Turn -2 Design PhaseThe city is filled with quiet tension, even with the lack of any real conflict. Peasants can feel the near electric tension that has filled the city recently. On the other hand you would barely notice the difference in the cities masters, the elder necromancers.
Research continues apace as always, but the observant would take notice of the focus on mass production over Niche boundary-pushing research as it had been for years.
Design: Garden of CharonGarden of Charon
A garden of herbs and various plants fed and enriched with the bodies of the recently passed. This enrichment means that the plants themselves contain necrotic fluid, and can be pressed to release it. Given that Necromancy is an art of life, so shall the ingredients of necromancy arise from the living fruit of the dead. The Garden also acts as a hub for corpse requisition, for once the flesh has given its energy to the soil, skeletal corpses can be recovered.
Time => 5 Progress=> 6 Cost=> 2
The Project is stationed in one of the greenhouses that are used to feed much of the peasant population in ward 14, Transferring much of the already growing plant matter out in order to be replaced by the plants and herbs used in the making of necrotic fluid in order to test the Concept. As simple as the Idea is it should be rather easy to test.
“Garden of Charon” 0/6 [4] / 20 corpses + 20 metal + 45 non-metals/ Rushed 0 times / Nothing Invested
PrototypeEfficacy: 2d4=> [4]
The problem with the Garden of Charon becomes apparent rather easily, The plants eating of the corpses, and the decomposition that happens during this time period, is causing the spectral matter inherent in the flesh to dissipate, either turn into plant soul (which is rather useless except from specific rare strain) or dissipating into the afterlife.
This requires that the workers at the garden then add spectral matter (usually in the form of necrotic fluid funnily enough) to the cauldrons when it comes time to mix together the herbs and Plant matter.
In addition, The loss of body mass from the decomposition limits the amount of corpse matter we gain from the Garden of Charon.
-Design: “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. Loss of spectral matter from the corpses and a loss of body mass from the decomposition and feeding process means its not very good at doing both jobs.+125 Necrotic fluid, +50 corpses/Per turn
100 corpses, 100 metal, 250 non-metals
Design: Excavation BoreExcavation Bore
A circular borehole dug into the ground by undead workers, overseen by a cadre of necromancer-engineers who make sure the workers are operating right and a collapse won't occur. Access in is provided by a few ramps dug into the sides and a large gantry overhead. Operated by a wheel turned by zombies, it is capable of lowering and raising a large platform to carry out ore and stone.
Time=> 1 progress=> 3 Cost=> 1
The project is riddled by problems before it even begins, with incompetent engineers, faulty corpse worker and necromancers that had claimed their engineering capabilities turning out to have only done theoretical work, with almost no actual practice. The project is predicted to run heavily over budget quite easily.
“Excavation Bore” 0/14 [2]/100 metal, 125 non-metal ,40 corpses Rushed 0 times/ Nothing invested
Prototype Efficacy: 2d4=> [2]
The Excavation bore hole’s a massive, unwieldy, ugly pit in the ground that rekills more undead workers everyday then our experts believe we would see in combat.
This is because of generally poor designs and tunnel planning that is almost begging for the bore to collapse in.
The walls of the borehole prove time and time again that the layout of the mine is a disaster, and the materiel crane built to carry out a load of ore and stone, are incapable of even carrying a small party of people, with the road loosing tension part way up and sending whatever is on the platform to the bottom on an express fall.
The ramps that lead into the bore are the safest part of the whole design, and even then that is with the associated risk of going into the bore hole.
The necromancers that claimed engineering ability’s have disappeared into the night. Leaving a crumbling mess of a project behind them.
Design “Excavation borehole”Infrastructure building
An utter disaster that was an attempt into the art of mining, everything that could go wrong did and will go wrong with this project. The sheer attrition to the zombie workers alone is estimated to match light battlefield casualties.
Every turn roll a 1d10, on a roll of a 1 the Excavation bore is damaged and requires repair Income: 25 metal, 50 non-metal, -150 corpses/turn
400 metal, 500 non-metal, 150 corpses.
Design: SkeletonsSkeletons - A corpse stripped of flesh, it is somewhat faster than a zombie and quite coordinated due to both the more advanced (compared to a zombie) necromantic weaves and lacking the quite literally dead weight of flesh. More resistant to damage due to the weaving and part of its cost is mitigated through the use of the meat in other ways. Some for necromantic fluid, some for flesh golems. I’m fairly certain Eric is a cannibal though why he’d eat this is beyond me. The skeletons themselves can be armed with spears, swords and shields or bows. They are clad in loincloths and occasionally have a peasants cap somebody put on their heads. Intended use is cheap basic infantry capable of being a threat to people who aren’t farmers and probably labourers too since they’ll drop the picks less than a zombie.
Time=>1 Progress=> 4 Cost=> 5
Skeletons are rather basic creations, even ones with binding weaves that are more complicated, and it rather easy to scrap the results and start over with the abundance of skeletons. The problem comes in with how difficult it is to make such a weave mass producible by the journeyman necromancers. The necromancers in charge of the project say that they should be able to work out the crimps in the magic enchantment but it will take time.
“Skeleton” 0/10 [3]/ 25 corpses + 10 non metals Rushed 0 time/ Nothing invested
Prototype:Efficacy: 2d4=>[7]
The necromantic spell weave on the skeleton is really rather elegant for a mass-produced creature, providing the skeleton a host of benefits besides the basic animation spell.
This includes an improved intelligence over the zombie, such as the ability to walk up stairs, go around a wall and stab things with a pitchfork or hit it with a club.
Usually, most skeletons are less durable then a regular zombie, this is due to losing the cushioning and padding that the Enchanted flesh and muscle provides the bone, without which bones are relatively easier to shatter, and easier still to knock apart.
The Weave, however, allows the skeleton a measure of durability, with its bones being stronger then a regular skeleton should be, and is able to take a fair amount of damage before the weave is disrupted.
Combined with its slim nature to protect it against stabbing weapons or projectiles, the skeleton is actually rather durable, it is still rather vulnerable to impact force such as mace's, and clubs.
Additionally, they move faster than a slow drunken shamble, which the apprentice necromancers are rather happy about due to how boring it could be for their zombie’s hordes to actually get anywhere.
Design: SkeletonUnit
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.
“Garden of Charon” 0/6 [4] / 20 corpses + 20 metal + 45 non-metals/ Rushed 0 times / Nothing Invested
“Excavation Bore” 0/14 [2]/100 metal, 125 non-metal ,40 corpses Rushed 0 times/ Nothing invested
“Skeleton” 0/10 [3]/ 25 corpses + 10 non metals Rushed 0 time/ Nothing invested
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.
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.
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:
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:
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
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
-Design: “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. Loss of spectral matter from the corpses and a loss of body mass from the decomposition and feeding process means its not very good at doing both jobs.
+125 Necrotic fluid, +50 corpses/Per turn
100 corpses, 100 metal, 250 non-metals
Design “Excavation borehole”
Infrastructure building
An utter disaster that was an attempt into the art of mining, everything that could go wrong did and will go wrong with this project. The sheer attrition to the zombie workers alone is estimated to match light battlefield casualties.
Every turn roll a 1d10, on a roll of a 1 the Excavation bore is damaged and requires repair
Income: 25 metal, 50 non-metal, -150 corpses/turn
400 metal, 500 non-metal, 150 corpses.
Stockpile:
500 Necrotic fluid
1500 Corpses
1000 Metal
1000 non-metal
250 Special corpses
Current income/turn:
+50 Necrotic fluid
+200 Corpses
+100 Metal
+200 non-metal
+10 Special corpses
From:
Bleached skull capitol - Ward 14
The
Revision phase of
Turn -2 has begun. You have
1 Dice.
(I'll resolve the name change at the end of Turn -2, its still open till then.)