Turn 12
2 regulars: Build Training Room (-50 R)
4 Regulars: Raise cash
Self, apprentice, junior wizard: Research Summoning
Trader: Establish illegal business
Construction of the training room is completed with ease.
Your minions decide to rob a local merchant caravan. They ambush most of the guards, though a few get away. Unfortunately, the caravan was completely empty so the minions packed up and left. (+1 not)
Research in summoning speeds forward, though the added complexities start to become to much for the apprentice, who's barely capable of following the advanced magics. ((Also, feel free to suggest things. My list of summonable hell creatures is not that long.))
The trader manages to succesfully set up another bussiness.
((Please choose a trait. ))
Turn Orders
4 Apprentices, Research Engineering.
Personal Research: Walls.
1 Brigand, rest.
2 Bards, Plot.
2 regulars, steal, use cloaks.
Hire 1 Regulars[/b]
As far as requested loot, a share of the resources , and the shield. Or the sword. Or perhaps both.
And as a trait... Vantage point? (The watchtower, now refurbished allows us an excellent view of the surrounding area.)
For my trait, a more wizardly one. Scholarly Disposition. A boost to my personal research rate.
Construction research went well, untill a certain pylon in the trial construction failed and the whole thing collapsed on the head of an unlucky apprentice. He was completely flattened.
Research on walls progresses well, as was to be expected.
Your bards plot, but they only manage to come up with some minor opportunities, centered around a single caravan supposedly loaded with valuable trade goods.
The thievery is completed satisfactorily. Nobody noticed a thing, and a decent amount of money was gathered (+800).
A regular was recruited.
Self, Brigands and Regulars: Return to hideout with my part of the loot.
Trader: Try to expand shady business.
Recruit Apprentice.
((You could have send them to work immediatly))
No business expansion
An apprentice was recruited.
((Please choose a trait. Or give an explanation of what you want.))
Karen smiled as she saw the harpies returning. The crystal was captured by her allies, as well as several magical artifacts and resources to divvy up. She was one step closer to her goal. Of course, challenging the gods was still a long ways off, but every flight began with the first flap of the wings. Still, it had come at a cost, and one of the harpies had been slain. Not to mention the harpies' hunger was starting to grow. The blood stains on a couple of them showed they had turned to cannibalism mid battle. Overall, a victory, but a morale boost might be needed.
A feast would do the trick, in celebration of their victory, and in remembrance of their fallen comrade. It would sate their hunger as well. The curse of hunger often lent a ravenous strength to the harpies in battle, but now was a time to fortify, study, and build. It would only get in the way. She sent a minion to procure the food needed for said feast, as well as spreading the word among the other harpies that she desired more recruits. After this raid, people were beginning to fear the name Karen the Ravenous.
After the orders were given, she went to her tower, and got the crystal ball that let her communicate with the other wizards, warlords, and sorcerers in the region. Her allies in the raid. "Well done, the caravan and its guards were no match for our forces and magic," Karen said. "And now, for the spoils of the raid. I'll forego any claim on the crystal, though I'll be interested in trading for the research learned from it. For now, I would choose first the statue of the first age, and second the bow of strange materials. I'm interested in duplicating that effect, to apply it to other items. Naturally, my research on the bow will be available for trading." Karen said. "Should such an opportunity for mutual gain arise again, contact me, and the sky will be your ally."
Turn orders
Recruit six minions
Spend enough gold for a good feast for the minions and apprentice (Not sure how much it'd cost.)
2 Minions: Construct a tier 2 training room
3 minions: scour the land for good targets.
Karen: Train the apprentice into a junior wizard, and 4 minions into apprentices if possible. not sure how many I can train at one time.
You recruit 6 regular minions.
A total of 250 is expended on the feast.
A tier 2 trading room is constructed
Your minions manage to find 2 good sites to rob. Both contain a significant amount of money (The one containing the most is better defended).
(Leaders can't train minions. Your one apprentice can train one minion at a time though.)
New trait: Efficient Enchantments (Less mana spent on items and structures.)
If leaders cannot train minions:
Recruit a bard, a brigand, another apprentice, and two regulars.
Leader, 1 apprentice: Research the power crystal, focusing on how to build copies.
Construct apprentice: Find another magical field and use it to conjure resources for self-repair.
Trader: Plot out a mission to capture a junior wizard.
Two regulars: Steal money from merchants.
You recruit a bard, brigand, apprentice and 2 regulars. (3400)
Research on the power cristal progresses a bit, but not much. It's secrets are protected well..
Your minion manages to reach a local magical field, and summons resources to repair himself with.
You manage to track down a Junior wizard living in a cottage near you.
What looked like a regular caravan was actually a trap. Your regulars managed to escape unscatched though (+5 infamy)
Wizard: Summon four trees.
Apprentice: Research entangling vines
4 Minions, bush, 2 rotten trees: Terrorize villagers and spread the news of my dark power.
As for the artifacts: I would like the Egg, but I don't really have enough contribution points to actually get it from Irony, so I guess he will get it. Since he doesn't really want the fountain as much, I would like that if possible (which is my second choice).
If I can't get either then just materials for me.
For the trait: One that gives me a bonus to life magic at the cost of not being able to cast death magic at all would be nice.
Out of 4 summoning spells, 3 succeed, and the last kinda fizzles out. The trees summoned are diverse in nature. There are 2 more rotten trees, but also one majestetically large oak, which towers out above everything.
Research in entangling vines progresses well,though the spell is not yet complete.
The terror mission is highly succesfull, though the villagers do manage to light the 2 trees on fire. (minion cap upgrade)
I'm still tryong to figure out how to divide the loot.- 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.)
Nirur Tonir: Crystal
Deathsword only wants the sword.
IronyOwl wants the egg, and is interested in the fountain.
Fortis wants the statue and the bow.
Terenos wants the shield and the sword.
Lemon10's: Egg / Fountain
+200 minerals
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:41
Money: 1500 (+600: illegal businnes)
Resources: 0
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
-Training room
Research:
-The manipulation of space[0.76]
-Summoning [5.42]
- 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!
-Sholarly disposition: (+10 to research rolls)
Race: Human
Infamy: 31
Money: 2500
Resources: 75
-----
Minions: (8/10)
3 Apprentice
2 Brigand
2 Bard
1 regular
Gear:
4 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[0.41]
- Mundane engineering (walls,towers...) [4.18]
-Stone walls[1.38]
-Training room (2 weeks, 50 resources. Allows you to train regulars to Tier 2 minions) [2.0]
-Portable ballista (+4 to attack, longer reload. 10 resources) [0.75] [Unfinished]
-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: $4000(+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: $1000 A series of alarm traps are located in the hideout entrance, they are difficult to see unless you know what to look for.Bonus to intercept spy attempts.
Name: Karan the Ravenous
Archetype: Wizard (Storm witch)
Race: Harpy
Harpies are avian humanoids, bearing scaled, taloned feet like an eagle and wings along their arms. They tend to be belligerent, argumentative, and above all, hungry. Some ancient curse was inflicted upon them in ages past, and since then, even in the presence of a feast harpies seldom feel sated. A few harpies have managed to overcome their hunger, and earn livings as couriers and messengers, but many turn to raiding fields, granaries, flocks, and caravans for food to fill their unending hunger.
Hunger: Full (+2)
Infamy: 21
Money: 600
Resources: -32
Minions: (10/10)
8 Regular
2 Apprentices
Base: Mountain Fortress
Description: An old fortress sitting up upon the cliff face high in the mountains amid the swirling snow of blizzards. Long since deserted by its original inhabitants (believed to be dwarves), it is in a state of disrepair. Yet the walls sturdy construction remain strong, and it has the advantage of requiring a long trek up a treacherous mountain trail to reach on foot.
Traits:
1000$ 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
-Training room
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]
-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: Aranath the Righteous
Archetype: Wizard
-Efficient enchantements (Items/ structures cost 20% less mana)
Race: Naga (Able to sense infrared at close range).
Infamy: 31
Money: 400 (+600)
Resources: 0
-----
Minions: 10/10)
4 Regulars
2 Apprentices
1 Apprentice (Metal,wood,stone Naga construct. Spontanous regeneration.)
1 bard
1 brigand
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
-----
Gear:
Random mana sink: [0/20]
Research
-Engineering[0.06]
- 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 [0.19]
-Random magic sink. Cost 5 mana, 10 resources. Safely stores up to 20 background magic. [1.33]
-Magical crystal [0.63]
-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]
-----
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
-Life mage
Race: Elf
Infamy: 28
Money: 5000
Resources: 0
Minions: (5/5),
2 regular and 1 apprentice, 2 regulars
1 Terror bush (-1 mana)
2 rotten trees (-2 mana each)
1 Majestic oak (-2 mana)
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]
-Entangling vines [0.76]
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.
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