Hey, someone who doesn't want to kill us is a lot better than someone who does.
.....There's no guarantee they don't want to....
There's a much lower chance that dwarves will than that humans or elves will.
1. There's still lots of things to worry about. And while we're on it, stealth in a swamp is a lot different that stealth in a city...
2. Scouting for goblins is an uncertain, delayed, and questionable advantage over chatting with dwarves. Certainly, if dwarves turn out to not work well for us, by all means scout for goblins, but at this point they have about equal potential for utility, so let's head to the closer ones we know are nearby.
1. Bah, name them. I contend they're pretty cool doods that aren't afraid of anything, and can HANDLE IT.
2. I don'tno longer want goblins! STOP SAYING I DO! I want more info before we charge into someone's territory. I've been contesting your assertions about dwarven safety, not giving reasons we should go to goblins.
1. Wild animals, supplies, poisonous plants, quicksand, scouts, more wild animals, raiders, woodcutters, wild animals, rangers...None of those are terribly probable for a short trip, but put together over the course of a long journey, and you get trouble.
2. Sorry about that.
1. Our goals vary. For me, godhood is a mean rather than an end.
2. Dwarves typically don't age that much slower than humans. A mere thousand years was enough to turn a saintly person into a god without further interference, it's enough to turn a constant mighty aid into a god.
1. A means to what end?
2. We have literally no info on that, but in DF I got migrants over 100 pretty routinely. Also: again, 1000 years IS A REALLY LONG PLAN. Also: a person that lives according to the pre-set ideals of a culture and lives for an unnatural amount of time is different from a multi-headed, fickle monster that comes and squats on your porch.
1. Power, and from there who knows?
2. Well, in DF, humans routinely live to 120, so that's not saying much. Also, if we're immortal, and patient, we can take a thousand-year plan. And haven't you noticed? Cultures change. A lot. Even without major benefits from the changers.
1. Most of your arguments for scouting have included notes about how we should find gobline.]
2. They probably started when it was just a village and passed the knowledge through the generations. The current crop has no need to be able to sneak around in unfamiliar cities.
3. We're in a swamp. Swamps tend to have lots of foliage. That blocks views of towns.
1.They used to, and that was still kindof a separate issue from scouting. Scouting provides info, and when I was pressing for the goblins it was just another very useful thing to do that would have benefited my cause. So of course I'd press it as well. I've been trying to show my distance from the goblins since that quote I had a few posts ago.
2.They are still master thiefs, and to suggest they lose all their skills when navigating in unknown territory is absurd. Cities change, and if their race somehow lost the ability to learn and adapt, they would have stagnated as a society and their hiding places found in short order.
3. It also blocks views of very small master-thief lizard people. Towns are also noisy, smelly, and create clearings. And roads.
2. They'd be
decent scouts, but not
great or
super. There's too many holes in a thief's knowledge to apply it to scouting wholesale. And while they can adapt, a city doesn't change its secret passages every few years; most of the exploitable stuff will be available for decades to come, meaning that the kobolds or whatever only need to be able to add small tweaks to their knowledge base.
3. Swamps are also noisy and smelly, and while they might create a clearing a mile across, that doesn't help if the city's a mile away from you. As for roads, you can't build a good road through a swamp. It's too...swampy.
Statement of position: Use our current minions to collect more info about the world, then make and enact a more educated plan.
Our master thiefs would be better scouts than us at the very least.
Better than us? Sure. But you know what strikes me as a good plan? Expand our allies and knowledge by contacting the dwarves before risking some of our few lizardies on a scouting trip.
true, but it does mean they aren't intrinsically communist.
Given the time period emulated, communism is probably more likely than fascism.