And yes, pretty much; if the aerial patrols fail, if the landward watch towers fail, and if the fleet's penned in, a fireship would make life very tough.
That's realism for you. History's filled with examples of defensive positions thought "impregnable" until the opposition pulled a fast one or thought up an obviously "impossible" tactic. (Come to that, how many castles were taken by treachery as opposed to by storm? As few as three to one?)
The major war I've mentioned a couple times in my submissions between Warwik and Menahem a few years back was one of those, very much of an England-France battle between the dominant naval power and a very strong land power, with a couple hundred miles yet between their shores. Menahem launched a seemingly suicidal onslaught with their entire navy and half of their merchant fleet against the far superior Warwik navy ... only their real tactic was to ground the right ships on the Warwik shore to establish a beachhead: just long enough for the temporal wizards to create a Gate to Menahem through which the bad guys would stream their legions. The only reason the Menaheem failed was that the PCs led a surgical strike to take out the Gate on the relatively unprotected MENAHEM side, so the Menaheem only poured three legions and change into Warwik instead of ten ... and even so, came within ninety miles of Warwik City before the offensive was blunted. Go to Comment
Heh, that's my *standard* religion writeup. I've a few more like it, and I haven't even appended the capsule descriptions on, which I should at least do here; there's a "What do we think about the other religions?" section that's a blatant steal from White Wolf standard. Go to Comment
Mm, I had twenty in addition to the other maritime businesses I'd already posted, and while there are a lot more businesses in my Mariners' Quarter, the rest are either relatively generic or not obviously nautical in nature, however much even a maritime district needs bakers, blacksmiths and cabinetmakers. Go to Comment
Maybe you should add a few decent businesses, to even out these 'hallmarks' - otherwise there is not much to do, except torching the whole area. :)
But this dark corner has something likeable... some of the locals may not be more than suspicious, while others are out in the open, tolerated to different degrees. I'd also wager the disease priests are the only ones to smile regularly at their customers. Go to Comment
Also called "pale-yellow witch" by alchemists, this mineral is known to possess a peculiar attribute. When found, a Yupiorite will appear the palest yellow. Rather than crystalline in structure, Yupiorite occurs in weird, smooth, ovaline shapes, as if already carved by skilled hands to serve as ring or necklace ornaments. Yupiorite somehow detects and reacts to mood. When the wearer of the gem is content, calm, and happy, the stone will remain the palest yellow. As the person gets more excited, angry, or otherwise stimulated, the mineral will darken progressively to a dark corn-yellow in color. Why the gem reacts this way to sentient mood swings, is still debated by gemologists and alchemists alike.
It is said that the Elven Halls of Vala-Aluduwy are resplendent with wall-sized mirrors of pure Yupiorite, showing plainly and ironically, the emotions of everyone present, despite the Elven love of restraint and stoicism.
"Cave-grass" or "cave-pine" is a deep forest green in color, rare and often mistaken for other minerals, though otherwise mundane. Crystals form into tiny, ultra-thin, needle-like clusters by the hundreds of thousands, creating vast dark green bursts and structures, resembling evergreen conifers, if viewed by any sort of light. Despite its ephemeral shape, Aragdulose is only second to a diamond in hardness.
Dwarves are said to keep these mineral "trees" in their homes, putting them up during festive family holidays, leaving presents beneath them, for kin to open.