Turn 3: Finished
Self, Apprentice: Research Summon Imp, move along to some other summoning spell if completed
Trader: Set up business
Regulars: Steal money
Recruit second apprentice
Research into the imp summoning goes well, and soon the research is optimized. A summoned imp will now remain availble for 2 weeks before returning. A single caster can still only control one imp at a time though. Work is also started on another summoning spell, this time for the mischivous gremlin, a lesser demon that focuses on the sabotaging of machinery.
Your trader succesfully manages to set up a profitable operation. By selling "authentic" herb based medicines, he expects to make about 200 a week.
Your minions decide to break into a badly guarded warehouse. Their entry was perfect, nobody suspected a thing. Sadly they soon found out why the warehouse wasn't guarded. It was in fact, completely empty.
Recruiting a second apprentice is succesfull.
The minion was nervous. Hasidor was striding back and forth across the room at the top of the tower. It had taken some remodeling, but now it served as a workshop/living quarters. The minions were never allowed here, so any nervousness was completely understandable.
Hasidor spoke then, in a solid, stable voice that filled the room with purpose and lay dormant of any emotion.
"So. You decided to rob a very wealthy merchant. A merchant whos wealth no doubt buys him friends and influence. This will bring a great deal of attention towards us."
"Please! Sir, it wasn't li"
Hasidor held up a hand, silencing the minion.
"Do it again."
-----
Self, Apprentice: Research some manner of training room, to improve the talents of my minions
4 Regulars, Steal Resources
Work on the training room starts quickly, and much progress is made.
Insertion goes perfectly, and your team manages to infiltrate without problems. Actually getting the resources out is a different matter, but you manage to get a nice haul of 20 resources without problems.
Oh. Last time I checked, my actions weren't yet up.
Trader: start a slightly illegal but profitable business;
Me: continue researching snow;
2 apprentices: research floating castles muahahaha (magical engineering, I guess);Not really, magical engineering is the manipulation, storage of raw mana, as well as getting rid of background magic.
2 regulars: build that magma trap.
Your trader tried to use reverse psychology. Turns out a fire spirit running an illegal liquor business next to the Guard post wasn't such a good idea. Last thing the rumours said about him was that he was to be deported to the capital for smuggling, assaulting a guard and arson.
Work on the snow summoning is succesfull, and the spell is finished. It will require aproximately 5 mana to cast, and will give anyone who tries to climb the mountain next week some problems.
Work on the construction of floating castles starts, but not much progress is being made. Even if it had been, constant magical floatation requires a large amount of magical power and is a wastefull process, and the enchantement would need to be cast for every single building
The magma trap is constructed, and is completely operationall.
Brigand: Stay out of town until the guards forget about him.
Trader: Become a fence in the sewers in order to secure a steady income for the organization.
Regulars: Search for victims to rob.
Your brigand enjoys some time of in the countryside. Soon everyone has forgotten about the incident. The capital is a large place, and thievery occurs quite often.
You set up a slightly illegal business in the sewers. Expected revenue is 200/week.
Thievery is not that gainfull though. Despite perfect execution, gains are meager (+200)
Karen the Ravenous's pale, gaunt face peered over the library, surveying the damage the apprentice's miscast had done to it. All told, for a spell backfire, they had been lucky. There were a few new cracks, a couple holes in the roof, but the library was still intact. She could feel a magical charge in the air, making her feathers tingle, but so far, only a minor ethereal contamination. In of itself not dangerous, though several such miscasts would be most inconvenient. Karen swooped down out of the air and landed with a thump near the apprentice, a younger male harpy with dull brown feathers. Naturally, the apprentice promptly flung himself down into the snow, prostrating himself before Karen.
"Forgive me, master," The apprentice mumbled. Karen merely chuckled, the apprentice was probably expecting some form of retribution. As belligerent as most harpies can be, it wasn't an unreasonable fear. But Karen had fought long and hard to master the natural instincts of the harpy. Even the clutching, gnawing hunger that constantly harried her sanity. After keeping that at bay, the tendency to snap and argue was simple to deal with.
"Come now, my dear, there is no need for that. I do not blame you," Karen said, causing the apprentice to get up, showing an expression of surprise and confusion. "You have much to learn about magic. It is a living, breathing thing, as alive and emotional as any harpy. Sometimes it smiles upon you. Sometimes, it frowns. And sometimes, it betrays you. It has even turned on me in the past, from time to time. You are still learning to feel the mood of the aether. In time, you will learn when it is best to ask favors of it."
"But the library," The apprentice began, but Karen just waved off his objections with a wing.
"It will be fixed within the week. Now, I imagine you are eager to test out this new spell we have devised. Go to the storm tower, and command the sky. Send a mist to hide the raiders from the prying eyes of the land dwellers." Karen said. Eagerly, the apprentice took wing, shouting thanks behind himself as he flew for the storm tower. Karen just chuckled, as she went to the library. He would learn in time, and eagerness will be tempered with wisdom and experience. For now, she herself had research to do. The gods' ancient curse on her race would not break itself. It was a long flight ahead of herself, and no doubt it would rain blood before the end. When it did, she hoped it would be the blood of the very gods that had cursed her ancestors. And if fortune favored her, the blood would be spilled by her talons.
--------------
Actions:
Karen the Ravenous: Research magic (Weather control, summon snowstorm)
Apprentice: Cast Summon Fog from the storm tower to conceal the regular minions.
1 regular minion: Repair the library
3 regular minions: Raid human lands for food, resources, and money.
Work on a snowstorm summoning progresses, but not that fast. Nevertheless, some progress is made. (Do you want the same thing as Dariush, or a more offensive spell.)
Summoning the fog goes well, though some might say a little too well. The entire area is covered by a thick layer of fog, arousing a tiny bit of suspicion. Meanwhile the repairing of the library goes well, though a small amount of resources needed to be bought.
Stealing resources goes quite well. You managed to steal quite a lot off supplies from a nearby farm, whitout anybody even noticing. The common folk atributes the thievery to a variety of mystical creatures. (+ 30 resources). Raiding for money is succesfull too, and a small amount of money is brought in (+600)
Note: I can turn this curse into an actual game mechanic, which would result in a variety of positive and negative effects.
Buy resources and repair that library.
Myself, both apprentices: Research conjuration in an attempt to create resources.
Both regulars: Re-appropriate funds towards my goals. (One will repair the library if I need manpower)
Trader: Gather information if not needed to run the business.
The library is completely repaired, though it was rather costly,
An accident almost blew up the library again, though you managed to prevent it.Nevertheless, progress in conjuration is somewhat stunted.
While one of the minions repairs the library the other manages to procure 500 gold in funds.
Your trader can't find any usefull information.
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 (+200: illegal businnes)
Resources: 0
Minions: (5/5)
-2 regulars
-2 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[0.04]
-Summoning [0.45]
-Infernalism (Allows for basic commands to simple demons) [2.00]
-Summon: Imp. Aids other minions(same skillset as regular). 2 week lifetime 10 mana.[2.00]
-Summon: Gremlin 15 mana Sabotage efforts [0.54] (Note, casting this in it's current state will prove risky)
Name: Hasidor Twilumier
Archetype: Wizard!
Race: Human
Infamy: 6
Money: 4600
Resources: 20
-----
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[0.25]
- Mundane engineering (walls,towers...) [2.51]
-Stone walls (Note: Building time is doubled till you reach 1.00)[0.50]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 1 minions) [1.14]
-------------
Name: Dariush
Archetype: Wizard
Race: Fire Elemental
Infamy: N/A
Money: 2900
Resources: 0
-----
Minions: (5/5)
2 Regulars
2 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
-Magma trap
-Engineering [0.01]
- Mundane engineering (walls,towers...) [0.15]
-Simple magma trap(See building list of OP)[1.5]
- The manipulation of the elements[0.02]
-Weather manipulation [0.15]
-Summon snow(5 mana) [1.54]
-Manipulation of forces[0.06]
-Floatation enchantement[0.68]
Name: Garret Darkwater
Archetype: Criminal Leader
Race: Human
Infamy: 2
Money: $4200(+200)
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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Gildor the corrupted.
Archetype: Merchant
Race: Dwarf
Infamy: 8
Money: 4600
Resources: 0
Minions: 5/5
1 Trader
2 Regular.
1 brigand
1 Apprentice
Base:
Description: A beautiful decorated mansion located just outside of a small town. Contains a stunning garden with a lot of exotic plants. There are a few villages closeby aswell, proud to have such a good hero live near.
Traits: Estate:Gildor owns a villiage closeby. 100 cash every turn. People can revolt though
Dwarven defences: The mansion is very well protected.
Stunning quality: The mansion is of outmost quality. Everyone who pass it is awed by its beauty.Reduces chance for desertion
Buildings:
-Library
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Infamy: 1
Money: 3050
Resources: 30
Minions: (5/5)
4 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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 [0.27]
-Summon fog (5 Mana cost, decreases detection chances) [2.00]
-Summon Snowstorm[0.69]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: No
Money: 1700 (+400)
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[0.02]
- Mundane engineering (walls,towers...) [0.2]
-Stone walls (-5 resource cost) [2.00]
-The manipulation of space[0.00]
-Conjuring[0.06]
-Summon resources. Can turn 2 mana into one resource. Max 10 resources at a time.[0.69] Not casteable yet. Requires full attention
-----
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.
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