Turn 5: Still not dead
((Me too. Everyone thought everyone had posted!))
Self, apprentices, imps if they can help: Research Summoning
Regulars, imps if they can't assist research: Steal money
Trader: More illicit businesses
((Imps can't do research.))
Research on summoning progresses, and soon the summoning rites for the gremlin, are complete.
While breaking into the farm was easy, finding the cash and getting out intact was not. Nevertheless, the imps proved to be a great help. Whitout them someone could have died. (+4 Not, +800).
You didn't hear of the trader anymore. Maybe he got captured, maybe he died...
Self, Research : Cloaks of Concealment/Invisibility
1 Apprentice, Train 1 Regular to Apprentice
3 Regulars, Steal cash
Bonus to stealing? Bonus to stealing. Since yknow, we CLEARLY suck at it.
Work here progresses well, but slowly.
One Regular is learned in the ways of magic.
The thievery goes well, but not that well.(+1200, +4 infamy)
No turn recieved
I thought I had submitted my turn, guess I got it wrong.
All brigands and regulars: Steal the book.
The insertion and stealing the book goes wonderfull, but the escape doesn't go as well. On their way out, they trip several alarms and are forced to fight their way past the guards. They did manage to shake them off later. (+ Book of necromancy, 6 infamy.)
Apprentice and Karen: Continue research into summon snowstorm. If that is finished, move onto summon thunderstorm.
3 regular minions: Continue raiding as long as the fog lasts. If it fades, return home.
1 regular minion: Search out good targets.
Not much progress is made.
((The fog is a one turn spell. I can still do the raid, or do something else, your choice))
Your minion doesn't find anything worthwhile
Self, one apprentice: Research a room to act as a sponge for accumulated background magic.
One apprentice: Conjure 15 resources.
Two regulars: Build stone walls.
Trader: More economic expansion.
Work on a sponge system for random goes well, and while you can't yet design an entire chamber, you can easily make a small and compact design.
Conjuration of resources is a succes, but once again the random magic interferes, with devastating results. The summoned resources appaered right on top of , and partly inside of the unlucky apprentice. While he's still more or less alive, it's doubtfull he'll be of much use. His body has mostly dissappeared, and has been replaced by a variety of metals, stones and wood. He can still speak, ut movement is hard. (+10 resources, -1 apprentice, +1 Resourcized apprentice)
A wall is build, though some resources had to be build, since the apprentice objected being incorporated in the wall. (Which is perfectly possible.)
Your trader manages to set up another business, and even manages to get some officials to look the other way.
((Yes, those things have a per turn detection chance.))
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:12
Money: 3700 (+200: illegal businnes)
Resources: 0
Minions: (5/5)
-2 regulars
-2 apprentice
-2 Imps (1 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[0.06]
-Summoning [0.6]
-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) Bonus to Sabotage efforts. 2 weeks lifetime. Can act independently [2.00]
Name: Hasidor Twilumier
Archetype: Wizard!
Race: Human
Infamy: 10
Money: 4300
Resources: 0
-----
Minions: (5/5)
3 Regulars
2 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]
-Manipulation of Forces (Like heat, light , stuff)[0.08]
-Cloack of concealment [0.87]
-------------
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: 8
Money: $3600(+200)
Resources: 100
Minions: (5/5) - two brigands, two regulars, 1 trader
Holdings:
Book of necromancy: (Grants a +10 to necromancy research.)
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[0.03]
-Weather manipulation [0.37]
-Summon fog (5 Mana cost, decreases detection chances) [2.00]
-Summon Snowstorm(15 mana cost, temp defense bonus)[1.75]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: 2
Money: 2000 (+800)
Resources: 10
-----
Minions: 5/5)
2 Regulars
1 Apprentices
1 Apprentice (Metal,wood, stone Naga construct )
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
-Wall
Research
-Engineering[0.03]
- Mundane engineering (walls,towers...) [0.2]
-Stone walls (-5 resource cost) [2.00]
- Magical engineering [0.13]
-Random magic sink. Cost 5 mana, 10 resources. Safely stores up to 20 background magic. [1.33]
-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.
Random mana is made by failed spells, and is dangerous when it accumulates to much. It will dissipate automatically at a rate of 1 unit/ turn. When a spell is cast in an area with much random mana, it might be affected.
Random mana can be contained, and those containers can be used in a variety of ways. They can be left open, in which case the mana slowly dissipates, or can be emptied ,which dumps the mana back into the environement. In such a way they can be used as a weapon, or as a dangerous way of boosting a spells power.