Also, GM, do we not get magical buildings? We are a mage, and we have mage mooks. Actually, we don't know much about how magic will work mechanically come to think of it...
Well, yeah. Like I mentioned in the last turn, it is a bit bare-bones right now. I have not revealed stats and abilities for Troops nor Fiends, and only mentioned the most basic buildings for now. So, sure, there will be magical buildings, but they won't appear as a realistic option untill a couple of turns have passed. Bascially I plan on revealing - and thinking of, to be honest here - further buildings as we go, instead of throwing options at you, that won't come into use for quite some time - if ever. Less unneccessary reading and confusion for the players, less unneccessary work for me that I'd rather put into the work the game actually needs right now.
As for magic, in buildings you can get about as creative as you like with it, in battle the common mage will be far more one-sided. He basically has a limited ranged attack, that packs a nice punch to it. Further down the line, Variant-Class-Mages can do healing, protection, stun effects and curses - the right variants of them, that is.
Right, talking about the game itself, I decided to put the turns into two phases. Far easier to update, and less of a wall of text. Well, more about that on the next turn.
So yeah, I tried that speed drawing thingy. Despite a few glitches in perspective, here it goes. At the very least, it should give a somewhat clearer picture of Acherza than the 16x16 pixel icon.