The High Mage selected from the many mages ten houses to defend their nation and receive great power.
First he chose Zegrath of house Diablos. His ability to summon demons is renowned across the land.
Minion I: can have two tier 1 minions summoned.
Summon demonspawn: Can summon a 5/10 (HP/ATK) demon. It is a tier one demon sporting a humanoid size and shape, claws, and short horns. Attacks at melee range.
Hellfire Spark: Deal 5 unholy damage to an enemy. Must have line of sight.
Next was George of house Flairgold. George is a natural gem mage with a particular knack for golem making.
Minion I: can have two tier 1 minions summoned.
Create garnet golem: Can summon a 20/2 golem infused with garnet. It is humanoid size and shape. It is a tier two golem and attacks at melee range.
Garnet blast: Deal 5 gem damage to an enemy. Must have line of sight.
Third was Osimar of House Shadestone. Osimar was know for his natural inclination towards illusion magic.
Mind Lock I: By casting this spell on an opponent, they become completely immobilized for as long as the caster continues to focus on the spell. Fizzes against mindless enemies.
Foes to Friends I: This charm prevents one enemy from attacking you. Any attack from that enemy is redirected to another enemy instead of hitting you.
Fourth was Credence of house Darkfathom. Credence knows darkness, one must understand an enemy to fight an enemy.
Minion II: can have three tier 1 minions or one tier 2 minions summoned.
Craft eldritch golem: through dark rituals you have nearly learned to summon strange beings from the abyss. They are constructed out of strange fishy flesh and wreak of otherworldly decay. Tier one minion 8/7 (HP/ATK).
The fifth mage chosen was Karis Mclean. Karis had a strong connection to the spirit world and knew well the dangers of the other side.
Rune traps I: may place two rune traps.
Soul snare I: Enemies who cross this rune find their souls completely ensnared by tormenting spirits. They will be immobilized and die slowly unless the trap is broken. Doesn't work on soulless enemies.
Next was Porkins Windus. Porkus was rumored to deeply desire the summoning of a great abyssal evil.
]Minion I: can have three tier 1 minions or one tier 2 minions summoned.
Summon Otherworld Husk: through dark ritual you may call forth one of the lesser beings of the void. It looks somewhat like a large reptilian dog when you look at it directly, but out of the corner of your eye it appears to writhe and ungulate with strange unknowable forms. It is the size of a large dog and has 16/12 (HP/ATK). It is a tier two voidbeast.
Then Ludius Balkensii was called. The High Mage almost missed his pledge, but he was chosen none the less.
Hemorrhage I: Pull on the blood of all visible enemies to deal 3 damage to all enemies in sight. The enemy must have blood.
Stroke I: Clot the blood of an enemy at close range to deal 10 damage to one enemy at melee range. Must have blood.
After him was Merry Cheerhappy. Despite their odd name, they were a powerful healer.
Ward I: Shield one ally for 10 damage. This spell must be prepared before combat. (So you have to choose a target before being attacked)
Heal I: Heal an ally for 3 damage.
The 9th mage chosen was Itztli. Itztli Eztli didn't know if he would be good at defending his homeland from evil, but still put forth himself for the duty.
Hemorrhage I: Deal 3 damage to all enemies in sight. The enemy must have blood.
Stroke I: deal 10 damage to one enemy at melee range. The enemy must have blood.
Finally the last mage was called. Dustan of House Hache. A necromancer, a craft which is frowned upon by mages and common folk alike. When the dead march towards your doorstep, send your dead to meet them.
Minion I: can have two tier 1 minions summoned.
Raise corpse: The local graveyard has always been a favorite spot of yours. You, a shovel, and your new friends spent many nights here. Use this spell to create a 7/7 undead.
Bone shield: Fuse bones together to shield yourself or an ally from 5 damage.
As the mages got up to leave, Irul of house Oleur was selected. He had begun experimenting with combining both golems and demons.
Minion I: can have three tier 1 minions or one tier 2 minions summoned.
Demonic Golem: By using demon fire in your golem kiln you discovered a way to harden your glems beyond what normal fire could do. Use to create a 10/5 (HP/ATK) tier one golem.
Hellfire Spark: Deal 5 unholy damage to an enemy. Must have line of sight.
These 11 mages would forever more protect the realm from dangers of all kinds. From dragons and demons. From man and monster. From chaos and catastrophe. These noble houses now compose the Seven Tower Coalition and it is their sworn duty to protect these towers at all costs.
Turning their attention to the horizon seven towers rose into the heavens. Red, Blue, Orange, Green, Purple, White, and Black. They have real names, but people mostly refer to them by their color. The high mage gave each mage family a tower key and explained the following:
Any enemy who wishes to enter this land must enter and destroy the power source in each of the seven towers. This key allows you to enter and defend the towers with your magic and minions. Furthmore the towers are divided into floors. Each floor may only have 10 friendly units on it at one time. The first floor is unlocked and empty. You may channel the energy from the key to unlock another a floor. Doing so is risky however.
Not only do you miss out on a decade of research, but I have been locking things in those towers for almost a century now. Who knows what magics and monsters I may have banished to those malevolent floors. Then again, I did stash more than a few magical artifacts there as well. Oh well, you'll figure it out in time.
Turn 1: Construction Phase
The first enemies will appear shortly, you must decide amongst yourselves who will defend which tower for the next ten years
(aka this turn).