &lt;br /&gt;
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Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt, and I absolutely agree they are a bigger threat to us, personally, than even the Odessans. Not to mention, I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack? I think you&#039;re right that the Germain and the Geese could probably sniff out some leads to begin, but is this going to be the work of days? Months, most likely, with the Guild - and possibly the Wraiths and others - opposing our campaign from the outset. The Dwarves of the War College like to say there are three things needed to win a war: Proper Intelligence, Proper Materials, and the Proper Season. Which of those do we currently have in regards to a war with the Guild? &lt;br /&gt;
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Honestly, however, I wouldn&#039;t count on the Guild thinking we&#039;re dead. A trap that sophisticated - with a set of Greater Elementals - is an expensive proposition. If I&#039;d set up such a place, I&#039;d make sure I watched directly instead of just presupposing the outcome. If only to see a good fight. Now, I don&#039;t know this for sure, but I expect the Guild already knows we survived. Now, none of this means we *couldn&#039;t* somehow take this war to the Guild, only the reasons why it would be difficult and dangerous. But, so is everything we&#039;re discussing, I suppose.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10649</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10649"/>
		<updated>2011-07-28T15:01:14Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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OOC (Trav): Who said anything about cultivation?&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &#039;boring&#039; solutions are the best, right? *chuckles* &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;br /&gt;
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; {{Germain}} : All this talk about tunnels makes reminds me that there is another way into the city that may not require burrowing through the its defensive fortifications. Edrell&#039;s new digs--the Magus&#039; Keep--is outside the city walls, maintains its own defensive and magical fortifications, and is connected to the city by something that is decidedly not a tunnel--the [[Non-Tunnel]]. Can this device move thousands of people? Is this a more viable entrance into the city? No matter how we breach the city walls, we might expect a fight from the Wraiths or another agency, but Edrell may well open his gates for them. If we can get them to the keep, is there a viable way to move them into the city, or at least more easily provide for them?&lt;br /&gt;
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; {{Egg}} : Hmmm. Sure, I don&#039;t see why not, Germain. Moving hundreds - or even thousands - of people at once is what those sort of permanent gate/portals are for. That would definitely require Edrell&#039;s collaboration. &lt;br /&gt;
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; {{Quinalin}} : It might be possible to move the tunnel much further outside the reach of the city walls than you&#039;d think, I wouldn&#039;t put anything past Al&#039;s ability to dig.  I remember how quickly he worked to dig us safeholes and to do that sapping work on the orc village.  I&#039;d love to see if the Non-Tunnel might provide an easier way for us to move the people than breaching the city proper.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The pox part is the biggest problem I see with the plan.  What about the Temporal Authority? I know they declined Ralth&#039;s plan of declaring war, but could we possibly pop over to Daltim or near by with the cap, and beg them for some major healing to ease the suffering of the refugees so we can enact our plan to bring them to relative safety?&lt;br /&gt;
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; {{Mose}} : Now I&#039;m all for foolhardy adventurers using makeshift badger tunnels and risking our lives to them, but the dwarves have a saying &#039;&#039;(something in dwarven)&#039;&#039; that roughly translates to &amp;quot;A hasty mineshaft is a permanent grave&amp;quot;. Unless you&#039;ve got crafty dwarves planning such a tunnel or magic to keep it from caving-in, we may be setting ourselves up for a catastrophe worse than the alternative. Especially if someone sinister hears of our plan and tries to thwart it. While I very much want to help the refugees more than anything, we&#039;re also going to need ways to prevent any infiltrators from hitching a ride... Do we want more sneaky disguised hobgoblin attacks in the city? If the city is a mess now, it doesn&#039;t do anyone any good to make it worse. And finally... I still think we can&#039;t turn our back on the Thieves Guild! Anything we do, they will continue to thwart us and cause problems. They know we are hunting them, and they are going to very big lengths to exterminate us. &#039;&#039;&#039;Why&#039;&#039;&#039; in Alexandria&#039;s name would be ignoring such evil that absolutely wants to kill us and stop anything we do? Do you not recall the wererats were helping the Odessans in the sewer to try to kill &#039;&#039;&#039;everyone&#039;&#039;&#039; in the city with poisoned water supply? How they launched a hit on us just a day or so ago and almost killed Kimi? If we don&#039;t take them out, I think they will continue to try to kill us once they discover their trap failed (barely) to ruin us. Germain, you mean with all of your Silver Goosies, you can&#039;t get us a better lead on how to hit the Thieves Guild hard?&lt;br /&gt;
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; {{Quinalin}} : Fair points Mose.  Anyone know of a way we might be able to recruit a few dwarven sappers to help me shore up the tunnel?  I&#039;d be happy to set up two plans here.  Maybe we continue to see if we can continue to flesh out the tunnel plan which involves architecture, medical, and transportation.  While we start work on that, I&#039;d be happy to take it to the Thieves Guild using the surprise of our survival, as long as we aren&#039;t going up against odds as implausible as going out to the field and charging the Odessan field command.&lt;br /&gt;
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; {{Egg}} : A question for you, Mose. Ignore for a moment that the Guild has the present support of the Bog Wraiths, and assume we do decide to declare war on them. What would &amp;quot;attacking the Thieves&#039; Guild&amp;quot; look like? What buildings would we raze? Who would we kill? We only know one person in the Guild - Fenn. We could kidnap him and torture some information out of him, I suppose, but after that ambush he unknowingly sent us into, I&#039;d say we have every reason to doubt his knowledge. I guess we could wipe out those people we suspect of guild collaboration among the Guardsmen, but I&#039;m not sure how comfortable you&#039;re going to be, Mose, conducting an extra-legal purge based on circumstance and heresy. &lt;br /&gt;
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Now, don&#039;t get me wrong, Mose. I&#039;d love to see the Guild hurt. I&#039;m pretty sure Germain still hungers for the day when it&#039;s Fenn&#039;s severed head shoved in a box. But, in a way, our backs are *always* turned on the Guild. Anyone could be working for them, anyone could be one of their spies. Germain is suggesting that the Guild leader is pushing a thousand, and is probably a vampire to boot. The Dwarves of the War College like to say there are three things needed to win a war: Proper Reason, Proper Weapons, and the Proper Season. If the Guild is truly a centuries old and established - yet still mostly invisible - institution, where would we even begin to direct our attack?&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10642</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10642"/>
		<updated>2011-07-27T23:14:20Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &lt;br /&gt;
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You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &lt;br /&gt;
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I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing outright. It would have to be, right? Otherwise one or two of those University wizards they have stashed away someplace would just liquefy the Wraith&#039;s walls and that&#039;d be that. But, the tunneling idea might just work. The Odessans have proven its efficacy. Sometimes the &lt;br /&gt;
&#039;boring&#039; solutions are the best, right? *chuckles*&lt;br /&gt;
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I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &lt;br /&gt;
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Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10641</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10641"/>
		<updated>2011-07-27T23:10:17Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &lt;br /&gt;
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You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &lt;br /&gt;
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I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing.  &lt;br /&gt;
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I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for however this goes down. Him or the Guild, probably, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &lt;br /&gt;
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Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10640</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10640"/>
		<updated>2011-07-27T23:09:09Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &lt;br /&gt;
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I suppose even a Stone to Mud spell would cut that time down into the hours, but then we&#039;d definitely need someone backing out play. No one would appreciate us melting a hole in the one thing staving off a good, old fashioned city razing, although a few Wall of Stone spells might patch up the damage. I doubt it would be that easy, though. I imagine whatever sorts of wards and spells enchant the walls would be severely damaged by poking holes in the wall. If the wall isn&#039;t, indeed, impervious to that sort of thing.  &lt;br /&gt;
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I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for that sort of thing. Him or the Guild, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &lt;br /&gt;
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Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &lt;br /&gt;
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Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10639</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10639"/>
		<updated>2011-07-27T23:02:00Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene if they found out, with force if necessary, I&#039;ve no doubt. &lt;br /&gt;
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I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for that sort of thing. Him or the Guild, and correct me if I&#039;m wrong, but I&#039;d think working with the guild on any future projects is off the table. So, Edrell. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &lt;br /&gt;
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Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &lt;br /&gt;
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Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10638</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10638"/>
		<updated>2011-07-27T23:00:11Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : &lt;br /&gt;
You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene. I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for that sort of thing. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &lt;br /&gt;
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Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &lt;br /&gt;
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Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10637</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10637"/>
		<updated>2011-07-27T22:59:16Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene. I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for that sort of thing. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. &lt;br /&gt;
Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food, some measure of law and order. Assuming we can stop them from bringing the Pox in with them, that is. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city.  &lt;br /&gt;
Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Egg%27s_Character_Sheet&amp;diff=10636</id>
		<title>Talk:Egg&#039;s Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Egg%27s_Character_Sheet&amp;diff=10636"/>
		<updated>2011-07-27T22:56:26Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Hey Matt Allen! Has the stuff below here been done? Please check and do a quick skills check before next game. -gm&lt;br /&gt;
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DING! &lt;br /&gt;
&#039;&#039;*CL8 &lt;br /&gt;
**+1 Intel&lt;br /&gt;
*Wizard +1&lt;br /&gt;
**HP: +5&lt;br /&gt;
**+1 BaB&lt;br /&gt;
**+1 to all Saves&lt;br /&gt;
**6 Skill Ranks&lt;br /&gt;
**Tiberius Upgrades!&lt;br /&gt;
***HP : 24&lt;br /&gt;
**Spells per Day: +1 2nd, +1 3rd&lt;br /&gt;
***Audit Spells: [[Friendsight]], Disguise Self&lt;br /&gt;
***New Spell: [[Force Ram]] (Written after witnessing the Ring of the Ram)&lt;br /&gt;
****His spellbook was also short by 2 1st and over by one (2nd or 3rd) level spell. So only one new spell this level. The above changes fix the error. &lt;br /&gt;
****NOTE: Any scroll he is given by you guys may be added to his spell book. &lt;br /&gt;
****Every level moving forward, he gains 2 new spells of any level he can cast.  &lt;br /&gt;
****He can Brew Potion or Scribe Scroll for any of the spells in his spell book. &lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are his skills up to date? I think he should have gotten some diplo, and maybe some sense motive, and certainly some knowledges if so. -gm &lt;br /&gt;
: Yeah, they are up to date. I opted for bluff and gather info over more robust diplomacy/social skills. He has 7 maxed skills, but only gets 6 SP per level, so I think we have to focus. I say we keep his wizardly shit and his wheelhouse skills up, so four points in arcana, spellcraft, appraise, and forgery. I&#039;d prefer the other two points go into wydmoor and dungeoneering knowledges. --[[User:Msallen|Msallen]]&lt;br /&gt;
:: Oops, he gets 7 SP on account of he&#039;s human. I&#039;d vote for either architecture, planes, or decipher script. --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know why I&#039;m being overcome by an unnatural urge for honesty, but it occured to me that these skills aren&#039;t right. There is no way egg could have maxed out forgery and appraise--they&#039;re not in the wizard skill list, and prof was his level 1. It&#039;s pretty easy to fix if we drop the craft potion for cross-class learning, which I think is a good idea since these seem to be his wheelhouse skills. We could also shift the extend spell for brew potion if we wanted to keep up his crafting focus (I&#039;m personally not really attached to crafting). --[[User:Msallen|Msallen]]&lt;br /&gt;
: Sure, let&#039;s do that, then. I&#039;d go ahead and swap out extend for brew potion, however. I&#039;m not sure that he really he&#039;s really crafting focused, in that I doubt he&#039;ll get any other craft skills, but Brew Potion is just too good and too cheap not for him to spring on. Also more value to the party. -gm&lt;br /&gt;
:: Actually, why don&#039;t we just drop Prodigy and put in Cross-Class and free up a couple skill points while maintaining wizardly chops? -gm&lt;br /&gt;
::: Definitely ok with that. I think prodigy is mostly for trying to hit prestige classes early? It seems like a weak bonus--is it just for hitting prestige classes/syn bonuses earliy? I compare to the standard +2/+2 feats, which gets you +4 up on what you would normally have for your level for a feat. To get +4 up using prodigy, you have to spend 4 skills points in addition to the feat. In any case, I&#039;ll go this route. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: That&#039;s basically right. Professional is good at getting people skills to get into prestiges, and some of those prestiges (like, say, shadowdancer) have some pretty tough reqs in the skill department. So, prodigy essentially lets you take a prestige class one level early. Which, I think, is a *substantial* benefit for some players, although in a very delayed gratitude and metagame sort of way. Since egg is basically never going to get any prestige, there&#039;s no point in it for him and it makes the most sense to drop and replace. -gm &lt;br /&gt;
&lt;br /&gt;
Also: Now that he&#039;s got his managerial chops up a little, he&#039;ll probably be focusing on Wizard from here on out, though I could see a potential 3rd level of Professional somewhere down the road, post-20 Intel (to game that extra skill point). &lt;br /&gt;
: That makes a lot of sense. I like the way this guy is growing. --[[Special:Contributions/146.127.253.14|146.127.253.14]]&lt;br /&gt;
:: He&#039;s one of my favorites of my creation. You should watch the YouTube video I linked. -gm &lt;br /&gt;
::: I watched the video this morning that that dude was pretty much how I imagined Egged (except with the Green Tinted Goggles I remember from my wow twinking days) --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: Heh, Hamilton had a lot more scruples than Egg.&lt;br /&gt;
::::: Was that the characters we made together? That&#039;s just cause I did all your dirty work, so there was no one to call hax on you ;) I had a good bit of fun with that pally I made. I need to play wow again :( I hear twinking is more fun now than it was before since they added non-xp bgs and merged all the battlegroups. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: I spent too long reading about WoW instead of working last night, and the low-level pvp looks so much better right now. I really gotta get back to that game for a while. I wish I had a life :( --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
13 Skill Points. Suggestions? Where does that leave us?&lt;br /&gt;
* 1 appraise&lt;br /&gt;
* 2 bluff&lt;br /&gt;
* 1 decipher script&lt;br /&gt;
* 1 forgery&lt;br /&gt;
* 2 gather info&lt;br /&gt;
* 1 knowledge (history)&lt;br /&gt;
* 4 knowledge (local, wydmoor) &lt;br /&gt;
* 1 Language (Old Petaran)&lt;br /&gt;
: It&#039;s 13 cause he&#039;s a human (to be fair I got that from your notes). Of his maxed out skills, one is spellcraft, which is not in-class for him this level. I figured he learned a huge amount about wydmoor given that he has access to so many important people and locations, as well as his finger on the pulse of the city with his team of guardsmen. Other than that, a splash of social skills to cover his politicking. I wanted to give him some diplo, but I opted for GI instead--his diplo will never be worth a shit, and I figure he&#039;s not all that well liked, and relies on germain&#039;s reputation to smooth things over. --[[Special:Contributions/146.127.253.12|146.127.253.12]]&lt;br /&gt;
:: Yeah, I&#039;d say I&#039;m on the same page with all of that. He&#039;s like me - not really *unliked*, he&#039;s just not terribly diplomatic and doesn&#039;t bother with social niceties. Offputting, maybe, but not despised. I&#039;d agree that, as a master forger, he&#039;d value bluff over diplomacy for the Social Engineering aspect of passing forged docs. -gm&lt;br /&gt;
: PS. I could also imagine pulling a point out of knowledge, local and drop it into bluff --[[Special:Contributions/146.127.253.12|146.127.253.12]]&lt;br /&gt;
:: Sounds good to me. His Int. is high enough to cover that lost point on 10s and 20s, which is the only way he rolls anyway. -gm&lt;br /&gt;
::: And, yes, he&#039;s human through and through. Feel free to commit the above. -gm &lt;br /&gt;
:::: Did the knowledge-&amp;gt;bluff swap. We&#039;ll want to bring up his knowledge in wizzy levels to give him the GI boost (and because it makes sense flavor-wise) IMO.&lt;br /&gt;
::::: Sure, sounds good. In fact, if you wanted to move over something like Knowledge: Arcana somewhere else and double up on that one next wizzy level, that would make sense, too. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: I&#039;d definitely trade arcana + religion (or arcana + bluff) to get up to 5 ranks in local, wydmoor. Do you prefer one option of the other? --[[User:Msallen|Msallen]]&lt;br /&gt;
::::::: Eh, suits me either way. -gm &lt;br /&gt;
&lt;br /&gt;
Is Egg due for his +1 yet? -gm&lt;br /&gt;
: I didn&#039;t ding yet I don&#039;t think, so no. But I am very close. --[[Special:Contributions/146.127.253.13|146.127.253.13]]&lt;br /&gt;
:Egg&#039;s Level 7: &lt;br /&gt;
:Professional Level 2&lt;br /&gt;
:+1 Reflex, +1 Will, +1 Bab, +9 HP&lt;br /&gt;
:Skills (12) : Suggestions Welcome Here&lt;br /&gt;
:&amp;lt;i&amp;gt;Class Feats&amp;lt;/i&amp;gt; : &amp;lt;b&amp;gt;Insightful Defense&amp;lt;/b&amp;gt; (+1 to Dex Mod for AC)&lt;br /&gt;
:: Skills should be 13 (human)&lt;br /&gt;
:: I&#039;d like for him to get 3-5 ranks of diplomacy for his political needs. Otherwise, knowledges like planes and dungeoneering are not big in our party and would be excellent imo --[[Special:Contributions/146.127.253.13|146.127.253.13]]&lt;br /&gt;
&lt;br /&gt;
Did you want me to do the level update for Egg when it happens, or do you want to do it? --[[User:Msallen|Msallen]]&lt;br /&gt;
: I will level *all* cohorts, though obviously requests, suggestions, and input from the player is always going to be a top consideration. -gm&lt;br /&gt;
:: A top consideration... FOR HIM TO POOP ON.&lt;br /&gt;
:: I&#039;mkiddingpleasedon&#039;thurtme -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
::: Heh, I should have stuck you with a Goblin cohort. Speaking of, do we have a next game? -gm&lt;br /&gt;
:::: Dunno, suppose I should pop the Q in-thread. -[[User:Slitherrr|Slitherrr]] &lt;br /&gt;
::::: Do you not have your cohort yet? Are you waiting to get out of L4D land? I would have loved hippy Kib and his freaky little gobbo pal. --[[User:Msallen|Msallen]]&lt;br /&gt;
:::::: &amp;quot;Back in Civilization&amp;quot; is first thing next session. Gnob is quite dead, sadly. -[[User:Slitherrr|Slitherrr]] 11:53, 9 March 2011 (EST)&lt;br /&gt;
::: GM eats too much cheese to poop on command like that! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: Don&#039;t underestimate GM. [[User:Rush|Rush]] 16:11, 21 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Did you get all of your XP this game, or did you leave before the Quest Chain XP was given? Anyway, when this guy levels - professional or wizard? -gm&lt;br /&gt;
: I don&#039;t remember... I keep detailed xp numbers at arms length anyways ;) He should be my level - 2 and you should impose some sort of penalty or quest on me if he starts crafting. I&#039;ll have to ponder over the class. On one hand, I think he earned some time working the street and dealing with powerful people, so a level with mad skills would be good. On the other, there are some hot 4th level spells that could make me a much bigger thorn in the guild&#039;s side, which I think will be a bigger deal soon. --[[Special:Contributions/74.68.100.149|74.68.100.149]]&lt;br /&gt;
: By the way, I like that the focus on abjuration and divination. That the sort of stuff I wanted from a wizard. The fact that I have nondetecetion at my disposal makes that whole discussion about the amulet a lot less important. It&#039;s not as good for political reasons, but its still pretty sweet. Also, I&#039;d like to put clairvoyance on the wish list for spells. If I find a way to learn an area well enough, or get Egg to learn it, then I can spy on the guild and prisoners and such quite well. --[[Special:Contributions/74.68.100.149|74.68.100.149]]&lt;br /&gt;
:: Well, I&#039;ve got a plan for him if he starts crafting that may, in the long term. Basically, just keep track of his experience spent on crafting and I&#039;ll take care of the rest. -gm &lt;br /&gt;
:: Considering what he&#039;s been doing for the past three weeks, if he&#039;s getting a level it&#039;s going to be in Professional. From here on out, though, it&#039;ll probably be Wizzy since he&#039;s going to be doing a lot more research and mage stuff and a lot less setting up of a business. -gm&lt;br /&gt;
::: Yeah, looking at the untapped potential from level 1-3 and what I gain from level 4 spells, I think I like taking professional now. Give him some ranks in diplomacy please! I&#039;ll have to have a little chat with him about being so frank around the other PCs--I think its best that he and I sugar-coat ideas before we present them to any of the damn hippies in the party. His totally reasonable comment about selling food caused all sorts of silly moral issues for the party! --[[User:Msallen|Msallen]]&lt;br /&gt;
:::: For the record, Mose wouldn&#039;t have any qualms with you guys selling the rarer/luxury foodstuffs to the upper class at a premium. Seems like there would be more money to be made in hard-to-get stuffs for the rich than overcharging the penniless. -[[User:Mattie|Mattie]]&lt;br /&gt;
::::: I&#039;m sure that&#039;s what he was suggesting and Al just took it out of context ;) --[[User:Msallen|Msallen]]&lt;br /&gt;
&lt;br /&gt;
Actually, there is a *lot* more to be had selling basic foodstuff than luxury items. Scarce items with low demand becoming more scarce is nothing compared to basic staples going from reasonably common to scarce. Fact is, prices are going to skyrocket with or without your help: Egg isn&#039;t creating the opportunity, just taking advantage of it. That&#039;s just the nature of the siege economy, and you can be sure that when the Thieves&#039; Guild start shipping food in, it won&#039;t be to open a soup kitchen. -gm&lt;br /&gt;
: Well, you painted the grain supplies as in good shape so I assumed people in the town were good with basic foodstuffs, etc. Hence my thought that right now the townies would want to pay more for scarce luxury foods and wine versus the simpler stuff. Anyway, that&#039;s Mose&#039;s preference to try to make money off the rich rather than the poor, if possible. :) -[[User:Mattie|Mattie]]&lt;br /&gt;
:: Given that the cities pop has reduced by half at least and the fact that the city didn&#039;t really make much of an effort getting grain to the refugees anyways, this is a good point. Seems like the grain reserves should be well stocked for some time. --[[User:Msallen|Msallen]]&lt;br /&gt;
::: Unless it&#039;s been sitting long enough that spoilage is a factor. If this world had an equivalent to John Adams, I&#039;d say the sensible thing would be to charge for the food so a few people don&#039;t take all of it and hoard it to resell at a much higher price than even you guys would charge, but I doubt Mose or anyone else has had a grounding in Economics (Germain might, except that the discipline as we know it probably doesn&#039;t exist on the Mainland, except in a very primitive form). -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
:::: All that is true, there is a grain ration being doled to citizens. In the camps, however, (or what is left of them) prices for even common food is huge, not that anyone has any money to spend on them anyway. Non-grain staples - food, butter, booze - are going to be expensive even inside the city, although the reopened smuggling corridors and drastically reduced population help with that some. -gm &lt;br /&gt;
&lt;br /&gt;
== Spell Wish List ==&lt;br /&gt;
* Second Level&lt;br /&gt;
** Obscure Object&lt;br /&gt;
** Magic Mouth&lt;br /&gt;
** Misdirection&lt;br /&gt;
** Detect Thoughts&lt;br /&gt;
* Third Level&lt;br /&gt;
** Explosive Runes&lt;br /&gt;
** Clairaudience/Clairvoyance&lt;br /&gt;
** Illusory Script&lt;br /&gt;
* Fourth Level&lt;br /&gt;
** Magic Eye&lt;br /&gt;
** Detect Scrying&lt;br /&gt;
** Locate Creature&lt;br /&gt;
&lt;br /&gt;
== Audit ==&lt;br /&gt;
&lt;br /&gt;
You might want to audit this guy, decent chance he has messed up skill ranks, with prodigy and open minded. -gm&lt;br /&gt;
: This is doubly true now, he just gained two levels and picked up another open minded feat. He has one more knowledge to learn of your choice. -gm&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[Fixed]&#039;&#039;&#039; Missing one skill point (probably because his sp/level went up at 4. should be: 48(1st) + 6(2nd) + 6(3rd) + 7(4th) + 5(feat))&lt;br /&gt;
* &#039;&#039;&#039;[Fixed, with Gusto]&#039;&#039;&#039; Characters start with Ubrekti + Regional languages, so Egg is either missing a language or a skill point&lt;br /&gt;
:: I think I originally had Ubrekti as his birth language, before it was discovered that he was of hakani descent.&lt;br /&gt;
&lt;br /&gt;
== Fitting In ==&lt;br /&gt;
We&#039;ll have to see how we want to play it. I had a similar discussion with Slitherrr about *****************, his coming cohort. Basically, do you want to play and manage every part of the guy, have me run the guys personality but control him in combat, or have me control everything with you giving general commands? &lt;br /&gt;
&lt;br /&gt;
Likewise, advancement - you or me? I would think he obviously sticks to Wizard, though depending on what kind of work you have him doing early on it might make sense RP wise to take a second level in professional, as well as just being a good add. Prof 2/Wizard X gets a +1 AC bonus and a net of +4 skill points, over Prof 1/Wizard X, I believe? Prof 4/Wizard X is a much more substantial investment in the nonmagical side of thing, which is costing probably two spell levels for +2 AC bonus, a net of +12 skill points and Uncanny Dodge.&lt;br /&gt;
&lt;br /&gt;
: Really up to you. I&#039;m sure you don&#039;t want to play another character, so I&#039;ll make the decisions for him in game time. He&#039;s pretty much a squishy buffer in MMO terms, so in general I expect he&#039;ll stick close to LE and cast buffs. As for advancement, I&#039;d say straight wizard unless there is a really compelling reason to go prof 2. Multiclassing casters is a lot harsher than martial characters except for a splash. Also, he&#039;ll have plenty of skill points, and Germ is happy to have a knowledge guy around, which wizards do fine at.&lt;br /&gt;
: Germ in general would prefer a cohort that pushes back and has his own opinions--he&#039;s not looking for a yes-man, he&#039;s looking for another set of eyes and a sharp mind to bounce ideas off of. So in general I&#039;ll make the decisions to lighten your load, and you veto anything you don&#039;t like. --[[User:Msallen|Msallen]]&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10635</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10635"/>
		<updated>2011-07-27T22:52:47Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
&lt;br /&gt;
; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
&lt;br /&gt;
; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene. I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for that sort of thing. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny about the refugees, it&#039;s him. Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food. Assuming we can stop them from bringing the Pox in with them. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city. &lt;br /&gt;
Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10634</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10634"/>
		<updated>2011-07-27T22:06:01Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene. I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for that sort of thing. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny them, it&#039;s him. Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food. Assuming we can stop them from bringing the Pox in with them. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city. &lt;br /&gt;
Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10633</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10633"/>
		<updated>2011-07-27T22:05:37Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene. I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for that sort of thing. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny them, it&#039;s him. Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food. Assuming we can stop them from bringing the Pox in with them. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city. &lt;br /&gt;
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Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10632</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10632"/>
		<updated>2011-07-27T22:05:16Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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; {{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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; {{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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; {{Kimika}} looks up thoughtfully. : &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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; {{Quinalin}} snorts then replies in a dispirited tone, : &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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; {{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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; {{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Now, what do we do first?&lt;br /&gt;
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; {{Mose}} : By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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; {{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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; {{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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; {{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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; {{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
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OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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; {{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people. : Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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; {{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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; {{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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; {{Egg}} : *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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; {{Kimika}} brightens and speaks excitedly. : &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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; {{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;br /&gt;
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{{Germain}} ponders who might support us.&lt;br /&gt;
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; {{Quinalin}} : I don&#039;t know enough about the siege protections the city has other than the teleport barrier, but is there any way we could wholesale smuggle the people into the city?  We have a huge burned out area that is mostly unattended.. could we have a fleet of giant badgers headed by Al dig a tunnel route through to the refugees with Kimi providing rock-to-mud and such? I could craft deadfalls to protect the tunnel and render it impassible once we were done with it..  You mentioned Gracklek&#039;s castle... could we fly them in? Create a large cloud cover and hover them in on levitating barges?  As far as what Egg was saying about pulling strings, I think we could probably try to lean on Edrell to look the other way for some piece of the magical protections that he is administrating.&lt;br /&gt;
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; {{Egg}} : You know, Quin, that&#039;s actually... quite clever. Not the flying, I think that&#039;s probably beyond any of us, but that other thing. I was thinking actually getting them *into* the city was an all but insurmountable problem of its own. But, yeah, it&#039;s quite simple, really.  If we could get them *to* the city walls, somehow, then some sort of army of tunneling creatures or whatever it is Al does might be sufficient to get them inside.  Best case, you&#039;re talking a day of work between the digging and the moving, and the Wraiths or whoever could easily move to intervene. I think you&#039;re right, Quin, that Edrell is our best bet as an accomplice or whatever you want to call it for that sort of thing. Protecting the Forager&#039;s Gate is his responsibility, so he&#039;d be able to force the issue if he so desired, or perhaps use magic to obfuscate our ruse. Also, these are ostensibly &amp;quot;his&amp;quot; people, so if anyone other that you guys gives a Alexian penny them, it&#039;s him. Even among burnt out ruins, they&#039;ve gotta be better of inside the city than outside: access to water and food. Assuming we can stop them from bringing the Pox in with them. Nothing would sour the Silverwalkers reputation more than smuggling plague into the city. &lt;br /&gt;
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Now, that only leaves the other impossible problem of getting thousands of half-starved and disease ridden refugees from Onrarch to the city walls themselves. It&#039;s far too many to move magically without some sort of permanent portal emplacement, a task far beyond any of us - Edrell included, I feel safe in saying. Whatever we do among the refugees, however, will have to be done carefully and quietly. The Odessans seem to be willing to leave the camp alone, as their supply lines have no need of the river, but we&#039;re no doubt almost as well known to them as we are to our own people, and catching wind of us engaging in some sort of unknown mischief in the camps will draw undue and probably violent attention.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:RP:_Shameless_Self-Promotion&amp;diff=10627</id>
		<title>Talk:RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:RP:_Shameless_Self-Promotion&amp;diff=10627"/>
		<updated>2011-07-27T20:38:40Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;What does germain ponder? --[[User:Msallen|Msallen]]&lt;br /&gt;
:: ??? You tell me?? I would say that whose support you would need would depend on the scheme you cook up, yes? &lt;br /&gt;
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No one&#039;s talking about the owlbear in the room? LOL! --[[User:Msallen|Msallen]]&lt;br /&gt;
: It&#039;s much clearer in the original Gnomish. -gm&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10624</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10624"/>
		<updated>2011-07-27T20:34:16Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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{{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&lt;br /&gt;
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Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&lt;br /&gt;
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We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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{{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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{{Kimika}} looks up thoughtfully. &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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{{Quinalin}} snorts then replies in a dispirited tone, &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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{{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&lt;br /&gt;
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If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &lt;br /&gt;
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It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &lt;br /&gt;
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My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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{{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&lt;br /&gt;
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Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&lt;br /&gt;
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Now, what do we do first?&lt;br /&gt;
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{{Mose}}: By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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{{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&lt;br /&gt;
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The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&lt;br /&gt;
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I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&lt;br /&gt;
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So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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{{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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{{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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{{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&lt;br /&gt;
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I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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{{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people.&lt;br /&gt;
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{{Kimika}}: Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &lt;br /&gt;
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{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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{{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &lt;br /&gt;
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I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &lt;br /&gt;
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But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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{{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&lt;br /&gt;
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I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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{{Egg}}: *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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{{Kimika}} brightens and speaks excitedly. &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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{{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now. That doesn&#039;t mean they couldn&#039;t be *forced* to become involved somehow, but that kind of grand scheming is beyond me, I&#039;m sad to say. &lt;br /&gt;
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I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately. We&#039;re rich, competent, and respected enough that other people need us for their schemes. I imagine we&#039;re going to learn with a quickness that runs both ways.&lt;/div&gt;</summary>
		<author><name>75.64.110.158</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10623</id>
		<title>RP: Shameless Self-Promotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=RP:_Shameless_Self-Promotion&amp;diff=10623"/>
		<updated>2011-07-27T20:29:38Z</updated>

		<summary type="html">&lt;p&gt;75.64.110.158: &lt;/p&gt;
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&lt;div&gt;Under the incessant pounding of {{Kimika}}&#039;s Ring of the Ram, the stone slab standing between the [[Wydmoor Thieves&#039; Guild|Guild&#039;s]] trapped tomb and the fresh, clean air crumbles away. As you emerge from the catacombs and looks around, you see looks of dismay and agitation on all of your friends&#039; faces, but none so intense as that of {{Germain}}. He sputters and stammers, clearly wanting to speak, but in place of his usual incessant and tiresome dialog, there is little more than red-faced silence. He turns to face the group, closes his eyes, and takes a few deep breaths, and finally manages a sentence:&lt;br /&gt;
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{{Germain}} : It&#039;s not that we were lied to. It&#039;s not that we walked into a trap. I expected both. It&#039;s that we are little more than lap dogs, begging for tasks and treats to win favor in the eyes of a bunch of incompetents. The guild and the wraiths have forced our hand time and time again, and once more we have accepted it without complaint, unwilling to set our own path!&lt;br /&gt;
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Don&#039;t you see that these people will never win this war? This whole damn issue was caused by the Wraith&#039;s politicking. They have tied themselves up with the Odessans with the hopes of currying some sort of political capital for themselves, and were caught with their dicks in their hands. And all they can do is turtle in their little castle, hoping for someone to save them. The Guild, on the other hand, has stepped from the shadows, and despite the fact that their behavior has weakened the city considerably, they have managed to twist our arms to help them build smuggling routes and deal with their own internal strife without risking their own necks. And I&#039;m sure they have been rewarded by our goddamn compliance!&lt;br /&gt;
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We are nothing more than a bunch of fucking lackeys! What are we trying to save? Bricks and stones? The people of Wydmoor are dying alone, while we scramble to help a bunch of cowering nobles, politicking mercenaries, and opportunistic thieves! We are the only people that seem to be willing to stick our necks out to save this city, and yet we can&#039;t seem to pull our heads out of our asses and do what needs to be done! All we can manage to do is run errands for the bastards that put the city in this position in the first place! What the hell are we doing?!?&lt;br /&gt;
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{{Germain}} glowers and fumes.&lt;br /&gt;
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{{Al}} finds himself in the odd position of completely agreeing with {{Germain}} on matters of politics.&lt;br /&gt;
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{{Al}} : Yeah, dude!  I still don&#039;t really get why everyone&#039;s so worried about who gets to sit at what table in what room, but I&#039;m all for dumping the lot of them and just helping the people who need help!  Stick it to the man!  Let&#039;s go take all the food, medicine, etc from the rich folks and give it to the people who need it.  But that&#039;s just a stopgap.  What we really need to do is help these people learn to survive on their own!  Teach them how to grow their own food and live off the land, outside these horrible walls.&lt;br /&gt;
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{{Kimika}} looks up thoughtfully. &amp;quot;I agree with you both and I desperately want to help the people of Wydmoor; the ones who are suffering. What do you suggest we do, Germain?&amp;quot;&lt;br /&gt;
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{{Quinalin}} snorts then replies in a dispirited tone, &amp;quot;I recall, though it seems like years ago, we got started in this city by trying to distribute wealth to the citizens so they could buy the right to vote for someone who would stand up for them.  All that got them was burned out of their homes.  We tried to take down one corrupt and evil official, and now it feels like there is nothing but corruption or at least pure self-interest.  We can&#039;t just take over the city for ourselves.  The Odessans don&#039;t seem to be interested in helping anyone.  I don&#039;t see many good choices here although I would be happy to have my eyes opened.&lt;br /&gt;
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{{Egg}} : I don&#039;t think you&#039;re wrong, either of you, not exactly, but I think you&#039;re all &amp;quot;missing the Owlbear.&amp;quot; Err, that doesn&#039;t translate so cleanly, but you get the idea, maybe? Everyone we worth with... for? They all have *agendas*. Plans and goals. What do we have? What do we want?&lt;br /&gt;
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If we want to help the refugees, why are we sitting with sacks overflowing with desperately needed healing gear settling personal vendettas in town? If we want to see the Odessans crushed, why do we refusing to leave sight of the city for more than a week at a time to strike against them? The Odessans, for all their advantages and strengths here, are spread across the mainland to the point that attacking them anywhere is attacking them everywhere. If we want is to see the Odessans gone, why are we not negotiating with them, especially now that their claims and demands are laid bare? We grab for everything and so take hold of nothing, and then direct our anger at those who employ us to their ends. Imagining, perhaps, that just because we all share the desire to lift the siege that all of our other desires are harmonious. &lt;br /&gt;
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It&#039;s appropriate we all meet in the &amp;quot;War Room.&amp;quot; Because, while the war rages outside, another one is fought within. The war to save Wydmoor, and the war to rule it afterwards. Which war are we fighting? &lt;br /&gt;
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My partner talks easily of &amp;quot;doing what needs to be done,&amp;quot; but what does that even mean? Might as well say we want to &amp;quot;make the world a better place&amp;quot; or &amp;quot;oppose evil.&amp;quot; It&#039;s nice talk for a sermon, but not much of a plan of action. An easy, comfortable thought, and a good line to rouse the masses, but something the Silverwalkers seem to have struggled to nail down for as long as I&#039;ve worked with you. Without any personal goals it is certainly convenient and profitable to work for those who do, but don&#039;t expect their agendas to make room for our pet issues.&lt;br /&gt;
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{{Germain}} : Exactly. Each of those acts you mention, Quinn, were another&#039;s plans... we were only the executors. Perhaps these plans were really mistakes, but they might also be plans within plans. These plans certainly benefited &#039;&#039;&#039;someone&#039;&#039;&#039;, perhaps even the person who brought them to us. How can you say they didn&#039;t match our agenda? We don&#039;t have an agenda! It&#039;s time we did.&lt;br /&gt;
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Don&#039;t kid yourselves--we&#039;ll make plenty of mistakes, but that is no reason to refuse to make decisions. We have many irons in the fire right now, and while we have been negligent in working all of them, we are left with many options. Do we find a way to save the refugees? Do we deepen the schism within the guild? Do we throw the Wraiths to the wolves as punishment for their political machinations that brought us here? Do we expedite the foundation of the Traveller&#039;s Temple in Wydmoor? Do we weigh in against Odessa in their other conflicts with the Wraiths in Alexia? Do we open up a new conflict for them in Celestia? It&#039;s time to pick the projects we feel are most decisive, and use our time to drive them. The power brokers that rule this city have failed to protect it--it&#039;s time to become power brokers ourselves to set things right.&lt;br /&gt;
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Now, what do we do first?&lt;br /&gt;
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{{Mose}}: By Alexandria, Germain-- did an air elemental drop you on your head or something? We are on a mission of our own already. I feel like we&#039;ve been driving our quest for Good all along. Sure, we&#039;ve been used and abused, but &#039;&#039;(waving his sword over his head)&#039;&#039; we&#039;ve also done our share of abusing, too! I&#039;m convinced at this stage that we&#039;ve already been smacked around and abused too much by these vampires and this Thieves Guild. We need to put an end to that and I&#039;m even more convinced now that they fooled us into this trap. I don&#039;t want to do *anything* but continue to attack them. Sure, perhaps it&#039;s important to jump in and &#039;&#039;(with condescension)&#039;&#039; diplomaticize with various groups, but there&#039;s one thing I have learned is that you &#039;&#039;never&#039;&#039; turn your back on a thief, let alone an entire guild of them. That goes doubly for vampires, wererats, and &#039;&#039;(trying to catch up with his mouth)&#039;&#039; undead vampire wizarding assassins. They will thwart us behind the scenes at every turn, as they have so many times, if we back away. Let&#039;s hit them as hard as possible while there&#039;s a chance they think we&#039;re dead in their trap. We&#039;ll have time enough to do &#039;&#039;(trying to use proper grammar)&#039;&#039; powerbroking once we&#039;ve shown the rest of the city that we won&#039;t tolerate evil in this town, and that there&#039;s finally someone in town that can stand up to it.&lt;br /&gt;
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{{Germain}} : No doubt we&#039;ve been fighting the good fight, but we&#039;ve been doing little more than reacting and we have not been working towards a larger plan. Routing the Guild, even if they are weakened by an internal schism, is not a matter of hours or even days. It&#039;s weeks or months of our undivided attention, plus the attention of most of the [[Azure Geese|Geese]]. In that time, what will happen? It&#039;s unlikely that anything will change with the refugees, and the rest of them will probably die. No one will launch an assault on the Odessans and they will have more time to recuperate and regroup for another attack of their own. Are we ok with that?&lt;br /&gt;
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The point is, even though we&#039;ve been doing good deeds, we&#039;ve been all over the place and it shows in the sustainability of our work. The time we spent helping the refugees only prolonged their suffering, because when we left them behind and ignored them, half of them died just the same. If the Theives Guild, the Wraiths, the Odessans, or someone in [[Sherdam]] pisses off the lizard folk--probably far too likely--they may unleash those guardians on the swamp just the same as our blackguard friend did. And if we only manage to get half-way into routing the guild before we wander off on another project, they&#039;ll regroup and slide into the shadows, and we&#039;ll be back where we started.&lt;br /&gt;
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I think the Guild is a time sink--lots of work with a low chance of success. We know little to nothing about the vampire, but I suspect that it has been active in Wydmoor for over 700 years in near-complete secrecy despite some high-profile accomplishments. It is going to take a lot of time and manpower to make an impact on its organization. Frankly, it would probably be quicker and easier to win a personal war on the entire Odessan army than it would be to take the Guild. Regarding the refugees, however, I think we possess the political capital and lack the opposition to solve their problem more permanently, and perhaps even bring them back into the city, in less than a week.&lt;br /&gt;
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So... are you sure a war against the guild is really the right course now?&lt;br /&gt;
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{{Al}} : Solve the refugee problem how?  If we bring them into the city, won&#039;t they just starve and die of disease here instead of where they are now?  I&#039;d love to help the refugees, but just saying &amp;quot;solve their problem permanently&amp;quot; isn&#039;t a plan, and if we just move them around from place to place, what good does it do them?  I&#039;m no expert on the politics of refugees and war, so maybe I&#039;m missing something, but it seems to me that the best way to help the refugees would be to end the war and get them back into their regular lives.  Ideally, we could teach them the survival skills necessary to live off the land, but that&#039;s a longer term project.&lt;br /&gt;
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{{LE}} likes to follow Germain&#039;s lead in matters like this. She listens, but only barely. Discussions like this are not her cup of tea.&lt;br /&gt;
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{{Germain}} : The city keeps a significant grain reserve to protect against seiges like this one. It&#039;s a function of their history--since Wydmoor gained its independence after a long seige, their founders provisioned to be able to sustain another. Given this year&#039;s long growing season, the decimation of the population through disease and fire, and the fact that the Mayor only released a pittiance of the grain to the refugees, these reserves should be abundant. It&#039;s not lack of grain that has caused the refugees to starve--its the fact that the mayor refused to release it and the wraiths can&#039;t move it through occupied territory. Inside the city, there should be enough to weather a long seige.&lt;br /&gt;
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{{Al}} : Ok, so say we get the refugees into the city.  How do we know the city will give them food?  I&#039;m not suggesting that we shouldn&#039;t get them into the city (assuming the food is really available), just that we ought to have some assurance that the food will be given to them.  How do we know, for example, that whoever&#039;s in charge of the food won&#039;t keep it for themselves?  I mean, who&#039;s to say they aren&#039;t planning for a years-long siege?  Or that the slimy city leaders aren&#039;t just greedy bastards who don&#039;t care if a bunch of refugees die?&lt;br /&gt;
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I&#039;ve seen enough of how cities are run to know that the leaders don&#039;t necessarily have their residents&#039; best interests as a priority.  Personally, I think we should tear down all walls in all cities and teach people to live as nature intended, but, again, that&#039;s more of a long-term project.  Short-term, I&#039;m all for getting the food to the people who need it by whatever means necessary.  I just think we need a plan other than &amp;quot;trust the greedy bastards to do what&#039;s right.&amp;quot;  I&#039;m completely ok with part of that plan being &amp;quot;the Silverwalkers find the food and forcibly take it from the greedy bastards.&amp;quot;&lt;br /&gt;
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OOC (Trav): Assume the preceding has &amp;quot;dude&amp;quot; and &amp;quot;stick it to the man&amp;quot; scattered throughout.  Also, maybe a tangent to talk about the process of growing grain in the wild.&lt;br /&gt;
OOC (GM): It&#039;s stops being the wild once you cultivate it. ;)&lt;br /&gt;
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{{Kimika}} brightens at the talk of getting the refugees into the city. She sits down and prays furtively for Alexandria&#039;s help in saving these people.&lt;br /&gt;
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{{Kimika}}: Many of the refugees are sick. I could summon a small herd of bison to pull wagons with refugees toward the city. However, much of the warrens are still burnt down and resources in that respect would be more limited. Perhaps we could establish a permanent residence for the refugees in the Landing? &lt;br /&gt;
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{{Kimika}} sighs. &amp;quot;I&#039;m no good at planning. I do want to save the refugees, not only for their sake but so Bethnalay&#039;s death won&#039;t be in vain.&amp;quot;&lt;br /&gt;
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{{Egg}} : I think it&#039;s going to take more than a few dozen bison summoned for an hour or two to get thousands of sick and dying people moved - through siege lines and enemy occupied land - into a city that actively doesn&#039;t want them. Don&#039;t get me wrong, Kimi, I&#039;m not saying your idea is impossible, or even that it&#039;s bad. It&#039;s just, well, like the gnomes say &amp;quot;Dream Big, Scheme Big.&amp;quot; Even the most radical things being suggested are not impossible, not in a world that saw Gracklek&#039;s castle fly: seizing the grain supply, relocating all of the refugees, *smiles at Quin*, hells, even &amp;quot;taking over the city.&amp;quot; More has been done by fewer, but never by accident and never by increment. &lt;br /&gt;
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I think, Al, you get to the heart of our problem in regards to the refugees. Not the disease, part, though. I don&#039;t know that the Odessans have left us with enough materials to clear the poxes from camp, but certainly to alleviate their woes now that the hobgoblin reavers have taken their vengeance. However, all reports are that Onrarch is essentially a ruin now: the Onrarch Halflings have taken to flight since the death of Bethanalay and abscondment of Maggr and his outriders, relying about the Concord Traditions to let them slip passed the Ubrekti closed borders. Since then, the Odessans have taken no notice of them and the Free City has been unable to send any more food or aid past the siege lines. Now, if that aid would move even if it could is anybody&#039;s guess. As several of us have suggested, the commoners are an ancillary concern to the Powers That Be in Wydmoor, even the Bog Wraiths. I don&#039;t know that they&#039;re &amp;quot;greedy&amp;quot;, exactly. Well, some of them certainly are, and I suppose to us most of them seem that way - but to you, Al, burning a forest seems like a high crime while to the Bog Wraiths it is just a matter of common sense: easier to replant a grove than unraze a city.  To them, so long as the city stands, new bodies will flood in to replace the old. Laborers. Farmers. Desperate men and women hoping for a better life. These are not in short supply in the world we live in. They do the work and clean the shit, but make none of the decisions and are infinitely replaceable. *scowls* I&#039;m acquainted intimately with the mindset, but I think we should have learned by now that assigning moral values to these decisions - and leveling moral judgement against those making them - does nothing but hurt us in the long run. They have their priorities and concerns, and we have ours. Where they overlap, we can work together... but where they conflict?  Hmmm. &lt;br /&gt;
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But, that&#039;s just me thinking out loud again. Al&#039;s right about one thing: the plight of the refugees is not the concern of the Wraiths, or anyone else for that matter. Edrell is about the only person who has ever done much for them, and who is to say if that kindness and support was from compassion or political calculus?&lt;br /&gt;
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{{Germain}} : Don&#039;t understimate us. Once the refugees are in the city, its much easier than you think to make sure they are taken care of. Whether you realise it or not, I&#039;ve been very careful with my politicing to create a situation where only the Geese and the Silverwalkers have any real capital with the refugees. If they receive the grain and care they need, we are probably the only ones that can keep them peaceful and the city running normally. If they do not receive what they need and we retaract our support, I can assure that there will be riots. In another time, the riots would be easy enough to suppress, but with the Odessans at our door it&#039;s a strain on the city&#039;s defenses. Also, you are underestimating our ability as power players to force the issue once the excuses about supply lines and sieges are gone. The powers-that-be are well aware of all of this, so we will almost certainly have to play hardball to get them to help us, but once they are here I think providing for them will be a much simpler task.&lt;br /&gt;
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I&#039;m not, to be clear, advocating that this should be our number one priority. This is a task where we have a reasonable chance for a quick, successful turnaround, will garner us significant capital in the city, and is morally &amp;quot;correct&amp;quot; and compasionate. I also think it&#039;s far more workable and viable plan than attacking the guild directly. But there are other plans out there to consider if we feel like another task is more important than the lives of the refugees.&lt;br /&gt;
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{{Egg}}: *If* the refugees were in the city, the threat of riot would be a real one, don&#039;t you mean? Where they are currently, outside of the walls and on the wrong side of an opposing army army, their ability to influence the city is nil. Hells, that&#039;s probably one of the many reasons no one of influence wants them back.&lt;br /&gt;
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{{Kimika}} brightens and speaks excitedly. &amp;quot;Travelers outpost! What if we went to the refugee camp and remade it into a Travelers Outpost, setting up a more organized and permanent settlement there? If we claim it is Travelers, and thus an extension of the Alexandrian church, we can get resources through by means of the church. This also fulfills Mose&#039;s dreams. The church will also be thrilled because it gives them a stronghold near Wydmoor, which is completely up in the airstride as the Church&#039;s official stance is that no cleric can participate in a war but only give aid. Now is the time! I also would like to shift my focus of my clerical duties from education to learning how to allow people to travel more effectively. It may be a far-shot, sure, but no one other than us could make this happen! Let&#039;s do this!&amp;quot;&lt;br /&gt;
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{{Egg}} : Now we&#039;re thinking big, at least! Sadly, Kimika, as audacious a plan as that is, I don&#039;t think we have the influence to pull it off. Mose doesn&#039;t have the authority to set up outposts wherever he wants. We might as well declare ourselves Kings and Queens for all the power we&#039;d have to enforce such a claim. If the Church had any desire to get involved in this, they&#039;d have done so well before now.  &lt;br /&gt;
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I think that you bring up good points, though, Kimi. Something has to be done with the refugees - something *organized*. What good will it do to ease their sickness only to have them die of starvation, or even kill each other once everyone is healthy enough to take advantage of the lawnessness. Also, I think you&#039;ve hit on something else, Kimi: whatever we do, as influential as we&#039;ve become and as much clout as we have with the refugees, we&#039;re going to need *someone* of import supporting whatever our final plan is: either publicly or privately.&lt;/div&gt;</summary>
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