Turn 2:
Self, apprentice: Research Infernalism more
Trader: Set up illegal business
1 Regular: Scheme
2 Regulars: Steal money
Progress on infernalism goes well, and soon you got yourselves as good an understanding of demons as you hope to get without ever seeing one(Ie, no further progress on infernalism possible till you reach 1.0 on summoning) Feeling in a productive mood, you continue with your research and manage to fabricate a basic imp summoning spell. Imps are your basic demonic servant. Not evil, but simply mischivous. Good as a servant to aid others, or as a distraction. Due to the nature of the spell, imps will be brought back to their original plane after 1 turn. Imps do not count towards the minion cap. (Any suitable caster (apprentice, or yourself) can cast the spell while doing their other things, albeit at a penalty. Only one instance of the spell may be cast per caster at the same time.)
Your trader has no succes in setting up his businneses.
You're regular has more succes though. He manages to spot a small farm nearbye, which probably contains some money.
Your minions attempted to steal some money from what they though was an unguarded farm, but met the farmer and his help on the way out. The fight went on a bit, and when one of your minions was knocked out, the other decided to run away with what he got. (-1 regular, + 400 money, +2 infamy)
Self, Apprentice: Research Mundane Engineering (Focus is Defensive structures. So ..Walls for now?)
4 Regulars, Steal.
Your minions research into mundane engineering, and while doing that come up with the concept of walls. The technique isn't perfect yet, but they're getting there.
Your minnions decide to split up, and all look for cash. One of your minnions managed to buglar a rather important merchant,atracting quite a lot of attention but providing a lot of money.. (+3600,+5 infamy)
[/spoiler]
I'll recruit one trader and one apprentice.
Me and one apprentice will research weather manipulation for the sake of conjuring snow to make the sides of my volcano slippery and harder to attack.
Two regulars steal resources, two steal money.
Base traits: lowers enemy morale but increases detection risks (due to, you know, my minions being living fire entities).
You recruit one trader and one apprentice. (Due to headcount limits, this will require you to fire 2 regular minions.)
The research in snow conjuration progresses, but you just can't grap it.
Your first minion makes a perfect haul (+15 resources), the second one is less succesfull, but equally unnoticed (+5 resources).
Stealing money is less succesfull. (+500 money)
Brigand: attempt to steal book from merchant
2 regulars: keep searching for more information
Trader:Set up a general store in the street-level as a business front that can double as a fence.
Your brigand utterly fails at stealing the book. He attracted attention when breaking in to the shop, and had to flee for the city guard. He manages to avoid arrestation.
Your regulars fail to find anything. There's like nothing happening at all.
Your trader is unsuccesfull in setting up a general store. (I don't quite get your intention on this, but the action failed anyway so,...)
Regulars try to gain money.
Brigade try to hunt down the politician who backstabbed me. No one crosses our organisation.
Apprentice Research magic engineering.
Myself try to set up a illegal business.
Trader try to bribe another politician.
One of your minions manages to come back with a decent haul (+600), while the other had succeeded equally, he failed any point of tact and manages to loose the money in the ensuing chase (+5 notority.)
The politician seems to have a rather enforced mansion. Killing him would attract lots of attention, and be rather hard to do. (Note, this is a mission you can attempt at any time, and is rather hard. )
Your apprentice makes some, but not much progress on magical engineering.
Setting up an illegal bussines is again unsuccesfull, but no money is lost.
Bribing doesn't work, but no money is lost. The politician just said no.
Karen the Ravenous and Apprentice: Continue researching magic Weather Control: Summon Fog
1 Minion: Build the library
3 Minions: Raid the farmstead, focus on gathering as much food/resources/money as possible. Fly away if any significant resistance or guards arrive. Do not risk extended battle.
And that's pretty much what I envisioned for harpies. Swift, but weak in battle. I imagine they'd have thin bones much like birds would.
The library is build without problems, but sadly, a failed mist spell results in some minor damage and a small release of activated, random magic. It dissipates over time, so as long as it doesn't get too high, it shouldn't be aproblem. Even with the setback, the spell is optimized, the spell is researched.
While getting in and out was needed, the nesicity to avoid extended combat made the haul a bit less lucrative. Nevertheless, you got a nice um of money (+2000)
Self: Research a life magic spell to stimulate the pleasure centers of the brain. (Primarily as a reward for success to increase loyalty.)
2 apprentices: Improve my wall tech.
Trader, 2 regulars: Set-up an illegal business in the nearby port town, probably as a fence, with $1000 seed money.
The life magic spell, was not a big succes. In fact, it was a bit strong, and applied to the brains of various types of vermin as well. As a result, the library was heavily damaged.
Improving the wall tech does work, however, but it gets some hindrance from the vermin.
Setting up the illegal business is succesfull. It is expected to bring in 400 gold coins a week, thanks to the gratious use of seed money.
Name: Harskara
Archetype: Wizard
Race: Gorgon. Upper body that of fairly athletic humanoids, lower bodies those of serpents. Possess blank white eyes, black and greenish-black skin, and generally black hair. Usually considered fairly attractive, but arrogant and malicious. Known for disciplined military and boundless ambition, feeling themselves entitled to rule over all other races.
Infamy:2
Money: 1100
Resources: 0
Minions: (4/5)
-2 regulars
-1 apprentice
-1 trader
Base:
Description: A series of chambers located off a series of meandering natural tunnels in a currently dormant volcano.
Traits:
-Infernal Pit (3000): This volcano was once the site of a demonic incursion, apparently. There remains a single ominous chasm, glowing with an unearthly red light. Demons and other foul creatures may be drawn forth from it. Getting them to serve is another matter...
Buildings:
-Library
Research:
-The manipulation of space[0.03]
-Summoning [0.3]
-Infernalism (Allows for basic commands to simple demons) [2.00]
-Summon: Imp. 10 mana [1.24]
Name: Hasidor Twilumier
Archetype: Wizard!
Race: Human
Infamy: 6
Money: 4600
Resources: 0
-----
Minions: (5/5)
4 Regulars
1 Apprentice
-----
Base: An abandoned watchtower.
Description: This watchtower once sat at the border between the ancient kingdoms of Mileth and Rucesion. But when those kingdoms fell and new ones took their place, the tower was forgotten. It sits in a dense forest, many days travel from any road still used by the populace. Its remoteness was the reason it was selected by Hasidor, as the base for his experiments and rise to power.
Traits:
$2000, Defensible Terrain: The Tower sits upon a high hill, with many locations for secondary defenses, around it.
$1000, Subterranenan Caverns: Beneath the tower, there are a series of small caverns.Can be used to construct any kind of underground building(even things that are normally upgrades) for half cost or work time. Only one building fits in at a time,
Buildings:
-Library
-Engineering[0.24]
- Mundane engineering (walls,towers...) [2.40]
-Stone walls (Note: Building time is doubled till you reach 1.00)[0.50]
-------------
Name: Dariush
Archetype: Wizard
Race: Fire Elemental
Infamy: N/A
Money: 2900
Resources: 20
-----
Minions: (5/5)
2 Regulars
2 Apprentice
1 Trader
-----
Base: A dormant volcano;
Description: A barren crater lying in the middle of a dormant volcano. There are some cracks in the obsidian, through which glimpses of lava can be seen. A crude wall surrounds the rim of the volcano, but there are no permanent structures. Dariush himself resides in a huge (really, HUGE) stone fountain set in the center of the volcano and keeps his minions bound in smaller bowls around it. He doesn't have a slightest idea of where his volcano is located, though. Unfortunately.
Buildings:
-Library
-Engineering [0.01]
- Mundane engineering (walls,towers...) [0.15]
-Simple magma trap(See building list of OP)[1.5]
- The manipulation of the elements
-Weather manipulation [0.09]
-Summon snow [0.91]
Name: Garret Darkwater
Archetype: Criminal Leader
Race: Human
Infamy: 2
Money: $4000
Resources: 100
Minions: (4/5) - One brigand, two regulars, 1 trader
Base:
Description: A hideout deep inside a metropolis' sewers. Consists of many inter-connected tunnels and chambers, some in ruins.
Traits: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Gildor the corrupted.
Archetype: Merchant
Race: Dwarf
Infamy: 8
Money: 4600
Resources: 0
Minions: 5/5
1 Trader
2 Regular.
1 brigand
1 Apprentice
Base:
Description: A beautiful decorated mansion located just outside of a small town. Contains a stunning garden with a lot of exotic plants. There are a few villages closeby aswell, proud to have such a good hero live near.
Traits: Estate:Gildor owns a villiage closeby. 100 cash every turn. People can revolt though
Dwarven defences: The mansion is very well protected.
Stunning quality: The mansion is of outmost quality. Everyone who pass it is awed by its beauty.Reduces chance for desertion
Buildings:
-Library
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Infamy:
Money: 3000
Resources: 00
Minions: (5/5)
4 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ Dangerous approach: The road to the fortress is a narrow, winding mountain trail, made even more dangerous by the frigid, icy weather. Not really a problem for flying harpies, but problematic for anyone approaching by ground.
2000$ Storm tower: Once an old guard tower, Karen has taken it over and made it her lair. It's position high in the sky and Karen's own enchantments make it an ideal place for storm and weather based magic.
Buildings:
-Library (Minor damage, 5 resources)
Research
- The manipulation of the elements
-Weather manipulation [0.20]
-Summon fog (5 Mana cost, decreases detection chances) [2.00]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: No
Money: 2800
Resources: 00
-----
Minions: 5/5)
2 Regulars
2 Apprentices
1 trader
-----
Base:
Description: The long-abandoned ruins of a stone castle, once the seat of a count's estate. It is a few days' ride away from a port town, and has some scattered villages relatively nearby.
Traits:
None
Buildings
-Library. (Heavy damage 40 resources)
Research
-Engineering[0.02]
- Mundane engineering (walls,towers...) [0.2]
-Stone walls (-5 resource cost) [2.00]
-----
Bio: Aranath was raised as a squire in a martial religious order, Dragoons of The Wise One. He fared poorly at combat training, as his trainers had an entirely different body shape, but excelled in magic studies, where he was focused on countering hostile magics and mastering magical finesse.
Since early childhood, he believed that The Wise One spoke to him through his dreams. His tutors told him that The Wise One never communicated directly to his followers, and not to bring it up again. He did not, but as the years went on, his dreams clashed with the teachings of the church, who believed that all were worthy of redemption.
He became deeply annoyed at the light punishments his order handed out. Murderers did not deserve the chance to redeem themselves by memorizing the Wise One's teachings in a few years. They had already proven themselves unworthy of being guided by His Wisdom. He tried spreading these ideas, and was confined for contemplation and memorization. He feigned cooperativeness and redemption.
He escaped the Dragoons shortly thereafter. Wandering alone for months following his solitary contemplation removed all but the last traces of his empathy. The people of these lands were too blind to see that they were surrounded by Evil, and most went so far as to actively defended it. Those who defended and allowed Evil were as guilty as those who directly committed Evil. A new ruler was needed, to weed out the unjust and spread the true teachings of the Wise One. Strict rules would need to be enforced to prevent the people from falling back into Evil.
There are 3 levels in which research progress is tracked. First is the superfield. Direct research in the superfield is impossible, and can only be gained by researching the lower field. Increase in the superfield results in approriate bonusses to the lower field.
Below that is the actual field. Researching here can lead to breakthroughs (in which part of a spell or technology is instantly researched) and is also needed to allow higher progress in the individual spells.
Individual spells can be researched at will, but can only progresses past a certain level when you have enough experience in the appropriate field.
Researching anything results in small experience bonusses to the fields and superfields above it.