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FASA Games, Inc.FASA Games Forums and News 2020-12-05T16:33:17 http://fasagames.com/forum/app.php/feed/topic/1212 2020-12-05T16:33:172020-12-05T16:33:17 http://fasagames.com/forum/viewtopic.php?t=1212&p=16923#p16923 <![CDATA[Re: The Swinging City of Axalalail]]> I'm copy-pasting directly from my notes. Lonoko Icegarden is an elementalist friend the players met and helped a month (in game) or so prior to this, and she offered to give them a tour, even though the Burrow was closed off to outsiders due to a theft that happened a two months ago. "Balen's Dowsing Rod" was stolen, and no one could figure out how the thief got in. With excellent rolls by the Scout, and immediately looking in the exact right spot, the players discovered how the thief got in. That said, here's the various things I read to them.
Wandering through Axalalail, trees incorporated into the construction is a common sight. Some simply being anchored to trees while others incorporated trees more organically into the design. Balen's Burrow doesn't appear to be built on a tree but instead it is inside a large specimen, perhaps the largest in the area. Windows spiral up and down its trunk, and an ornate door leads in from this platform. Despite the numerous holes cut, the tree still appears to be alive, even thriving. Two Namegivers flank the door, one a dwarf armed to the teeth, the other on elf wearing simple robes.
Here, one of the guards spoke into a tube next to the door and eventually summoned Lonoko (who took awhile due to the long walk).
As you enter the tree, the air smells fresh, even fresher than forest air outside, and the walls gleam like polished stone despite being the tan color of a cut tree. A narrow staircase spirals away from you up and down with light spilling from windows in either direction, the stairs themselves either perfectly carved or grown from the tree, slightly rough so you don't slip, and barely wide enough for two orks to walk side-by-side. Lonoko begins the counter-clockwise descent down, "The main entrance is actually on the forest floor, and most of the rooms are underground. Upstairs are experiment platforms, most open-air, though we've hardened the air around them to protect the city. But Balen's Dowsing Rod was stored down this way."
As you descend, you quickly see through the many windows that you've past below the main levels of Axalalail and are approaching the ground level. Between each window are wooden sconces holding light quartz. Once you have to shift to one side as a portly dwarf attempts to squeeze passed. You pass two other doorways, one of which is open and leads out onto a small platform with a handful of Namegivers talking quietly. Quick snippets of conversation you hear suggest some arcane elemental topics. Lonoko briefly slows down as you pass, ear cocked to eavesdrop, but then she picks up speed again. Finally, the staircase begines to widen, and Lonoko says, "We're about to reach the Antechamber."
Soon after, you reach the bottom of the stairs and a simple set of doors, wide open. Beyond is a tall, wide room, a delicate chandalier hangs from the ceiling, like everything else made from wood with crystals and gems of many types dangling from it. Light quartz shine brightly, cascading the room in a riot of color. Small tables and rugs are set about the room, but the floor is left mostly bare, concentric rings spreading out from the center. Directly opposite the stairwell are massive double-doors big enough for several trolls to comfortably walk through together. Symbols are etched across the entire surface of the polished wood. A couple of robed figures are conversing off to one side, briefly glancing at you as you enter.
"This way," Lonoko says, and turns left immediately after entering the room and opens a pair of doors set in the wall next to the ones you just went through. More stairs greet you, heading further down. "Not much further to the main level!" She leads you down one more flight of stairs, which headed down with no turns, the end not far away. After traveling at least two Troll heights down, the staircase opens onto a wide, circular hallway, brightly lit by light quartz. The floor is a wooden walkway. The walls are smooth, and upon closer inspection are revealed to be tightly packed dirt. Lonoko says, "And here's Balen's Burrow! It used to be the root system of the sister to the tree we just left, but Balen asked it to move away as they were killing each other. We reinforced the walls with magic we renew every year. Well, not me, I'm still a new member of this particular guild."
She begins leading you further in, sometimes taking branching tunnels. You get the sense that the passage leads gently but constantly down, but soon you're fairly well lost. <SCOUT MIGHT NOT BE LOST> You pass people frequently, generally robed but a few are more martial, carrying themselves as Warriors. Most wave hello to Lonoko or give you dirty looks, a few simply ignore your group. At random intervals, round doors are set into the walls, curving wood matching the shape of the earth. Lonoko points out various ones, "This is a classroom. Oh, Frenaldo stays here. This lab is often on fire."
Eventually you turn down a short tunnel, which rapidly narrows to the point that Boris has to duck a little. The tunnel end is abrupt, blocked by a mass of dirt. At your approach, the dirt begins to shift, emitting a deep rumble you feel in your chest. Lonoko tells you, "That's just an earth elemental set here to guard the artifact room. Should have had him there a month ago! But, no! 'No one can break in to the Burrow!'" She sighs heavily and shakes her head. She speaks to the spirit, "Out of the way, Brynochus!" and waves her hand. The massive thing rumbles in a way you feel shows discontent, but it slowly slides into the wall leaving no impression that it was ever there. Beyond it lies a simple door, made of metal and lacking any sort of handle. Lonoko strides up to it and waves hand, muttering something, and a soft 'click' echoes lightly in the hall.
The door here has to be unlocked with a Elementalism test and speaking the proper passphrase, which hadn't been changed in awhile.
Notes on the vault and it's contents:
Door unlocked by weaving a thread with Elementalism while mutter the phrase.
Eight display cases of different sizes sit throughout the room, near the walls. The circular chamber is covered in eight tapestries depicting the 5 True elements, Orichalcum, and the elemental planes. Each tapestry is centered behind a dsiplay case, their edges just barely not touching each other.
Magic items in display cases, from immediately left of the door and around the room clockwise

Wings of Pericle: Metal wings fashioned from dozens of blades of varying lengths and connected to leather straps, which look like they could fit anyone from a dwarf up to an Obsidiman.
- Permanent Metal Wings spell that can allow even an Obsidiman to fly
- Allows for a swooping attack
- Presumably you can throw blades
Periapt of the Plane of Fire: Small red broach which feels hot, even from a foot away. Scorch marks mar the surface of the metal stand holding it upright in its glass box.
- Immunity to heat and flames
- Said to allow user to walk through lava
- Dangerous, as previous wearers have busrt into flames and instantly consumed if worn too long
- Houses a fire elemental spirit
- "We don't usually use the same element to protect against itself, but somehow this item's creator did it!"
empty (Balen's Dowsing Rod)
- Had better chance of detecting True elements
- Made mining True elements easier, drawing them forth like a magnet
- True elements mined with it tended to be of the purest quality
Windchaser: Miniature airship with "Windchaser" emblazoned on it, floats inside a bottle, and is about the length of an open human hand
- Not sure what it is, but clearly magical
- Conjecture that it is either a major pattern item for the real Windchaser (whatever that is) or a magical knicknack
- AIR SAILOR feels a connection to it, but can't deduce anything from that connection (they've had Air Sailors look at it before to no benefit!)
Seed of Renewal: A tiny brown, striated seed resting in an indent on a cushion inside it's display case. A drawing set on an easel next to the case depicts the seed and details of a kernel of True Wood, showing similarities and differences.
- Single seed said to grow a garden miles in diameter from where it is planted
- Conjectured that it could even cure the Wastes west of Jerris or the Badlands west of Travar
- Only have the one, so no one is willing to experiment
Balen's Coin: a simple Orichalcum coin, rubbed smooth on both sides, set upright on display
- Orichalcum coin used for the Ghost Master ritual to summon and train with Balen the Elementalist
- Only works with Balen
- Causes him to be favorably disposed toward the user
- While training, increases Elementalism and Spellcasting of the one who ties a thread to it and is training
- Spell Matrix: increases effect step of Elementalist spells cast from it
Earthenworks: Ornately crafted, it is a work of beauty, with silver inlays set in a wooden heater, suggesting the shape of a tower or fort, and woven throughout with True earth, True wood, and Orichalcum
- Shield from before the Scourge said to have been enchanted by an Elementalist who was also a Questor of Upandal, the Passion of building and crafting
- Shield is said to be unbreakable and places itself between its bearer and harm
- Slamming the shield into the ground causes a tower to spring from the ground around the shield, though it is thought Questors of Upandal can create a massive fort
- Removing the shield from the ground causes the tower to crumble within minutes
Toothpick: Small twig, slightly bent, about the thickness of a thumb, and no more than six inches long, bark and toothmarks
- Chewing on this piece of wood for a few minutes provides an equivalent of a multi-course meal, and even improves healing
- Aromas and delightful tastes almost assault your senses, one after the other, but always different and complementary to each other
- Created by the Elementalist Ghi Firey, who often spoke of this item taking him to "Flavortown", wherever that is
- No one has yet determined if there is some teleportation or planar travel capabilities in Toothpick, though since Ghi's time people have debated the possibility of the "Elemental Plane of Flavor"

Statistics:Posted by Tattered Rags — Sat Dec 05, 2020 4:33 pm


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2020-12-05T16:13:342020-12-05T16:13:34 http://fasagames.com/forum/viewtopic.php?t=1212&p=16922#p16922 <![CDATA[Re: The Swinging City of Axalalail]]>
The basic rules for Flying Bind are earlier in this post, so I won't rehash them here. However I will say that some adjustments are in order. One, I told the players that you can select from six different platforms, each 10 feet higher than the next, ranging from 50 ft up to 100 ft. This would set the risk as falls should be based on the height fallen. Then you select which rope length you want to use, which is 10 to 30 feet shorter than the platform height. What I didn't think was to adjust the reward money, so I'd add the height to the rope length before multiplying by extra successes on the dex-based role.

Something I DID do was lower the required number of extra successes on the strength role from 3 to 2 to make it more reasonable. And I allowed creative uses of talents, but the first roll is strength-based and the second is dexterity-based, so whatever talent you use, you add the appropriate attribute regardless of what the talent typically uses.

With these modifications, rope lengths range from 20 feet to 90 feet. Difficulties for the first roll range from 3 (20/15 * 2, round up) to 12 just to hang on and 13 to 22 to actually make it in reach of the netting. Difficulties for letting go of the rope and grabbing the netting range from 4 to 18 just to grab it, but prize money isn't earned unless you get at least one extra success on a rope from the 60 foot or higher platform. Prize money can range from 90 silver pieces (1 extra success, 30 foot rope, 60 foot platform) to 570 silver pieces (3 extra successes, 90 foot rope, 100 foot platform).

Three of my players attempted this. The first used climbing on his strength roll, and managed to just barely hang on. The second used great leap for the strength roll (I figured, why not? and justified it with increasing his initial momentum so he wouldn't have to be holding on quite as long), and also just barely hung on. The third used tiger spring (which isn't normally added to a stat, but I allowed it) and rolled a nice 23, but without a relevant talent for helping with transitioning to the netting, he missed grabbing it by just 1. His fingers brushed the netting and he slipped passed it into the nets designed to catch falling participants.

One player commented this seemed like a carnival attraction that you can't win, but with karma, anything is possible!

Earlier the players also explored Balen's Burrow (thanks, Slimcreeper!). I'll share the descriptions of its interior some time soon, likely in this thread since I already nethered it, so others can steal shamelessly.

Statistics:Posted by Tattered Rags — Sat Dec 05, 2020 4:13 pm


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2020-12-05T16:13:342020-12-05T16:13:34 http://fasagames.com/forum/viewtopic.php?t=1212&p=16921#p16921 <![CDATA[Re: The Swinging City of Axalalail]]>
The basic rules for Flying Bind are earlier in this post, so I won't rehash them here. However I will say that some adjustments are in order. One, I told the players that you can select from six different platforms, each 10 feet higher than the next, ranging from 50 ft up to 100 ft. This would set the risk as falls should be based on the height fallen. Then you select which rope length you want to use, which is 10 to 30 feet shorter than the platform height. What I didn't think was to adjust the reward money, so I'd add the height to the rope length before multiplying by extra successes on the dex-based role.

Something I DID do was lower the required number of extra successes on the strength role from 3 to 2 to make it more reasonable. And I allowed creative uses of talents, but the first roll is strength-based and the second is dexterity-based, so whatever talent you use, you add the appropriate attribute regardless of what the talent typically uses.

With these modifications, rope lengths range from 20 feet to 90 feet. Difficulties for the first roll range from 3 (20/15 * 2, round up) to 12 just to hang on and 13 to 22 to actually make it in reach of the netting. Difficulties for letting go of the rope and grabbing the netting range from 4 to 18 just to grab it, but prize money isn't earned unless you get at least one extra success on a rope from the 60 foot or higher platform. Prize money can range from 90 silver pieces (1 extra success, 30 foot rope, 60 foot platform) to 570 silver pieces (3 extra successes, 90 foot rope, 100 foot platform).

Three of my players attempted this. The first used climbing on his strength roll, and managed to just barely hang on. The second used great leap for the strength roll (I figured, why not? and justified it with increasing his initial momentum so he wouldn't have to be holding on quite as long), and also just barely hung on. The third used tiger spring (which isn't normally added to a stat, but I allowed it) and rolled a nice 23, but without a relevant talent for helping with transitioning to the netting, he missed grabbing it by just 1. His fingers brushed the netting and he slipped passed it into the nets designed to catch falling participants.

One player commented this seemed like a carnival attraction that you can't win, but with karma, anything is possible!

Earlier the players also explored Balen's Burrow (thanks, Slimcreeper!). I'll share the descriptions of its interior some time soon, likely in this thread since I already nethered it, so others can steal shamelessly.

Statistics:Posted by Tattered Rags — Sat Dec 05, 2020 4:13 pm


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2019-03-15T02:57:572019-03-15T02:57:57 http://fasagames.com/forum/viewtopic.php?t=1212&p=9185#p9185 <![CDATA[Re: The Swinging City of Axalalail]]>
As for the town itself, I thought of the following:

The windling clan living in Axalalail faces an unusual issue: competition for airspace. The dozens of t’skrang airborne at any given time represent a major flight hazard for the windlings as the difference in mass between both races means catastrophic consequences in case of collision. Over the years the windlings and their larger neighbors came up with two solutions:

First, the windling living quarters have the peculiarity of being situated at a lower level than the rest of the town. The airspace around their residences, while still being high enough in the trees to provide protection against most land-based predators, are therefore ‘swing-free’ to assure a safe flying environment for the younger and older flying folks.

Also, a few months ago, a passing Questor of Upendal came up with an idea to increase safety; she designed a copper whistle and attached it to the base of a swinging rope. The air that rushes through the whistle as the rope is swinging around creates a shrill noise that serve as a warning to anyone in the air nearby. The residents eagerly copied the design and attached a whistle to every single swinging rope in existence. Each whistle being slightly different from each other, people began to name specific ropes based on their sounds, using the name of birds with a similar sounding calls (like the Eagle screech rope between one of the most popular tavern in town and the harbor) or sometime just the name of the appropriate music key (like the D-Sharp rope that connects the local temple of Garlen to the Trading Court).

Statistics:Posted by Bonhumm — Fri Mar 15, 2019 2:57 am


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2019-03-15T02:22:112019-03-15T02:22:11 http://fasagames.com/forum/viewtopic.php?t=1212&p=9184#p9184 <![CDATA[Re: The Swinging City of Axalalail]]>
Slimcreeper wrote:
Fri Mar 15, 2019 2:02 am
What's the t'skrang word for spirit? jik'karah or something? maybe work that into the name? What about Flying Bind?
And some particularly crazy T'skrang like to do the Flying Bind flying blind, wearing cloth over their eyes during the attempt. Only one has ever succeeded, and she's been accused of cheating.

Statistics:Posted by Tattered Rags — Fri Mar 15, 2019 2:22 am


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2019-03-15T02:19:182019-03-15T02:19:18 http://fasagames.com/forum/viewtopic.php?t=1212&p=9183#p9183 <![CDATA[Re: The Swinging City of Axalalail]]>
Slimcreeper wrote:
Fri Mar 15, 2019 2:02 am
Balen's Burrow - winding down through the roots of a massive tree, a cavern that houses an elementalist's guild. Legend is that their were originally two trees intertwined, slowly killing each other. Balen convinced one of the trees to just walk away - the cavern is the hollow left by its mighty roots.
Liked all of what you wrote, but I love this.

Statistics:Posted by Tattered Rags — Fri Mar 15, 2019 2:19 am


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2019-03-15T02:02:252019-03-15T02:02:25 http://fasagames.com/forum/viewtopic.php?t=1212&p=9182#p9182 <![CDATA[Re: The Swinging City of Axalalail]]>
The Cordage Institute supervises all rope, line, and cord manufacture.

Axalaiail Trading Court - huge pole-built structure incorporating the trunks of living trees and various thatch and canvas roofs that houses the market.

Balen's Burrow - winding down through the roots of a massive tree, a cavern that houses an elementalist's guild. Legend is that their were originally two trees intertwined, slowly killing each other. Balen convinced one of the trees to just walk away - the cavern is the hollow left by its mighty roots.

Statistics:Posted by Slimcreeper — Fri Mar 15, 2019 2:02 am


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2019-03-15T00:25:142019-03-15T00:25:14 http://fasagames.com/forum/viewtopic.php?t=1212&p=9181#p9181 <![CDATA[Re: The Swinging City of Axalalail]]>
The trees thin out as you approach the west bank of the Coil River. The road runs directly into a busy dock. Several small buildings surround them, and people are loading and unloading small, flat boats. Three other boats travel across the river without anyone rowing, though you see a T'skrang on each holding a long pole. A rope rises at an angle from each boat, connecting to one of three ropes high up that traverse the river. These look to be tied off to large trees on either bank.
Your gaze follows those ropes to the trees on the opposite shore. Buildings, rope bridges, and all the signs of a bustling town sit there amidst the branches and limbs, like a Windling village made large. Some residents even eschew the walkways to swing from place to place on ropes suspended from higher in the branches.
This is Axalalail, the Swinging City
The ferries, by the way, are not powered. They are 'reaction ferries' which use the current of the river for propulsion, with cables suspended high enough to let riverboats move through.

That said, a couple place names I came up with: Heartwood (central marketplace) and Trunk and Bough (a popular inn in the Heartwood). Any other neat ideas people have would be great.

I also need a better name for what I'm currently calling "The Long Trial", which is the big fun-time activity of Axalalail. I figured a hanging city of T'skrang almost certainly has a place everyone goes to swing out over the water. The objective is to swing out over the river and end up at specific target trees with rope netting to grab. Every rope is tied to the same tree, but your launch tree depends on the length of rope you select. You take a running leap from the launch tree, swing out, and then release when close to the target tree, hopefully grabbing the rope cargo net. Rope selections range from 10 to 100 feet. Anything under 50 ft costs 1 cp to try. 50 ft and over costs 10 sp and net a prize worth 1 sp per foot of rope multiplied by the extra successes on your final dexterity roll.
The rolls:
Strength roll to see if you can hold on to the rope. DN is 2 for every 15 ft of rope. 3 extra successes to actually make it within reach of the netting.
Dexterity (or climbing?) to jump from the rope and grab the netting. DN is 2 for every 10 ft of rope. Each extra success gets you higher on the netting, with 3 being the maximum. Just succeeding means you just barely grabbed the net. You get no money for that (since the prize is multiplied by EXTRA successes), but you do get your Name carved into a piece of wood attached to the target tree!

The other part of The Long Trial is rope battling. Several people swing back and forth trying to knock each other off. 1 point for each successful strike, 5 points for knocking someone off, and -3 points for stalling out (having to climb back up the rope and reposition to swing again). I haven't made up any other rules. Alternatively, the winner is simply the last one left on the ropes.
Tethers are available for cowards.
10 sp entry, prize is half the total entries collected. Up to 10 people can participate. Large tournaments are organized annually, but there's usually at least 1 battle every day. Betting is very common.

I don't like the name 'The Long Trial', or at least not for the battling portion. Please, any ideas?

Statistics:Posted by Tattered Rags — Fri Mar 15, 2019 12:25 am


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2019-03-14T01:44:582019-03-14T01:44:58 http://fasagames.com/forum/viewtopic.php?t=1212&p=9169#p9169 <![CDATA[Re: The Swinging City of Axalalail]]>
Bonhumm wrote:
Wed Mar 13, 2019 9:36 pm
The dwarf trying to build a bridge at Tansiarda have the advantage of bypassing one of the main technical issues (the dept) by using the towers of the abandoned t'skrang village as pillars for the bridge, but I'm pretty sure the Syrtis fleet would intervene if the project got seriously underway; the house of the Dragon Moon could not risk having a bridge this close to the Cliff City.
The Serpent River book basically says exactly that. It also gives the reason for the bridge in the first place: "a well-traveled dwarf caravan route passes near the river bank opposite Tansiarda".

Clearly land travel is profitable, or at least preferable. Perhaps dwarves dislike river travel, or the expense of riverboats is too high for very large trade when speed isn't a factor, or some other reason. Regardless, there exists a well-traveled road that some dwarves want to connect to another well-traveled road: the Old Theran Road.

Statistics:Posted by Tattered Rags — Thu Mar 14, 2019 1:44 am


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2019-03-13T21:36:382019-03-13T21:36:38 http://fasagames.com/forum/viewtopic.php?t=1212&p=9168#p9168 <![CDATA[Re: The Swinging City of Axalalail]]>
Tattered Rags wrote:
Mon Mar 11, 2019 1:34 am
That said, it isn't a small settlement. At the very least, Kratas calls it a "town [or] notable village". What that means I guess isn't perfectly clear, but Ardanyan and Haven are included.
By 'small' I meant compared to the 'real' cities like Throal/Bartertown, Travar, Urupa, Jerris, Kratas, Iopos and the aropagoi capitals.
Sharkforce wrote:
Wed Mar 13, 2019 7:29 pm
eh, the people of barsaive can make plate armour. the questors book mentions a variety of siege engines and towers in the upandal section, plus they're building a windmill in that section too.

this isn't to say that a bridge across the serpent river is definitely for 100% sure within their capabilities or anything, but... i wouldn't assume their engineering *isn't* up to the task either. it is also entirely possible that ferries get the job done well enough at a lower cost that a bridge would be an excessively expensive project that would not provide enough benefit to be worth it though. you may very well looking at something that would take 10 or even 20 years to finish, and in the meanwhile ferries seem to be doing the job just fine...

Well, there is engineering and engineering. Like you said, Barsaive/Earth is much more technologically advanced than it 'should' be at this time (and a LOT more populous) with things like steel and architectural achievements that would imply a knowledge of at least basic calculus so it's hard to say what could and could not be done by them so, as you said, its more a question of what would be WORTH doing for them.

First of all, it's important to understand that the Serpent River is NOT the typical river:
- It is navigable on it's entire length up to the northern border of Barsaive without major rapids, waterfall or sections too narrow and/or to shallow to affect the passage of ships; even the tributaries are mostly completely navigable with the possible exception of the pre-Westhrall Coil River. Even the Scourge did not seem to affect its navigability as I don't remember reading anything about any major dredging works following the opening of the kaers.
- Water travel, for both people and goods, is ALWAYS preferable to road travel so this very convenient River would seriously alter the dynamic of travel in Barsaive.
- Air travel is a big question mark here: there is (and was) not that many airships (with probably 50% of them used exclusively for military purposes) so we could assume that they are used only to transport very valuable cargo... but then again there is only (at best) a million people in Barsaive so MAYBE they would represent of bigger 'chunk' of trading that what I assume.

Anyway, the whole point of this is to say that road travel would be drastically less important for trading than we've seen in 'medieval' Europe and 'colonization' Americas, so this would have a huge influence on whether its 'worth' building a bridge anywhere on the River.

Reasons to have a bridge across a major river:

1- Link the 2 sides of a major city that is spread on both shores of the River (like Buda and Pest used to be).
The only 2 major cities directly connected to the River (beside the aropagoi capitals who are... well... IN the River) are Travar and Urupa and neither are described as being 'split' by the River and, in the case of Urupa, being at the mouth of the River, we could expect it to be so wide at that point to make pre-modern age bridge completely impractical.

2- Speed up travel on a major land trade route.
-Travar and Urupa are already on the shores of the Serpent River and therefore can engage in maritime trade with pretty much everyone else without need for a bridge. Even when/if they need to trade with settlements that are not on the River itself, it would still be faster and more economical for them to send their goods by ships as near as possible for their objective and they would therefore have the luxury to decide on which side of the river to land to transfer their goods to a land caravan.
- Throal/Bartertown are relatively near the River and can send/receive goods through a short caravan trip to nearby Coil River and/or the town of Darranis.
- Kratas is in a similar situation with the Tylon River/Daiche.
- Iopos, although not on the River itself, has a canal that serve as a connection to it.
- Jerris most likely trade partners would be Iopos and Cara Fadh. The Serpent River would be a major obstacle for a land route with Iopos but, since Jerris as a major airship builder, I would expect most trade to be done by air and/or that a small settlement like Daiche/Darranis exist on the shore of the River to serve as a port to transfer the trading goods from caravan to trading ships. If Jerris wanted to bypass House Ishkarat trade monopoly they could probably extend a land route up to Daiche. As for Cara Fahd, I would, again, expect a small port city of the shore of the Liaj River to serve as a 'gateway' to the ork lands and, possibly, Vivane.
- Cara Fahd trading would be.... complicated. Their only possible partner would be Jerris through the Liaj River as most orks would never accept to trade with Vivane and that the relatively nearby Travar would be completely inaccessible by land with 2 major river crossings and the Mist Swamps and/or the Badlands in the way. They would, just like Jerris, have the possibility to extend a long land route to Daiche for access to the Serpent River trade.


Downsides of building a bridge:

1- The Aropagois: The entire River is 'the property' of an t'skrang aropagoi or another; for them, a bridge anywhere on the River would have several drawbacks:
a- Improved land routes mean less business for their trade fleet. This would be even more of an issue on the tributaries as it would also affect their ability to collect baksheva.
b- Bridges would 'steal' revenues from their ferries fleet.
c- The River itself represent a major barrier in case of military conflict; a bridge would drastically change the tactical situation for them in case of war as it would allow swift movement of (hostile) troops near their territories (i.e. the River).

Therefore, if the 'local' aropagoi says 'no' to your bridge project, there will be NO bridge. The fleet of any aropagoi would be enough to take care of any defenses protecting the construction of a bridge. The only military forces that could objectively have a chance to resist them would be Throal and possibly Blood Wood and neither of them would consider the major (and permanent) military deployment to be worth it.


2- Technical issues: The near universal navigability of the Serpent River means two things: it's wide and it's deep!
a- The dept would mean the need to construct deep pillars that would be completely beyond the engineering capabilities of a pre-Renaissance culture (or even of a pre-Industrial one), but then magic might change things here.
b- Being wide and deep, the current can be expected to powerful; wooden bridges would be completely out of the question.
c- The pillars holding the bridge would not only need to go very deep but also very high: a bridge only a few feet over the river would block riverboats... and riverboats have fire cannons. Any bridge would have to be built high enough over the River high mark to let water traffic go through with space to spare; if house Syrtis ever decide that they need to send the Dreadnaught past your bridge, you better be sure that they can or they'll just take the bridge down.


Thus, I would say the only 2 places where a bridge might be considered 'worth' it would be:

1- Somewhere near kaer Eidolon IF the following conditions where met:
A- Blood Wood opened its borders to trading (unlikely)
B-If some kind of peace could be reached with House Ishkarat as Blood Wood, House Syrtis and House Ishkarat would look at a bridge there as a potential military threat if it were to fall into their enemy's hands.

But, even if those conditions were met, the question would still be whether a bridge would be more economical than ferry transport.

2- A bridge up the northern River, somewhere between Iopos and Jerris might also be worth it:

A- Although trade between those cities would more likely to be through airships, Iopos would be keen to have a direct link between the 2 cities for swift military deployment between them.
B- So far up north (and therefore near its source) the River is likely to be less wide and deep which would certainly help the construction.


The dwarf trying to build a bridge at Tansiarda have the advantage of bypassing one of the main technical issues (the dept) by using the towers of the abandoned t'skrang village as pillars for the bridge, but I'm pretty sure the Syrtis fleet would intervene if the project got seriously underway; the house of the Dragon Moon could not risk having a bridge this close to the Cliff City.

Statistics:Posted by Bonhumm — Wed Mar 13, 2019 9:36 pm


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2019-03-13T19:29:392019-03-13T19:29:39 http://fasagames.com/forum/viewtopic.php?t=1212&p=9166#p9166 <![CDATA[Re: The Swinging City of Axalalail]]>
this isn't to say that a bridge across the serpent river is definitely for 100% sure within their capabilities or anything, but... i wouldn't assume their engineering *isn't* up to the task either. it is also entirely possible that ferries get the job done well enough at a lower cost that a bridge would be an excessively expensive project that would not provide enough benefit to be worth it though. you may very well looking at something that would take 10 or even 20 years to finish, and in the meanwhile ferries seem to be doing the job just fine...

Statistics:Posted by Sharkforce — Wed Mar 13, 2019 7:29 pm


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2019-03-11T01:34:392019-03-11T01:34:39 http://fasagames.com/forum/viewtopic.php?t=1212&p=9147#p9147 <![CDATA[Re: The Swinging City of Axalalail]]>
That said, it isn't a small settlement. At the very least, Kratas calls it a "town [or] notable village". What that means I guess isn't perfectly clear, but Ardanyan and Haven are included.

I think I may have enough to populate it for my players!

Statistics:Posted by Tattered Rags — Mon Mar 11, 2019 1:34 am


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2019-03-10T19:57:022019-03-10T19:57:02 http://fasagames.com/forum/viewtopic.php?t=1212&p=9143#p9143 <![CDATA[Re: The Swinging City of Axalalail]]>
As for bridges I'm pretty sure there are none. The River is wide except near the source (i.e. north of Iopos) so I would expect bridge of this magnitude to be above the engineering capabilities of that time (yeah yeah, I know; magic! but still...)

With the help of the t'skrang that would probably be much easier, but I can't think of any aropagoi that would think a bridge over the Serpent would be a good idea.

As for ferries, they are relatively common as stated in the Serpent River book and usually cheap (10-20 coppers).

Statistics:Posted by Bonhumm — Sun Mar 10, 2019 7:57 pm


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2019-03-10T18:22:512019-03-10T18:22:51 http://fasagames.com/forum/viewtopic.php?t=1212&p=9142#p9142 <![CDATA[Re: The Swinging City of Axalalail]]>
Anything else?

A little more reading and I'm finding another question: is there a bridge actually anywhere across the Serpent? Engineers of Tansiarda are attempting it (or, by now, succeeded or failed, as of 4E timeline). My guess, then, is that most places you have ferries? In my Barsaive, I'm stating that a road from Travar travels along the Thunder Mountains and heads to Axalalail where it joins the Theran Road. This would need to be slightly altered to say that it ends in an industrious ferry dock run by some boisterous T'skrang.

Statistics:Posted by Tattered Rags — Sun Mar 10, 2019 6:22 pm


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2019-03-10T16:36:132019-03-10T16:36:13 http://fasagames.com/forum/viewtopic.php?t=1212&p=9141#p9141 <![CDATA[The Swinging City of Axalalail]]>
(Note: I still haven't read most of that book, so some answers may be obvious in light of T'skrang culture. Please share them anyway, because I am dense and ignorant.)

Statistics:Posted by Tattered Rags — Sun Mar 10, 2019 4:36 pm


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