Oh my. Dark Elf Drider Augmenter, all things I haven't really tried before. This
should be interesting.
The Augmenter: The Augmenter is a master of support. She strengthens things through magic, be they armies, cities or herself. Her spells are about improving existing abilities or adding new ones. Her long practice with enchantments has left her skilled at their application, and her cities are well-run as a result of her blessings, being especially wealthy. Her strategy favours a large, magically supported empire that has the production capacity to support powerful troops that she can empower further. With little damaging ability, she must rely upon troops to win her wars.
Up to 9th level Augmentation spells, Merchant (+1 gold per 1000 population), Enchanter (research and cast enchantments 20% cheaper).
Week 1, First Year of CanterFinally, after years of careful plotting and arduous waiting, I have managed to kill all of my sisters! Oh, how they laughed at me. "Canter, why can't you learn a real spell school?" Well, not all of us have to make up for our inadequacies with rains of fire, Xerxesephinia! "Canter, why don't you just summon giant cave spiders?" Just because I'm half spider doesn't mean I have to be a complete stereotype about it, Hellmoon Blossom. "Canter, why have you got such a stupid name?" Because fuck you, Dances-with-giant-cave-spiders-beneath-the-blood-moon!
Didn't think I was so stupid when their food slaves turned out to have the strength of giants and skins of steel, did they? Well, in fairness they didn't think much of anything with the blood being choked off to their brains. With all of them taken care of, I am finally the undisputed (for a given value of non-dispute) queen of the dark elves.
Most of my spells, appropriately enough, are focused on strengthening my armies. I can empower weapons to be blessed, cursed and to freeze simultaneously, I can sharpen blades magically and give my minions the strength of giants, and I can also bless the fields with more produce. Not really a spell, but I'm also damned good at working slaves to death in order to get things done. I can bless the skills of our craftsmen, gathering more gold to gild my throne, and I know a trick or two from the Grey Elves about how to sense the best path to take in rough terrain.
This is Thandthius, my city. She is built over the caverns of the holy giant cave spiders, and while her housing is simple, it serves the needs of stopping the slaves from dying from exposure - most of them. My own tower is decidedly more impressive, as you can see.
We have a builder's hall for educating our architects and disciplining slaves who do poorly at construction, a barracks for pressing slaves into service as shock troops, and smithy for tools and weaponry. No where near enough, frankly, but my sisters were content to sit on their laurels. I am not. I won't rule over some two-bit hovel of a city, I'll make Thandthius shine as brightly as the High Elven citadels of old. Our city does not lack for materials with which to grow - medicinal herbs, fertile fields and iron and silver in the swamps and hills. To start with, I command the construction of a granary - right now the city is prone to famine, and that might even trickle up to my own table.
Scouts found a small human tribe living beyond the outskirts of the city, so of course I sent out some thralls and a warden to enslave them - the added slaves have increased the population of Thandthius by a welcome 500 thralls.
Week 3I summoned a magical spirit today to help scout out the surrounds - the thralls move too slowly for my tastes, whereas the spirit pays no hed to the troubles of rough ground. It has already uncovered an old library inhabited by an order of monks. I will make arrangements to invade it and seize its scrolls.
Week 6Found another tribe of humans, enslaved them, brought the population of Thandthius up to five thousand peons. I also refreshed the enchantments on the surrounding fields, further increasing the slaves' yields. I have issued commands to press-gang more slaves for the army, and begun enchanting the wardens overseeing them.
Week 9A second old library was found today by my magical scout, as was the undefended abode of a supposed oracle. I went to speak to her myself, intending to force answers from her. Instead I found the tower abandoned, save for a store of mana crystals I appropriated and a scrawled note indicating the location of two apparent ghost ships at sea.
[The Oracle, when visited, sometimes gives you rewards and usually reveals distant map locations to you as well.]
Week 11My scout spirit made two very interesting discoveries today. The first was an ancient keep, dating back to the fall of the High Elven empire. A militant order of grey elves has taken it over, and I stand little chance of taking it for now. The second was a basalt archway crowned with a massive skull, leading to a shadowy realm beyond. This gateway however is blocked by a dracolich and his servants, who rule that patch of land from their gate.
Week 12Grey elves! My scout located a forest town, Alduil, inhabited by our tree-hugging cousins. Such an affront to the idea of a united Elven Empite cannot stand! Once I have taken the libraries with my slave army, Alduil will be next up against the wall. Speaking of the slave army, it is an impressive sight. Not the thralls so much, although five units of meat shields do have a certain appeal. What really stands out are their minders - ordinary wardens equipped with life-stealing dual whips, but with six mana's worth of upkeep in enchantments on their backs strengthening them, guiding, cursing and freezing their weapons any hits they land will be ruinous - and heal them at the same time. I look forward to seeing their performance in the field.
Week 14Today we struck at the Library of Whitepool, a battle I viewed from my scrying mirror in my tower. The Order of the Velvet Quill it turned out was a coalition of draconian monks and scholars from Alduil, and between them they managed to muster two squads of spellswords and druids to oppose us. To counter them, we brought the massed legions of our thralls.
[The tactical battle system in WoM is... interesting. It uses the old Master of Magic system for movement, and having multiple 'figures' in each unit that both represent unit strength and get their own attacks and saves, but it also uses the d20 system for the actual crunch. My thralls all do 2-7 damage per figure with a +2 to attack, but they are cheap and numerous. My wardens would do something along the lines of 2-10 damage, but with all their buffs it's actually 7-15 per figure at +6, with a second attack doing 6-14 damage at +4. Whether that really means anything remains to be seen.]
The druids went down easily enough, but the spellswords proved a problem for no other reason than they could fly! We lost two units of thralls to them as our crowding strategy failed - on reflection, very foolish. The life drain whips proved very effective in the end, as they not only utterly destroyed the spellswords in one engagement but also fully healed the members of the wardens who had been wounded.
With the city busy constructing a sawmill, I cannot easily reinforce the thralls. Additionally, there have been several slave riots. I think I'll move the army into the city for now to quell them. Two units of thralls should be enough, especially if we give them special privileges such as sleeping time and the chance to beat other slaves. We can send the wardens and a thrall unit to deal with the other library alone, as it looked to be inhabited purely by draconians.
Week 19The scout spirit has discovered a portal to the plane of Water, well-guarded, as well as a camp of outcasts she investigated, whom it turned out were human engineers. They have been pressed into service since. Meanwhile, I decided to stress-test the capabilities of the Wardens against spellswords - two of them at once, in fact. It was a complete disaster - the spellswords had plenty enough time to bless themselves with all manner of augmentations before they attacked and the wardens were completely annihilated. Still, this is a lesson well learnt. I am investing in something with a little more range next.
Week 21This week we met a handful of humans soldiers on an expedition - apparently the king they swear fealty, Tangaroa, is a sorcerer as well. They refused to elucidate as to his exact school of magic, but our interaction was cordial before they parted ways. For now, we will sustain a peace with King Tangaroa.
Week 23Fool! Tangaroa is no king of men, but of another House of Dark Elves! His city, Deimyr, is populated with thralls as ours. We must take care with him, and crush him once the opportunity presents. One Elven Empire! One True Race!
Week 28Our scouting spirit found a watchtower dating back to the High Elven Empire today. From its magnificently high vantage point, she was able to communicate a map of the surrounding area to me. Of particular note is a city of uncertain origin and an unguarded portal to the plane of Fire. Exploration shall commence forth-with.
Week 31Rematch time with the southern sect of the Order of the Velvet Quill. This time we brought Enforcers, two units equipped with crossbows - and once again enchanted to the best of my ability. This time around, there wasn't even a contest.
Annoyingly, Tangaroa has seized the neutral city we observed. I am still sending a spirit through the portal.
Week 33We have gained entrance to the plane of Fire! As expected, my spirit is greeted by a hellish landscape of flames, magma and bare earth, but it seems entirely possible to scrape out a living here with enough murder of slaves. Yrm crystals, emberslag and obsidian seem to be common here, making this place a potential goldmine for magical production. I have also made contact with some local inhabitants - a race of insectoid humanoids living in a strict hive and caste heirarchy, ruled over by the sorcerer who created them - Markas. Once again, we proceed with caution. I have also taken the liberty of establishing the village of Lasthild back on the material plane, from which to breed and train more slaves.
Week 40With our enforcers out in force (heh heh), backed up with some thralls as meat shields, I decided we would take the watchtower near Lasthild, which had long been held by a garrison of High Men as a priory. As such, they had clerical support to back them up. We lost a few slaves, so the whole experience was especially entertaining, and at one point the lead enforcer landed a shot in such a way that the Prior's head actually exploded into chunks of ice! The whole experience has been great for morale, and a hoot to watch, too.
[At one point in the battle the enforcers scored three hits and a crit, doing a total of 54 piercing damage, 20 negative energy damage and 10 cold damage. I'm pretty sure clerics only have 36hp.]
Week 47Today we struck the headquarters of the Order of the Velvet Quill, a great library stafed with a combination of dwarven runecasters and grey mages. Now grey mages have this particularly annoying trait - they are constantly protected by an enchantment that knocks away all arrows. While attempting to claw them to death, our thralls were very nearly wiped out by a terrible gust of wind they summoned - but fortunately the enchantments to our enforcers' weapons still count when you use them to smack someone across the face with the butte of the crossbow. Now that the library is ours, our Dark Elven scholars are busy cataloguing the scrolls there and re-establishing it as a functioning library of the arcane. I've named myself Patron of the Arts as well, because why not?
As part of the records there I also found enough information to complete work on my latest spell - 'Fervour', as I call it. It subtly alters the mindset of a whole city, pushing it towards restlessness, fear and obedience. The result is a vastly improved rate of production, although the high levels of stress will cause a certain amount of rioting. Nothing that extensive whipping can't solve.
Week 49I have found a city of Draconians, Lamatae, in the plane of Fire. They do not appear to have the protection of a Sorcerer, so I must prioritise their conquest once it becomes possible.
Week 52It's been a full year since I came to Caldrean. We have done acceptably, but I fear we are being overtaken by the progress of other lords. The capital is now being struck by goblins and bandits, and while Fervent we are still getting to grips with the discipline problems. The good news at least is that while clearing out a smuggler's cove we managed to find amongst their loot two spell scrolls - one that gave the secret of True Sight, the other of a Guiding Wind to assist missiles. I look forward to putting them to use.