Turn -1 Design phaseAfter the disaster that was the Borehole last year, it was decided by many of the elder necromancers, with input from Master necromancer Damien Blackthorn, That the necromancers that had taken the funds for the project and misled their peers about their capabilities were to be taken alive, having fled soon after the results of the project became evident.
Design: Fel Bats Fel Bat: The zombified risen corpse of a bat that carries a body nearly long as a grown man, Fel Bats are a fearsome sight as they are like feudal lords that treat falcons as prized pets as could be the same for the necromancers. The creatures are darker than midnight and nearly as silent as death, even when in full flight, and their wing muscles that allow flight still carry them to their graves. The bats would serve as effective reconnaissance and light skirmishing swarm units on the field, they allow aerial spotting and the have the ability of many bats as a collective swarming against fragile units like distant archers or artillery crew. The zombified bats corpse carry heightened intelligence that is used much more for to commune information back to the officers, but to also allow a form of pack mentality in the skies to form and allow them to swarm against units during skirmishes.
Time=> 4 Progress=>2 Cost=>6
Creating the spell weave to place on Shadowwing ripper bats, is a difficult and time consuming project, due the to necessary instinctual behavior that is involved with the ability to truly fly, without running into objects and the various senses. Thankfully, it turn out that a smuggler had recently brought in a large shipment such bats (a delicacy in Ward 10) and this abundance is part of the reason this specimen was chosen.
Fel Bat/ 0/8 [2]/ 20 corpses/ Rushed 0 times/ Nothing invested
Efficacy: 2d4=>[4]
Fel Bats, born from the corpses of Shadowwing ripper bats are almost 2 meters long, with a wingspan of 6 meters.
Created with the purpose of a light skirmishing unit and a scouting force, the fel bat is just as capable of flight in death as it was in life, capable of flight and is not as vulnerable to the living problem that is exhaustion, were as the Shadowwing could fly for 6 hours a day before tiring, the fel bat is capable of flying for more then 16 hours everyday, before requiring rest so the spell weave doesn’t break down. Of course its size limits it capability as a scout somewhat, due to its 6-meter long wingspan preventing access to some of the tighter areas of the city, it is still capable of scouting.
The shadowing maneuvers around the city in the black of night through the use of its echolocation, successfully maintain in the spell weave. This has a adverse affect on its stealth, due to the screeching sound when flying at night , it is still very difficult to actually pick out the Fel bats body on black and grey stone or blacked sky.
The Fel bat retains the ability to “rest” anywhere, and is fully capable of anchoring itself to a upside down surface while it waits for further orders or for prey.
The Fel bats primary weapon are their ability to slam into a target from on high, and its relatively large mouth, capable of fitting a mans head and shoulder inside. How effective this is on more durable undead has yet to be seen. The fel bat is capable of identifying other flyers with its echolocation, before diving on the target and either slamming in their wings to break them, or swallowing them whole for latter disposal.
The swarm mentality of the Shadowwing ripper bat remains relatively intact.
Fel BatsUnit
Giant bats with bodies as large as a man, and wings that can propel it through the air with ease, the Fel bat is capable of acting as a scout, with some issues due to its size, and is capable of ramming itself into its targets with a dive bomb before biting them and buffeting them with their powerful wings. While this may not be effective due to the general durability of undead, it is something. Capable of aerial hunting via eating anything smaller than it or slamming its body into the target in the hopes of breaking wing bones and sending them falling to the cruel ground below.
Hunts via Echolocation, manifested as a screeching noise. The Fel bats are capable of gripping unto many surfaces, such as a building ceiling, using their feet.175 corpses
Design: Layered excavation pitTo ensure stability on the rock face, mining is now a top-down enterprise, with a sloping switchback cutting at an angle into the earth. While initially this style of excavation will yield only nonmetals, it is especially simple and safe, and will soon yield metals anyhow. To aid in resource extraction, another, steeper slope is dug down alongside the main switchback system. On this slope is a set of wooden rails for minecarts to ride on, and be pulled out by dragging it up via rope wound up by a hamster wheel full of zombies. It is to be crewed by the undead, though if a peasant needs work, they are free to contribute.
Time=>6 Progress=>3 Cost=>1
The necromancers in charge of this project spare no expense, desperate to make up for the failure of their forbearers. Blueprints are drafted and scrapped daily and while the actual progress is stifled by such, the bone breaking pace set by the heads of the project ensure that completion will be swift.
Layered Excavation Pit: 0/10 [2]/ 75 metals, 75 non-metals, 50 corpses/ Rushed 0 times/ Nothing invested
Efficiency 2d4=>[7]
The necromancer’s frantic pace seems to have kept the project on track, with the projected Excavation pit seemingly capable of extracting large amounts of stone from the earth in a very short period of time. The hamster wheel was dropped early in development, replaced with a zombie-powered windlass to pull the materiel laden mine cart up and out of the pit.
The mine cart is modified quite quickly with a lid to prevent any form of overloading caused injuries, due to stone falling down on undead or even living workers.
All and all, the new project is shaping up to be everything that its previous incarnation should have been, proving that all fault lies with mismanagement.
Layered Excavation pit.Infrastructure
A similar concept to the previous excavation pit, proving that the faults of the last project obviously lay on the project leads. As it is now the excavation pit is capable of bring up a prodigious amount of materiel, using its zombie powered mine carts to quickly remove stone form the Pit.+250/turn
250 metals, 250 non-metals, 200 corpses
Design: GolemsA golem is a mixture of stone and bone, about as slow as a zombie but far stronger physically. To prepare a corpse to make a golem is rather simple, you strip off all the flesh and set it aside, next you grind up this flesh and mix it thoroughly with a mixture of locally sourced er "clay" and Necrotic fluid before wrapping it back on the skeleton and baking it for a few hours, once done you have a rather well armored creation ready to animate.
Time=>4 Progress=>1 Cost=>4
Clay is not a very malleable materiel when set, as such any progress on the spell weave is hard an difficult, attempting to get the flesh mixed clay to bend and move as regular flesh. Spell weaves after spell weave are tried on new golems, in a attempt to let them move at least sort of naturally. Golemancy is not your necromancers forte and it shows, the difficult dwarven art of making never living martials flow like flesh stemming your best efforts..
Golem 0/9 [1]/ 25 Corpses, 10 necrotic fluid, 50 non metals.
Efficacy: 2d4=> [3]
The golems are slow, clunky smelly and just generally a pain to have around. While the clay acts as armor of sorts, your necromancers are not golemist and it shows, the dwarven art showing its difficulty. Even as the flesh and bone inside the clay attempt to move, animated by they spell weave, the clay cracks and breaks apart.
While this doesn’t happen very quickly, it still leaves the undead golems body cracking and slowly turning to dust as it moves, let alone fights. These micro fractures within the golems clay mean that its crumbles rather easily if the golem has been active in some way before hand, especially from blunt impacts.
While they are slow, less durable then we had wanted and rather expensive, along with the smell that the Spell weave somehow hasn’t ironed out yet,
the Undead golem pack a punch, with their fists coming down with all the force their heavy awkward body can bring. Their fists have been shown to crack stone on a well-placed blow.
In conclusion, the golem, created from flesh, clay and bones pack a mean punch, but is slow, awkward, expensive and rather more delicate and maintenance heavy then we had hoped for.
GolemUnit
A rather awkward creation, that is slow due to heavy mass and awkward because of its body slowly reducing down to clay dust as it moves, it packs a rather mean punch and, when freshly made, can take quite the hit as well. They may move like a zombie with broken legs, but they hit like a boulder.150 Corpses, 50 necrotic fluids, 300 Non-Metals
Garden of Charon 4/6 [4] / 20 corpses + 20 metal + 45 non-metals/ Rushed 0 times / Nothing Invested
Excavation Bore 2/14 [2]/100 metal, 125 non-metal ,40 corpses Rushed 0 times/ Nothing invested Project Scrapped! 1d3 => 2. 2 dice returned.
Skeleton 3/10 [3]/ 25 corpses + 10 non metals Rushed 0 time/ Nothing invested
Fel Bat 0/8 [2]/ 20 corpses/ Rushed 0 times/ Nothing invested
Layered Excavation Pit: 0/10 [2]/ 75 metals, 75 non-metals, 50 corpses/ Rushed 0 times/ Nothing invested
Golem 0/9 [1]/ 25 Corpses, 10 necrotic fluid, 50 non metals.
Units
Zombies:
The most basic creatures to ever be created by a necromancer. Typically seen as baby’s first creature, the zombie is simple enough to be mass-produced with ease.
However, Zombies are slow, weak and incapable of doing more than simply bashing and biting their target. While dangerous to a peasant, zombies are relatively none threatening.
Cost: 100 Corpses
Design: Skeleton
Unit
A rather elegant piece of necromantic corpse manipulation that one usually doesn’t find in such basic mass produce undead constructs. The skeleton is as durable as a regular zombie, in addition to being harder to hurt with Stabbing weapons and projectile weapons. Smart enough to wield weapons such as clubs and pitchforks and to walk up stairs, the Skeletons are capable of moving at walking speed and can even run for a short time before tripping due to balance issues.
(Can be equipped with clubs or pitchforks upon production)
125 Corpses, 50 non-metals.
Fel Bats
Unit
Giant bats with bodies as large as a man, and wings that can propel it through the air with ease, the Fel bat is capable of acting as a scout, with some issues due to its size, and is capable of ramming itself into its targets with a dive bomb before biting them and buffeting them with their powerful wings. While this may not be effective due to the general durability of undead, it is something. Capable of aerial hunting via eating anything smaller than it or slamming its body into the target in the hopes of breaking wing bones and sending them falling to the cruel ground below.
Hunts via Echolocation, manifested as a screeching noise. The Fel bats are capable of gripping onto many surfaces, such as a building ceiling, using their feet.
175 corpses
Golem
Unit
A rather awkward creation, that is slow due to heavy mass and awkward because of its body slowly reducing down to clay dust as it moves, it packs a rather mean punch and, when freshly made, can take quite the hit as well. They may move like a zombie with broken legs, but they hit like a boulder.
150 Corpses, 50 necrotic fluids, 300 Non-Metals
Equipment:
Clubs:
Equipment
Clubs made from Wood, and possibly table legs and is typically used to bash things apart.
50 Non-materiels
Pitchfork:
Equipment
Pitchforks taken from peasants made from sharpened, fire-hardened wood. can be used to stab things.
50 non-materiels
Infrastructure:
Necromantic brewer.
infastructure
A relatively simple set up designed to brew necromantic fluid.
Necrotic Fluid is created from a few choice herbs and the flesh of the recently passed.
+100 Necrotic fluid
100 metal, 200 non-metal, 100 Corpses
Moratorium:
infrastructure
A basic building where corpses are prepared to be used for the art of necromancy after being brought out of long-term storage.
+200 Corpses
100 Metal, 300 Non-Metals, 100 Necrotic Fluid
Mine Shaft:
infrastructure
A relatively small mine shaft dug out by the undead and manned by basic zombies that is used to access veins of metals from under the city. Kind of small and has a relatively high rate of zombies dying off.
+100 metal
200 metal 200 non-metals, 100 Corpses
Quarry
infrastructure
A large open pit created for the purpose of hauling up good stone for construction. Due to the relatively open nature and large size, its tends to double as a meeting point.
+200 Non-Metals
200 Metals, 200 Non-metals, 100 corpses
“Garden of Charon”
Infrastructure
A building that attempts to use plants and herbs grown on a diet of human flesh in order to better create Necrotic fluid and preparing skeletons for use. The newly added moonflash flower ensures that spectral matter is not lost from corpses. However, loss of body mass from the decomposition still ensure minimum corpse income.
+175 Necrotic fluid, +50 corpses/Per turn
100 corpses, 100 metal, 250 non-metals
Layered Excavation pit.
Infrastructure
A similar concept to the previous excavation pit, proving that the faults of the last project obviously lay on the project leads. As it is now the excavation pit is capable of bringing up a prodigious amount of material, using its zombie-powered mine carts to quickly remove stone from the Pit.
+250/turn
250 metals, 250 non-metals, 200 corpses
Stockpile:
550 Necrotic fluid
1200 Corpses
300 Metal
800 Non-metal
260 Special corpses.
Current income/turn:
+50 necrotic fluid/turn
+200 Corpses/turn
+300 metal/turn
+800 non-metal/turn
+10 special corpses/turn
From:
Ediolon Vigils capitol - Ward 14
Ward 13 quarry,
Ward 12 quarry, Shaft mine
Ward 11 quarry, Shaft Mine
The
Revision phase of
Turn -1 has now begun You have
3 die for revisions.