Turn 4:
Self, both apprentices: Summon imps
regulars: steal money
trader: set up another illegal business?
Each of you prepares to summon an imp, the first 2 summonings are succesfull, but the second one goes terribly wrong. The spell freaks out and forms an uncontrolled portal to hell. Luckily, after a few seconds, the fracture slams shut, but not before leaving a whole lot of activated random magic behind.
Your minions manage to steal a large sum of money from a nearby caravan, but were spotted and chased by the guards(+1400, +6 infamy)
Your minion fails to set up another illegal business.
Purchase 30 Resources (-$1500)
2 Regulars, Construct the Training room
2 Regulars, Steal funds.
Self, Apprentice, Research Watchtowers.
Will my training room need anything else? A tutor to teach my regulars perhaps? Or can they just train there and maybe fail?
SOON is the time to reveal ourselves!
The training room is constructed with ease, and the extra resources are used. Your minions fail to procure any gold, but they didn;t attract much attention.
Research in watchtowers goes fast, and can construct can start soon.
You agree on a trade with Dariush, and the information is soon safely recieved.
Recruit 1 regular. Send all regulars to pillage money. Me and apprentices research flaming swords
Trade with Terenos.
One regular is recruited. Stealing the money goes well (+1200 money,+2 infamy). Research into flaming swords goes well, and quite a lot of progress is made.
The trade is handled perfectly, and you recieve the shematics(which are written on fireproof paper, of course.)
Brigand: Come back to town, then...
Brigand and regulars: Team up and steal that damned book.
If my pop cap allows it, recruit another brigand, if not ignore this
Your minions fail to trace back the book, but they manage to find another. This one is a bit better defended than the previous, which is logic. It's a simple guide to the secrets of necromancy. This would certainly aid research in that field.
Another brigand is recruited.
Sorry about the delay, I didn't realize the turn was completed. And yeah, making the curse into an actual mechanic would make things interesting. As for the spell, I mainly had in mind making approaching the mountain fortress very difficult with it.
Apprentice and Karen: Continue researching snowstorm. When that is finished, move onto summon thunderstorm.
1 regular minion: Construct cell
3 regular minions, continue raiding for money and supplies.
There's not much progress in the snowstorm research
Note: Curse effects. There's now a little hunger counter. It goes down when you raid for food. It gives a bonus to combat/raid rolls and a negative to other(like research rolls). The higher it is the higher the bonus and drawbacks. Currently there's no real effect.
A cell is constructed. The raid goes well, and 1800 is gathered in cash. The townfolk is still blaming things on the spirits hiding in the mist.
Myself, both apprentices: Continue resource creation research.
Both regulars: Steal more money.
Trader: Create another illegal business.[/b]
Resource creation research is perfected. It's a complicated process however, and therefore a persons complete attention is required.
Your minions fail to get any money, and only attract unwanted attention. (+3 infamy)
Your trader does manage to expand his illegal empire.
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:8
Money: 2700 (+200: illegal businnes)
Resources: 0
Minions: (5/5)
-2 regulars
-2 apprentice
-1 trader
-2 Imps (2 weeks left)
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: 3100
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
-Training room
-Engineering[0.25]
- Mundane engineering (walls,towers...) [2.69]
-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]
-Watchtower () [1.80]
- The manipulation of the elements[0.01]
-Weather manipulation [0.10]
-Summon snow(5 mana) [1.00]
-------------
Name: Dariush
Archetype: Wizard
Race: Fire Elemental
Infamy: 2
Money: 3600
Resources: 0
-----
Minions: (5/5)
3 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 [0.02]
- Mundane engineering (walls,towers...) [0.25]
-Simple magma trap(See building list of OP)[1.5]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 1 minions) [1.00]
- The manipulation of the elements[0.03]
-Weather manipulation [0.15]
-Summon snow(5 mana) Temp defense bonus [1.54]
-Manipulation of forces[0.06]
-Floatation enchantement[0.68]
-Manipulation of the 4 elements[0.14]
-Firey swords (Requires 5 resources, 5 mana to make. Gives a +2 to combat rolls) [1.48]
Name: Garret Darkwater
Archetype: Criminal Leader
Race: Human
Infamy: 2
Money: $3600(+200)
Resources: 100
Minions: (5/5) - two brigands, 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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Gildor the corrupted.
Archetype: Merchant
Race: Dwarf
Infamy: 8
Money: 4600
Resources: 0
Minions: 5/5
1 Trader
2 Regular.
1 brigand
1 Apprentice
Base:
Description: A beautiful decorated mansion located just outside of a small town. Contains a stunning garden with a lot of exotic plants. There are a few villages closeby aswell, proud to have such a good hero live near.
Traits: Estate:Gildor owns a villiage closeby. 100 cash every turn. People can revolt though
Dwarven defences: The mansion is very well protected.
Stunning quality: The mansion is of outmost quality. Everyone who pass it is awed by its beauty.Reduces chance for desertion
Buildings:
-Library
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Hunger: Normal
Infamy: 1
Money: 4850
Resources: 10
Minions: (5/5)
4 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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
-Cell
Research
- The manipulation of the elements
-Weather manipulation [0.32]
-Summon fog (5 Mana cost, decreases detection chances) [2.00]
-Summon Snowstorm(15 mana cost, temp defense bonus)[1.21]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: 2
Money: 1700 (+600)
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[0.02]
-Conjuring[0.2]
-Summon resources. Can turn 2 mana into one resource. Max 15 resources per caster.[2.00] 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.