My players keep coming up with ideas to bolster Longshadow's defenses. I've (secretly) awarded them a few Defense Points for legitimately clever ideas, but now one wants to fly to Lastwall once he hits level 10, hire a bunch of mercenaries with the crap ton of gold they haven't spent, and teleport them back to Nirmathas. I love my players, and they are creative, but I am not sure I can let them keep doing this sort of thing without just throwing the siege rules out the window and making the challenge laughable. And ideas would be helpful.
This might be a dumb question, but is there a map key I'm missing somewhere in the book? I get what A, B, C, D, and E are, but C, F, and T on the building maps (in dotted boxes) don't seem to be clearly defined and are confusing me.
Three troops each for Nirmathas and Molthune. Molthune gets Imperial Infantry, Imperial Archers, and Imperial Phalanx (CRs 9, 10, and 11, respectively), while Nirmathas gets Nirmathi Skirmishers, Forest Guardians, and Irgal's Axe troop (CRs 8, 10, and 12). Apparently they work kind of like swarms, but full Troop rules are coming in Bestiary 6.
As for your previous question, the book is chock-full of juicy lore about both countries, and I'm not sure what was previously known. It's really all new to me.