The Time Before : Discussion and Voting
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City of IF -> The Time Before
How does Norral answer the guard?
Humbly deny all knowledge of any Sempa?
42%
 42%  [ 3 ]
Explain that your fire was throwing up a lot of sparks last night? Easily mistaken for fireballs at a distance.
14%
 14%  [ 1 ]
Sempa killed your family. You're heading straight to the Capital to complain and demand recompense?
28%
 28%  [ 2 ]
Author option (DO NOT USE)
14%
 14%  [ 1 ]
Total Votes : 7
Who Voted: algu95, Chinaren, D-Lotus, DeadManWalking, Key, Reiso, Smee


#321:  Author: KeyLocation: The Royal Palace PostPosted: Thu Jan 26, 2006 9:11 pm
    —
ethereal_fauna wrote:
Travel increases the possibility that the mage might escape; it's more likely to be successful if Norral secures him at the bridge.

On the contrary, the sooner we can get the mage to the Elders, the less likely he is to escape. Keeping the mage powerless requires a concerted effort by several mages to keep him shielded; it's much better to get him quickly to a place where we can do that easily (i.e. the Sempa home base) than to keep him at the bridge, where limited numbers of mages will have to divide their attention between keeping him shielded and (if needed) defending the bridge.

ethereal_fauna wrote:
Leaving the bridge behind opens up greater possibility for soldiers to move in and reclaim it...The soldiers at the bridge weren't a lone or isolated force, and their sudden quiet and absence is soon to get noticed- and it's doubtful that it'll take more than a day or two for someone to suspect something.

It's certainly possible that the enemy will suspect something within a day or two. But I don't think we have to worry about them retaking the bridge. Here's why:

First, they probably won't be able to get there in time. This bridge was a major enemy base, and typically major bases like that aren't all clustered together. So there well may not even be another base of soldiers of this size within a few days travel. And even if there is, it takes time to mobilize an army. It's not like the Sempa, traveling with a dozen mages who can just start off - if you've got several hundred soldiers, you've got to plan, get provision, break camp, etc. They may well suspect something within a day or two, but the idea that they'd be in a position to figure out what happened, mobilize an army, and get there within four or five days from the attack seems highly unlikely.

Second, even if they in theory could, they'd have to be crazy to try it. This bridge was their strongest point - it had a brilliant commander commanding hundreds of well-prepared fighters, using a special, one-of-a-kind magic shield, and aided by a secret weapon, a mage on their side. And with all that, we completely destroyed every single one of the bridge's defenders. What commander, on hearing that, is immediately going to charge into battle with soldiers that are less prepared, without the benefit of the magic shield, and without a mage? The enemy may be smart or they may be stupid, but they're not likely suicidal.

Third, even if they did attack, the four mages could take them on. By the time the soldiers got there, the mages would be quite well-rested and at full power. Norral said it before, for mages killing soldiers is like squashing ants. Two mages could maintain a shield around the group, and the other two could rain death on the enemy until there's no one left.

The only way I can see that the bridge would be in danger is if the enemy has another mage with them. And in fact, they'd probably need more than one, or he'd be seriously overpowered by our four. It's unlikely that there are more mages nearby, for the simple reason that if there were, the enemy would have put them at the bridge with the other mage, where they were clearly expecting our attack.

If, against all odds, there's a squad of enemy mages nearby, then the bridge might well be lost. But in that case, we are fighting a very different war than the one we expected to fight, and in this new war, getting an enemy mage back to the Sempa for interrogation is probably more important than keeping the bridge. Some "errands" are more important than others, and this one may be the key to knowing the enemy's strength and intent.

#322:  Author: ethereal_faunaLocation: USA PostPosted: Fri Jan 27, 2006 3:58 am
    —
Compelling arguments. Cool What would be the best way to truss the mage up and cart him along safely? I'll have to shift my thinking from our foothold on the 'frontline' to falling back to the 'rear' and definitely if we're taking this mage back, we don't want any possible means of escape, or outside contact.

Our captive should remain blind, deaf and mute if we're ferrying him into our protected midst. I don't think that keeping him blindfolded, hanging upside down and with ears plugged will prove adequate. *ponders*

#323:  Author: SmeeLocation: UK PostPosted: Fri Jan 27, 2006 4:35 am
    —
Excellent thoughts that are much appreciated.

Hmmmm...a poll would be going up today, but I'll give it until Sunday in case there are any more thoughts/ideas on either an alternative option, or ways of incapacitating the enemy mage.

Happy Discussion. Smile

#324:  Author: Shady StoatLocation: England PostPosted: Fri Jan 27, 2006 4:43 am
    —
Just a thought, but I'm presuming a Mage needs to be able to concentrate while casting one of his runes/symbols/spelly things?

If we keep him in constant agony, I would think concentration would be difficult. I'm sure the bad guys could come up with some inventive torture techniques to while away those travelling-hours. Shocked

An alternative thought is that he needs his fingers to make the gestures. We could break all the bones in them or burn them into uselessness. That neatly combines the incredible agony and the taking-away of spell gestures.

We don't have to be hampered by decency here. These are the bad guys, after all Cool

#325:  Author: ChinarenLocation: https://www.NeilHartleyBooks.com PostPosted: Fri Jan 27, 2006 4:48 am
    —
Doesn't casting need gestures? If we used the tying up option would he be able to cast spells? (I can't remember if this was discussed already, sorry).

#326:  Author: SmeeLocation: UK PostPosted: Fri Jan 27, 2006 5:02 am
    —
Magic in this world is fundamentally Rune based.

The creation and casting of a rune generates the spell. In these fairly early days of magic the vast majority of magic (as you have noted) requires gestures to shape out the runes.

However, as you may remember from when Trengin and Co were tied up awaiting the arrival of the Captain, some spells can be cast without gestures. In this example the runes were just formed in the mind. This is only possible with a very limited set of spells and nothing too powerful.

Runes can also be spoken, drawn, sung, or played on an instrument.

The latter two are (like many aspects of magic such as scrying) very rare, and thought impossible at this time, although there could be a mage somewhere who has some limited casting abilities.

Breaking fingers, keeping in agony - all excellent ideas that will help lessen the risk. Other ideas are welcome as well. Smile

#327:  Author: ethereal_faunaLocation: USA PostPosted: Fri Jan 27, 2006 5:37 am
    —
I'm liking the finger breaking idea. Very Happy

#328:  Author: LordoftheNightLocation: Hell PostPosted: Fri Jan 27, 2006 9:48 am
    —
finger breaking sounds good

and btw, are there any spells yet to awaken/talk to/control the dead in this world that are known about?

#329:  Author: SmeeLocation: UK PostPosted: Fri Jan 27, 2006 9:57 am
    —
No - but they fall in the same category.

I don't know that they've even been mentioned in Battle to the End - any such powers will be like others, possible someone has found a way to tap into them. Would have been dangerous experimentation though.

#330:  Author: LordoftheNightLocation: Hell PostPosted: Fri Jan 27, 2006 10:03 am
    —
doesn't matter then

if they knew one of the eldars could awaken the dead or a spirit then they could simpoly kill the mage and get the get to re-awaken him afterwards

#331:  Author: SmeeLocation: UK PostPosted: Fri Jan 27, 2006 10:10 am
    —
Good idea - and if there was any one of the Sempa that might be able to tap into such powers then it'd be one of the Elders... or maybe a Teacher *shudder*.

But Norral doesn't know of such powers - does he want to kill him and take that chance?

Kill the mage will be on the poll anyway - if that is chosen then I'll take such ideas in to account.

Thanks. Smile

#332:  Author: LordoftheNightLocation: Hell PostPosted: Fri Jan 27, 2006 10:12 am
    —
i wouldn't advise doing it unless he knew it could be done

#333:  Author: D-LotusLocation: Hollywood, USA PostPosted: Fri Jan 27, 2006 6:35 pm
    —
Whew, that took me some time to catch up. I think the decision point is kinda hard, so I'll just wait to see the options.

Last edited by D-Lotus on Fri Jan 27, 2006 9:41 pm; edited 1 time in total

#334:  Author: RavenwingLocation: Virginia PostPosted: Fri Jan 27, 2006 6:49 pm
    —
Do we still have the option to leave some people behind? From what I gleaned from this chapter, I think the Kewor and the fire-specialist should be a part of the group that stays behind. Kewor because he is second in command, and the fire-specialist since he seems so reluctant to return.

#335:  Author: SmeeLocation: UK PostPosted: Sat Jan 28, 2006 2:28 am
    —
All options are still going on the poll - they are all detailed enough to be successfully written, you guys will just need to pick the one that works to your advantage. Smile

#336:  Author: RavenwingLocation: Virginia PostPosted: Sat Jan 28, 2006 8:31 am
    —
Thats good to hear. I wasn't sure what exactly we're deciding on. I guess I will just wait till I see the options before I give a definite view on what should happen in the next chapter.

#337:  Author: SmeeLocation: UK PostPosted: Sun Jan 29, 2006 11:40 am
    —
OK Poll is up for Chapter 10.

Poll will be up for 3 days, so get your votes in quick.

What does Norral do about the enemy mage?

All suggestions for ways of keeping him contained will be taken into consideration when writing.

Happy Voting. Smile

#338:  Author: Ingrothechundyer PostPosted: Sun Jan 29, 2006 12:08 pm
    —
Lets make sure that we have someone bashing the mage with a big stick every once in a while Very Happy

#339:  Author: LordoftheNightLocation: Hell PostPosted: Mon Jan 30, 2006 4:14 am
    —
voted with what appears to be the majority

#340:  Author: ChinarenLocation: https://www.NeilHartleyBooks.com PostPosted: Mon Jan 30, 2006 4:33 am
    —
Yes, it appears I did too.

#341:  Author: SmeeLocation: UK PostPosted: Mon Jan 30, 2006 4:38 am
    —
It therefore seems that Key's essay convinced quite a few - that is indeed quite a majority. Shocked

Plenty of time yet though - it could swing the other way.

#342:  Author: RavenwingLocation: Virginia PostPosted: Mon Jan 30, 2006 5:54 pm
    —
I too am going with the majority. Norral is the leader, and should go with their captive back to the elders.

#343:  Author: ethereal_faunaLocation: USA PostPosted: Tue Jan 31, 2006 3:27 am
    —
Crying or Very sad I was sternly scolded by the war room for wavering on my original inclination to avoid travelling with a captive mage, esp back towards our elders. Should have known. :biggrin:

#344:  Author: SmeeLocation: UK PostPosted: Tue Jan 31, 2006 8:42 am
    —
Hey Everybody

Chapter 11 has just been posted here. Smile

Discussion until the next chapter.

Next Tuesday (7) you'll find out what happens when Norral decides what to do with his prisoner.


Happy discussion Smile

#345:  Author: ethereal_faunaLocation: USA PostPosted: Tue Jan 31, 2006 8:55 am
    —
Perhaps not a new decision point, but it is high time we revisit the unfinished business of Trengin's joining the Circle. Seems like he's got the information he sought...he knows what the stakes are a little more now, not just from what he experienced in the clearing, but also from the images he saw in the blackness.

Over the next week he'll have a chance to study the contents of the caravan, and also to determine if he's going to get sucked back into that blackness next time he closes his eyes. It didn't appear that his harrowing experience is something he'll dismiss lightly. I believe that the struggle has become much more personal for Trengin now.

#346:  Author: Shady StoatLocation: England PostPosted: Tue Jan 31, 2006 12:43 pm
    —
Intriguing chapter you got there, Smee...

Decision point is a valuable one. We need to work out where Trengin stands and what he knows. So, on with it...

Is Trengin part of the circle now? I'd say yes... and no. He's still not going to take part in anything he thinks is suicidally stupid. I feel that he's going to be the sanity-check for the enthusiasm/fanaticism of the other two. He'll hold them to things they can do, rather than things they think they must.

Having said that, he's bound to feel there's too much at stake now to sit back comfortably and do nothing. The circle is the best way forward and he'll take it. With reservations.

As for what the images he saw meant...

The first images/thoughts are of the Sempa attack that the circle have just repelled. The second are of Norral and the captive Mage. At least, I think so.

We seem to be catching someone's thoughts. Or some two peoples' thoughts.

Telepathic link, perhaps? Is the universal force of magic linking them together, or has Trengin a more immediate link to the Sempa, other than his random scouting abilities?

If so, can he use them consciously, to find out what the Sempa plan next and make it easier for the circle to foil them next time?

If he does, are they going to be able to use the link in turn to find out about the circle. The possibility has to be considered, given that the light that drew Trengin back seems to have been spotted and investigated by the Sempa that he was watching over at the time.

Lots of questions. I'll try to come back with some answers next time around Wink

#347:  Author: ethereal_faunaLocation: USA PostPosted: Tue Jan 31, 2006 5:30 pm
    —
If he can remotely spy on the Sempa, that could be a very big boost to the Circle. On the same token, if the Sempa can look back through his eyes onto him, it might be best that he remain outside the Circle, and unaware of any new members that add to their numbers. Perhaps it's best if he remain ignorant of those he would help, and instead become intimate with those he opposes.

#348:  Author: ChinarenLocation: https://www.NeilHartleyBooks.com PostPosted: Tue Jan 31, 2006 5:50 pm
    —
Aye, help the circle, but don't become a full member says I.

#349:  Author: KeyLocation: The Royal Palace PostPosted: Tue Jan 31, 2006 8:13 pm
    —
F5 all. The possibility that the Sempa might be able to see through his mind, or even take him over, should be enough to keep him from keeping too close to the Circle, even though he shares their cause.

I'd say an investigation of the contents of the caravan is the first order of business for Trengin. Maybe he can find something that will help him understand what's happening when he Seeks. The ability to spy on the enemy like this could be a hugely powerful weapon, but he shouldn't try it out again until he understands better what's going on and can be sure he's not going to get swept away again.

#350:  Author: SmeeLocation: UK PostPosted: Tue Jan 31, 2006 11:56 pm
    —
Great discussion so far guys - some excellent considerations. Very Happy


It's also the last day for voting what Norral does next (if you want it written by next Tuesday anyway Wink ) - I'll be closing it when I get home after work, about 5pm GMT.

Happy Discussion. Smile

#351:  Author: SmeeLocation: UK PostPosted: Wed Feb 01, 2006 11:41 am
    —
OK - POLL CLOSED

Thanks for all the votes.

You have voted for Norral to lead all but 4 of his team back to the Elders with the captive mage.

Look out for the chapter Tuesday 7th Feb Smile

#352:  Author: ethereal_faunaLocation: USA PostPosted: Wed Feb 01, 2006 11:47 am
    —
Looking forward to next Tuesday (although not as much as the following Thursday Wink )

#353:  Author: RavenwingLocation: Virginia PostPosted: Wed Feb 01, 2006 1:43 pm
    —
I read your most recent chapter. Nicely written as always, Smee.

I have this feeling that Trengin is gradually accepting that being alone may not be a good thing. Roah and Scrune seem to be great friends. I guess sometimes people need a scare to sort of open them up to a option they usually wouldn't take advantage of.

Again, great writing. Cool

#354:  Author: ChinarenLocation: https://www.NeilHartleyBooks.com PostPosted: Mon Feb 06, 2006 3:01 am
    —
ethereal_fauna wrote:
Looking forward to next Tuesday (although not as much as the following Thursday Wink )


3 days Floorna! Shocked

#355:  Author: ethereal_faunaLocation: USA PostPosted: Mon Feb 06, 2006 3:04 am
    —
chinaren wrote:
3 days Floorna! Shocked

Yep. Sure is Charinen. Smile

#356:  Author: RavenwingLocation: Virginia PostPosted: Mon Feb 06, 2006 5:40 am
    —
Fauna, I am curious, what are you counting down to? Cool

#357:  Author: LordoftheNightLocation: Hell PostPosted: Mon Feb 06, 2006 7:37 am
    —
when she comes to england

#358:  Author: ethereal_faunaLocation: USA PostPosted: Mon Feb 06, 2006 7:50 am
    —
Just might be what Lordy said. Wink

#359:  Author: SmeeLocation: UK PostPosted: Mon Feb 06, 2006 10:10 am
    —
Hey Everybody

Chapter 12 has just been posted here. Smile

You get it earlier because it's done and I'm useless at sitting on chapters. Smile

Next Tuesday (14th) you'll find out what happens when Trengin and Co get back to Etonreh and what they discover in the caravan.

Thanks for your comments and...

Happy discussion Smile

#360:  Author: ethereal_faunaLocation: USA PostPosted: Mon Feb 06, 2006 10:35 am
    —
Great chapter! Again I'll have to consult before I make any definitive posting here, but it'd be best for Norral to open with the death of his team member. That's something not to be taken lightly, but will settle better when followed by news that an enemy mage has been captured.



City of IF -> The Time Before


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