Turn 11: It's been a while hasn't it.
((Another delay again. In order to make it good, you get to choose another trait. I'd make a list, but I'm pressed for time. Just something relating with your original vocation, please))
4 regulars: Assist in attacking caravan
Self, Junior Wizard, Apprentice: Research Summoning
Trader: Illegal business
Recruit 2 regulars
A breakthrough is made in summoning. This new spell will let you summon a soul from the underworld, which will be forced to answer you up to 3 questions. As soon as he gives an answer, he's allowed, but not forced to depart. This will be a great boon for your intelligence and plotting.
The caravan attack is still underway.
Setting up an illegal business proves problematic, and your trader only barely escapes detection. 2 regulars are recruited.
2 Bards plot.
Hire 2 Regulars.
Personal Research: Entangling Vines (Lets take this to the hoop!)
4 Apprentices, 2 Brigands (Cloaks to Apprentices), Hit the caravan.
Your bard manages to come up with a mediocre plan to rob several outlying villages, by overpowering and posing as the tax inspector.
2 regulars are hired.
Much progress is made on entangling vines, and you manage to improve their effectiviness by quite a it. Your forces are still attacking the caravan.
My turn is basically just attacking the caravan as I did last turn. Don't have a lot else to do.
You prepare yourself to attack the caravan. (Your trader can still do stuff, though I suggest getting at least some apprentices soon)
Sorry. Don't worry. I'm not exactly an example of punctuality either.
Recruit a new Minion.
Karen: Cast thunderstorm on the caravan if she has the mana for it. If not, research more on the control lightning spell.
Apprentice: Cast fog for the caravan attack.
Minions: Continue attack on the caravan, prioritize the cavalry and dwarves.
You recruit a regular.
You cast another thunderstorm on the caravan. It's not as effective this time, with many lightning strikes hitting the trees, though it still manages to take down a footsoldier and an elf.
The fog is once more highly effective.
The attack on the caravan continues
-$2000: Repair library.
-10 resources: Leader creates a random background mana sink from his internal mana.
Self: Research Regeneration. (If the sink doesn't take time.)
One apprentice (construct hybrid): Raise infamy by terrifying villagers.
Two regulars, one apprentice: Participating in caravan raid.
Trader: Economic growth.
Sink construction, repairs and all that works wonderfull, though you do note that casting spells is becoming difficult, probably because of low external mana.
Not much progress is made on regeneration.
You sent the construct hybrid out to terrify some villagers. It works, though he's overpowered and lighted on fire. While it doesn't kill him, it severly wounded him (read: destroyed most of his mass) and it is certainly not good for minion morale. After all, while he's technically invincible, he still feels pain, at least numbed.
Your trader fails to expand your economical empire.
Tentative turn:
Self:Cast Animate Plant twice, summon two small trees
Apprentice: Cast Animate Plant, summon a small bush
4 regular minion: Assist in the battle, only speak elvish and refuse to talk to anyone else due to being elvish snobs
Summoning trees doesn't work all that well, and rather than the trees you had intended 2 rotten olms next to them are animated (not summoned, meaning no trees, no monsters). The minion does manage to procure a particulary dangerous bush. (also, spells cast from home don't follow the mana limit. Though you can't cast and participate.)
World newsCaravan raid 1:
-3 regulars (2 wounded)
-4 Apprentices(5/5) 4 cloaks, 1 Brigands (1 Heavily wounded)
-2 brigands, 2 regulars (1 hurt), Garret Darkwater
-3 regulars
-1 apprentice(5/5), 2 regulars
- 2 tree minions (poor), dangerous bush (good) PC [20/20], Apprentice [5/5], 4 regulars.
Enemies
10 foot (4 wounded)
5 dwarves
One foot soldier and an elfish archer were struck down by lightning as the fog thickened once more. We've learnt to fear said fog, as the forces of evil hide within. They're picking us of one by one, and I'm afraid we're not going to make it. So far the dwarves are the only one to maintain their morale. (I suppose it is because they don't have to fear the lightning, being short and all that). Our only hope is that the messager we send gets through, and that the reinforcements get here on time.
After the mist falls, it can usely take an hour before the first attacks comes. The same happened this time. The winged monster came, and plucked our last calerist from the ground, horse and all. The screams coming from the mist let no doubt that they ate at least one of them. As we waited for an attack, the very forest turned against us. 2 Trees lumbered in our direction, and swept through our lines, while someone on the left flank disappeared in a malicous bush.
Next the roots came to life, enclosing most of the dwarves. Hampered, they were unable to aid our battered lines, which continued to be pressed back. Men fell left and right, and we lost a large amount of people. When our last elven archer was impaled by a farflung log, we knew that we were not going to make it. This knowledge, this certainty of death gave us strength, and led by the dwarves, which had just freed themselves we attacked.
They were hard to track down in the mist, and as such we managed to cut down just 3 of them, and wound another. After that our courage fled, and we returned to the caravan, in order to protect it. What happened next was a disaster: when the trees attacked again, our courage fled and our lines broke. The dwarves held a last stand, and managed to kill at least one, but they couldn't stand alone. We were slaughtered to the last man; or so I believe.
The ghost paused, before timidly asking:
Am I free to go now?. The wizard nodded, and made the ritual undone. He mounted his horse, and directed himself towards the rest of the group."
Any sign of the cargo?".
No sir, they must have gotten away with it. And with that, the group trotted of, they had failed their mission, been unable to help their comrades, and the bright sunset seemed a little darker than usuall.
Everyone but Lemon gets a minion cap upgrade.- A statue of the First age. (Priceless, very old, useless. Inspires loyality)
- Fountain of Eraclites (This artefact is rumoured to purge magical fields of dangerous influences)
- A sword, made from a strange blue metal. Very light for it's size. If you look closely, it appears that the edge extends just beyond the metal. It cut through rock with ease.
- A large, colourfull, stone egg shaped object.
- A bow made from strange materials. Testing indicated that the arrows it fired spontanously ignited.
- A golden shield, incarved with ancient runes. It seems to be strangely strong for the material it is made of.
Combined with the 200 resources that's a lot of loot to carry around. Better get to dividing it.
-Dark power crystal. (Appears to produce a small quantity of mana, and carries a decent supply as well.)
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:40
Money: 900 (+400: illegal businnes)
Resources: 50
Minions: (9/10)
-6 regulars
-1 apprentice
-1 trader
-1 Junior wizard
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[0.66]
-Summoning [4.01]
- 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]
- Summon : Damned soul (10 mana): Allows you to return a soul from the realm of the damned to the realm of the living, at least for a while. [0.75] ((Not safe at all))
- Summoning circle (Increases safety of summoning a bit) 25 resources, 10 mana [0.50]
-Conjuring [2.24]
-Summon resources. Can turn 2 mana in 1 resource. Max 10 per caster [1.91]
-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: 31
Money: 2200
Resources: 75
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Minions: (8/10)
4 Apprentice
2 Brigand
2 Bard
Gear:
4 Cloaks of concealment
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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
-Training room
-Engineering[0.36]
- Mundane engineering (walls,towers...) [3.61]
-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]
-Pit fall trap. 15 rec, 2 weeks [1.01]
- 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[0.04]
-Summoning [0.20]
-Summon: Imp. Aids other minions(same skillset as regular). 2 week lifetime 10 mana.[2.00]
-Conjuration[0.2]
-Summon resources. Can turn 2 mana into one resource. Max 15 resources per caster.[2.00] Requires full attention
-The shools of life and death[0.01]
-Life (Healing, but also things like mindcontrol) [0.78]
-Entangling vines(Gives a -10 to one enemy unit's initiative,1 mana) [2]
Name: Garret Darkwater
Archetype: Criminal Leader
Race: Human
Infamy: 28
Money: $4600(+200)
Resources: 100
Minions: (5/10) - 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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Hunger: Hungry (-1)
Infamy: 21
Money: 3850
Resources: 28
Minions: (3/10)
3 Regular
1 Apprentice
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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, +4 defense bonus)[2.00]
-Summon Thunderstorm (20 mana cost, +2 attack vs all enemy targets )[1.46]
Name: Aranath the Righteous
Archetype: Wizard
Race: Naga (Able to sense infrared at close range).
Infamy: 26
Money: 3800 (+600)
Resources: 0
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Minions: 5/10)
2 Regulars
1 Apprentices
1 Apprentice (Metal,wood,stone Naga construct. Spontanous regeneration. Heavily damaged (needs 5 resources.) -Morale )
1 trader
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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
-----
Gear:
Internal mana sink: [0/20]
Research
-Engineering[0.04]
- Mundane engineering (walls,towers...) [0.4]
-Stone walls (-5 resource cost) [2.00]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 2 minions) [2.0]
- 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[0.01]
-Life (Healing, but also things like mindcontrol)[0.1]
-Regeneration: 10 mana increases survival chances of minions. Heals (fatal) wounds. [1.05]
-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]
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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.
Name: Franklin
Archetype: Wizard
Race: Elf
Infamy: 18
Money: 5000
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[0.04]
-Life (Healing, but also things like mindcontrol)[0.4]
-Rapid growth (Increases local plant growth: 10 mana. +6 to all other plant spells [2]
-Animate plant (Animates a plant (speaking, walking fighting. Somewhat loyal. 5 mana for a small bush, 10 for a small tree, .. . Animated plants incur a constant mana cost) [2]
Construction [0.02]
Mundane construction[0.2]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 2 minions) [2.0]
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.