Turn 8:
Self, both apprentices: Research Summoning
Trader: More illegal businesses
All regulars, imps: Attack swamp caravan with others
Recruit Junior Wizard, 2 regulars
Trade Imps 2.0 to Terenos for Training Rooms 2.0
Summoning research advanced well; untill one of your apprentices made a crucial mistake. An uncontrolled portal to hell opened, and the unlucky fool was swallowed into it. The resulting fire and escaping tormented souls did some damage to the library. You also notice another spike in the background magic levels.
Your trader manages to set up another illegal business.
Meanwhile, your regulars and imps depart for the caravan raid. (See below)
Recruitment of the regulars goes well, as goes the recruitment of the Junior wizard.
The trade goes exceptionally well.
Myself, 2 Apprentices, research Entangling Vines (Low power spell to trap my foes.)
3 Regulars, Perform random destruction. Let ALL fear our names! (Bring Cloaks for escape)
Recruit 1 Brigand, 1 Bard. (Dismiss 2 regulars after their duties this week)
Work on entangling vines speeds forward, and soon you have a lower power spell that can easily trap a single enemy.
Trying as they might, your minions manage to cause only a mediocre amount of mayhem(+7 Infamy). Nevertheless, the increase in reputation is welcome.
Recruiting is succesfull.
Regulars and Brigands: Attack the caravan with the mining equipment.
You send all your troops to attack the mining equipment caravan.
Karen: Cast fog to hide the force attacking the caravan. Cast from the storm tower.
Apprentice: Repair the library.
4 minions: Attack the caravan in the marsh.
Oh, and Terenos? How much to purchase the information on the Training rooms?
EDIT: purchased training room 2.0 from Terenos in exchange for 30 resources.
Casting the fog is succesfull.
Your minions depart for the caravan raid.
Trade succesfull.
Self, one real apprentice, one apprentice (failed construct hybrid): Research a basic attack spell under forces, hopefully something lightweight and easy to use several times in one battle.
Two regulars: Cooperate with joint attack on swamp caravan.
Trader: Expand businesses.
Works speeds forward on the light attack spell, and soon it is completed and perfected.
Your two regulars run for the swamps.
Your trader adds another business to your expanding imperium.
Self, apprentice: Research rapid growth spell
1 Regular: Build Library
1 Regular: Steal some money
Recruit 2 Regular Minions
Research on the spell goes fast. (What does it do?)
A library is build.
Money stealing is barely succesfull. (+400)
Recruiting is succesfull
World newsCaravan raid C:
- 2 regulars, 3 imps
- 3 regulars
- 2 regulars (1 wounded)
- 2 regulars, 2 brigands
Hidden by a unnaturally thick mist, the united forces of evil prepare a devilish ambush for the unsuspecting forces of good. There are 10 soldiers guarding the caravan, and they are completely overwhelmed when the attack hits. Nevertheless , they manage to form up quite quickly, losing only 3 soldiers to the overwhelming attack. Though wounded they manage to push back the enemy forces, even killing one of Fortis minions.
Nirur's imps prove valuable fighters, as they manage to take out 2 soldiers all by themselves while the Harpies avenge their fallen comrade. Meanwhile, the combined efforts of Deathswords and Nirur(Weren't you a good guy) takes out the last 2 minions.
The caravan turned out to contain the mining supplies, worth a total of 200 resources. How are you going to divide them?
3 weeks till the caravan reaches their destination.
A: This caravan has reached a human city, and will continue their voyage on the river for the next week. Extra guards have been provided.
B: Currently travelling through some mountains, making for a good ambush spot
C: Travelling through foggy marches, forcing them to abandon a small part of their escort [Destroyed]
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:25
Money: 3300 (+800: illegal businnes)
Resources: 0
Minions: (7/10)
-4 regulars
-1 apprentice
-1 trader
-1 Junior wizard
3 imps
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 (Damaged, 10 rec)
Research:
-The manipulation of space[0.28]
-Summoning [2.83]
-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]
-Summoning circle (Increases safety of summoning a bit) 25 resources, 10 mana [0.50]
-Engineering[0.02]
- Mundane engineering (walls,towers...) [0.2]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 2 minions) [2.0]
Name: Hasidor Twilumier
Archetype: Wizard!
Race: Human
Infamy: 21
Money: 5200
Resources: 30
-----
Minions: (5/10)
3 Regulars
2 Apprentice
1 Brigand
1 Bard
Gear:
3 Cloaks of concealment
-----
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...) [2.73]
-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 2 minions) [2.0]
-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)[0.2]
-Cloack of concealment. 5 Resources, 10 mana/ piece. Give a +4 bonus to insertion and getaway [2.0]
-The manipulation of space[0.02]
-Summoning [0.20]
-Summon: Imp. Aids other minions(same skillset as regular). 2 week lifetime 10 mana.[2.00]
-The shools of life and death[0.01]
-Life (Healing, but also things like mindcontrol) [0.18]
-Entangling vines(Gives a -6 to one enemy unit's initiative,1 mana) [1.86]
Name: Garret Darkwater
Archetype: Criminal Leader
Race: Human
Infamy: 13
Money: $4000(+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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Gildor the corrupted.
Archetype: Merchant
Race: Dwarf
Infamy: 8
Money: 4600
Resources: 0
Minions: 5/5
1 Trader
2 Regular.
1 brigand
1 Apprentice
Base:
Description: A beautiful decorated mansion located just outside of a small town. Contains a stunning garden with a lot of exotic plants. There are a few villages closeby aswell, proud to have such a good hero live near.
Traits: Estate:Gildor owns a villiage closeby. 100 cash every turn. People can revolt though
Dwarven defences: The mansion is very well protected.
Stunning quality: The mansion is of outmost quality. Everyone who pass it is awed by its beauty.Reduces chance for desertion
Buildings:
-Library
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Hunger: Hungry
Infamy: 6
Money: 4850
Resources: 28
Minions: (4/5)
3 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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[0.04]
-Weather manipulation [0.51]
-Summon fog (5 Mana cost, decreases detection chances) [2.00]
-Summon Snowstorm(10 mana cost, temp defense bonus)[2.00]
-Summon Thunderstorm (20 mana cost, deals damage to surroundings )[1.12]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: 7
Money: 3600 (+1000)
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 shools of life and death
-Life (Healing, but also things like mindcontrol)[0.08]
-Regeneration [0.80]
-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
- The manipulation of the elements
-Manipulation of forces
-Throw (Uses 2 mana, Counts as a +4 attack) [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.
Excellent.
Name: Franklin
Archetype: Wizard
Race: Elf
Infamy: N/A
Money: 1400
Resources: 0
Minions: (3/5), 2 regular and 1 apprentice, 2 regulars
Base: Forest Lair
Description: The ruins of a elven retreat built deep inside the forest. The retreat is almost entirely made of wood which due to magic is extremely well preserved for its age, however it is still a ruined mess inside.
Traits:
Evil Forest (3000)- The section of the forest that the retreat is in is evil and corrupted for miles in every direction. This makes it hard to find your bearings as well as being inhabited by some dangerous and unnatural creatures. Luckily however Franklin found some amulets in the ruins that granted him and his followers limited immunity to the negative effects and dangerous creatures.
- Evil forest: Defensive bonus, primarly against enemy mages
- Magical forest: Bonus to plant magic
- Creatures of the forest: Many rare and dangerous creatures inhabit this place.
Buildings:
-Library
Research
-The shools of life and death
-Life (Healing, but also things like mindcontrol)
-Rapid growth (?) [1.55]
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.