Build library (whoever can if minions required)
Self, Apprentice: Research Infernalism
2 regulars: Find money
Recruit Trader, Regular Minion
The library is build and completed. One of the minions assigned to finding money had to be reallocated however.
Research into the way of demons and other hellish beings goes well, and you believe you've got the basic information needed to rudimentarily understand and command demons. You do lack the controll spells and all the summoning rites though.
Your own remaining minion decide to try and steal some money from a nearby farm, but he was discovered and chased away by the resident farmer before he could do anything.
A trader and a regular minion were recruited with ease.
Self, Apprentice: Research Engineering (Mundane)
1 Regulars, Procure Funds.
1 Regular, Construct Library
Recruit: 2 Regulars (-$1,000)
And away we go.
Construction of a library is swift, and it is completed with ease.
Procurement of funds goes badly however. Your minion tried to pickpocket a guard, but he did manage to get away without problems. (Infamy: +1)
Meanwhile, research in non magical architecture proves fruitfull, and much progress is made. A breakthrough is thought to be relatively close.(Feel free to specify.)
2 Regular minnions are recruited with ease.
Regular: build a library;
Me and apprentice: research tunnels and pumps so I can make lava POUR ONTO MY FOES MUAHAHAH AHAHAHA AHAHem sorry.
Regular: examine my surroundings, note down our neighbours, landmarks and stuff.
Recruit two regulars.
A library is constructed with ease. Much easier as you would expect one to build a library in a volcano, but anyway.
Work on the magma trap goes fast, and soon it is completed. It isn't exactly the fasted of traps, but it works.
The regular examining the surroundings decides the GM is going to draw a map soon, and doesn't do anything usefull.
2 regular minions are recruted
Brigand: rob the money off citizens. Do not rob anyone that seems rich enough to have some influence.
2 Regulars: search city for exposed (unguarded) documents and steal them.
Recruit a trader(cost?)
Your brigand is succesfull in stealing some money, but completely bucks up his escape by running into a guarded caravan. While he did manage to escape with the loot, word got out. (+800 G, +2 infamy).
They found evidence that certain trader has procured a book about the animation of nonliving things. While the book is relatively new and unimportant, it could boost our research in that field, should you decide to steal it.
A trader is recruited.
Try to recruit 1 brigader and one apprentice.
1 regular cause random destruction.
1 regular build library.
One trader should try to bribe local politicians to gain influence.
I should try to set up a illegal business. Offering to lend out money to those who need it. To a very high interest rate, ofcourse.
A brigand and an apprentice are succesfully recruited.
The regular was almost caught, and wasn't able to do much destroying (+1 infamy)
The library was succesfully build.
Bribing however, was a complete failure. The politician you thought you had bribed took your money, and then set up a trap for your minion. He managed to escape though. (+2 infamy, -500 G)
Your attempts fail equally, as you are attacked by a band of several bandits. They took your purse, but you managed to escape(-1000 G, Minion loyality suffers)
Self, Apprentice: Research Weather Magic (Summon Fog)
2 Regulars: Search out good targets to launch raids for food and resources.
Recruit 2 regular followers.
The summon fog spell makes progress, but research is hard without proper facilities
While food isn't easily found, a rather rich farmstead is found nearby. A raid could make of with a decent amount of money.
2 regulars are recruited.
Hire another apprentice and a trader.
Self, Apprentice: Research stone walls, that I may reinforce and rebuild my fortress.
1st Regular: Build a library.
2nd Regular: Gather information.
A library is build with ease.
Your minion makes no progress and finds nothing of use.
Your research into mundane architecture is fruitfull, though not much. A simple stone wall is now within your capabilities.
An apprentice and trader are recruited.
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:
Money: 700
Resources: 0
Minions: (3/5)
-3 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 [0.1]
-Infernalism (Can rudimentarily communicate with demonish beings.(in the sense of, smash this, don't smash this)) [1.06]
Name: Hasidor Twilumier
Archetype: Wizard!
Race: Human
Infamy: 1
Money: 1000
Resources: 0
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Minions: (5/5)
4 Regulars
1 Apprentice
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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[0.16]
- Mundane engineering (walls,towers...) [1.64]
-------------
Name: Dariush
Archetype: Wizard
Race: Fire Elemental
Infamy: N/A
Money: 4000
Resources: 0
-----
Minions: (5/5)
4 Regulars
1 Apprentice
-----
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]
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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Gildor the corrupted.
Archetype: Merchant
Race: Dwarf
Infamy: 3
Money: 4000
Resources: 0
Minions: 5/5
1 Trader
2 Regular.
1 brigand
1 Apprentice
Base:
Description: A beautiful decorated mansion located just outside of a small town. Contains a stunning garden with a lot of exotic plants. There are a few villages closeby aswell, proud to have such a good hero live near.
Traits: Estate:Gildor owns a villiage closeby. 100 cash every turn. People can revolt though
Dwarven defences: The mansion is very well protected.
Stunning quality: The mansion is of outmost quality. Everyone who pass it is awed by its beauty.Reduces chance for desertion
Buildings:
-Library
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Infamy:
Money: 1000
Resources: 100
Minions: (5/5)
4 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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.
Research
- The manipulation of the elements
-Weather manipulation [0.09]
-Summon fog [0.96]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: No
Money: 3400
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.
Research
-Engineering[0.01]
- Mundane engineering (walls,towers...) [0.12]
-Stone walls [1.20]
-----
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.