Turn 1 - Mid SpringTURNTURNTURNThe war begins, unannounced, unnoticed. The 'armies' on both sides consist of a few hundred individuals, and must travel along unused roads to avoid detection by the human kingdoms- for now, at least. Every day, the cults on both sides swell with greater numbers and resources, meaning their armies are constantly growing- small skirmishes will rapidly grow into substantial battles, and in time may even escalate to titanic conflicts that sweep mortal armies aside.
DarrinIt is a beautiful spring day in the Imerian Mountains. The shining sun illuminates the grassy meadows, where newborn lambs frolic joyfully, the still snow-capped peaks visible in the distance, a fading memory of the bygone winter. It looks to be another year of peace and prosperity, and throughout the land shrines and temples are filled with grateful worshippers thanking the gods for their good fortune, as they celebrate the spring equinox. The King of Darrin looks out from his balcony across the land, and smiles contently. Just as he turns to go back inside, an icy gust of wind blows past, causing him to shiver. A superstitious man, the King looks back over his shoulder, concerned, but shakes it off and returns to his studies.
Elsewhere, the hills are alive with the sound of music, as a column of several hundred soldiers march along a rarely travelled road. They look more or less like real soldiers, but do not bear the banners of Darrin, or any other human kingdom. Instead, their banners fly blue and white, bearing the mark of a pair of multicoloured wings. They sing as they go, the tune matching an old soldier's marching song, though the words have been altered to praise their benevolent mistress. They follow the winding road up into the heights, towering peaks rising on both sides, before being called to a halt by their commander. There is a brief conference, then squads are dispatched in various directions, whilst the majority of the force climbs a side path into the woods.
Several miles away, another force, of similar size, although with equipment of notably lower quality, marches- or rather, ambles- along the road in what could charitably be called a loose formation. Their banners are red and black, with a toothy grin emblazoned upon them. Notably, they all wear matching tabards, which have been covered in dark red runes of an eldritch nature. The spearmen's shields are similarly decorated. There is little discipline amongst the shadowy soldiers, at least compared to their rivals, with several apparently drinking on the march (or amble). They had sent scouts ahead, but none of them seemed to notice that several had failed to return.
So it is that Magoc's cultists stumble into an ambush by Heliel's own. Unbeknownst to them, their approach had been monitored, while their own scouts had been eliminated. Near the highest point of the pass, where the road passes between two wooded slopes, the demonic troops are met by a hail of arrows and magical blasts, the first volley killing or wounding a significant portion of their forces. Stumbling over each other, with several people trying to give conflicting orders, they are not prepared for the charge of Heliel's spearmen, who kill many more. By the time a semblance of a formation is established, it is only good for reducing casualties as they desperately retreat back down the road. The only thing saving them from total annihilation is the faltering morale of the Angelic ambushers- even though their victory seemed inevitable, and their losses minimal, the demonic runes covering their opponents were a constant distraction, prompting dark thoughts that fundamentally opposed their fanatical ideals. Thanks to this confusion, some of the Demon's troops manage to escape the ambush, and scatter into the woods, to regroup later.
Despite not totally eliminating Magoc's forces, Heliel's commanders are confident, and pursue their enemy across the next valley, occasionally skirmishing with remnants of the demonic army, before being halted by the presence of a fort- which, despite being rather small and decrepit, will have to be seized in order to push on, as the remnants of Magoc's army have garrisoned it, and thanks to its strategic position (from the perspective of the angelic army, which wants to avoid the main roads) would be a danger to communication and supply lines if left untouched. The Demon's followers have barred the gate, and intend to hold out until reinforcements arrive to lift the siege- not a highly likely turn of events, but to abandon the fort without a fight would be equally suicidal, given Magoc's appetite for disappointing followers. However, they have a few tricks up their sleeve that they hope might save them.
After surrounding the fort, the angelic besiegers do not wait before launching an assault. The attempt opens with a flurry of arrows and magic targeting the defenders on the walls, who respond with arrows and magic of their own. The walls, however, are not enough to outweigh Heliel's forces' numerical superiority, and the defenders find themselves pinned down more often than not, hiding behind intact portions of battlement. However, the attackers haven't even taken the time to create a makeshift ram, and have no troops strong enough to simply batter the gate down- even in its flimsy, hastily-repaired state-, making the assault somewhat futile. This is the defenders' thinking, until one of the angelic acolytes steps forth, guarded by half a dozen cultists with shields, and, after a few moments of preparation, launches a massive blast of magic at the rickety woodwork. The gate cracks open, while the acolyte falls flat on her face, and is carried back by the shield-bearers.
The angelic forces immediately charge forth to storm the now-broken gate. But here is the first of the defender's tricks; lying on the ground near the gate is a variety of debris- broken spears, empty sacks, half-eaten goats-, evidence that the defenders had been camping outside the walls before the angelic forces got close. Unnoticed amongst the garbage, however, are a handful of wooden kegs. When the attackers near the kegs- which closer inspection might reveal to be carefully placed in a semi-circle around the gate-, four demonic acolytes spring up and fire a volley of magic at the attackers- or rather, at their feet. Two of the acolytes get an arrow to the chest for their trouble, yet their efforts succeed- a blast of magic strikes one of the kegs, which subsequently explodes, engulfing the angelic forces in a sizeable fireball. The front rows take the brunt of it, swept off their feet and roasted alive, while those behind them receive a lesser dose of fire, yet are still badly injured and severely shaken; their charge falters, and they pull back.
Their burns would ordinarily be enough to keep them out of the remainder of the fight, if they even survived, but upon returning to their lines they are met by acolytes, who gently lay their hands upon their injuries, which quickly begin to look less serious, and most are soon back in action. This healing is widely applied, making the defender's task even harder, as even when they manage to hit the enemy, the stricken attacker is often back at it within minutes. Fortunately, there is a limit to how often the angelic acolytes can heal their brethren, and more serious wounds appear to be beyond their ability to treat. Nevertheless, the battle of attrition favours the attacker, and soon a second attempt to storm the gate is made, and this time, there is no keg surprise to stop them.
The remnants of the gate are smashed to pieces, and the attackers move in. In the yard beyond the gate, the demonic spearmen have adopted a defensive formation, a wall of spears facing the attackers. This calls for a slightly more cautious approach, but this is where the second of the defender's tricks comes into play. Amongst the spearmen are a handful of men with strange tanks on their back, connected by hose to a pump-and-nozzle assemblage in their hands. As the first attackers make their way through the gate, they energetically start to push the pump handle up and down, and soon a spray of a strange brown mist issues forth, enveloping the attackers. The effects are quick to manifest. Almost immediately, they throw caution to the wind, and charge forth, often directly into a defender's spear. As they fight with a primal, uncontrolled rage, they are beset by strange mutations, randomly ranging from their hair changing colour to a third arm sprouting from their back (constrained by their gambeson, and so not especially useful). Others simply start to froth at the mouth, before falling to the ground- not quite dead, but horribly sick. With the defenders encircling the attackers, who are beset by madness, it seems like the tide might be turning- but a flaw in the demonic trick emerges, as the brown mist spreads without regard for affiliation, and soon the defenders are also succumbing to a murderous rage, causing them to break ranks, opening gaps for the attackers to exploit.
Eventually, the defenders are pushed back, although many fight to the death. Another acolyte is brought up to break the door to the fort's tower (a squat, crumbling structure, but still of some defensive value), and though the attackers are briefly surprised by the sight within- a squad of demonic soldiers sporting an eclectic mix of intriguing mutations, from razor-sharp teeth, through fire breath, to a prehensile tail (to which a knife has been affixed)-, they are no match for greater numbers and superior equipment, and in short order Heliel's flag flutters in the breeze, while Magoc's is trampled underfoot.
The angelic commanders consider pushing even further through the mountains, but decide to rest and resupply, as while they were able to defeat the demonic army quite easily, they did take a number of losses, and many soldiers have been shaken up by the constant sight of the demonic heraldry. However, they are confident that next month they will be able to drive the detestable rabble out of the mountains entirely.
In truth, the siege had been a formality; the decisive blow was dealt in the deadly ambush the angelic army was able to pull off, thanks to their superior organisation and excellent scouts. Had they not fallen victim to an ambush, the demonic army would still have been on the back foot against the better-armed angelic forces. Their heraldry certainly helps, though, as the mental 'damage' it deals cannot be cured by the angelic healing magic.
The Angelic Army pushes the front line in Darrin, bringing their control of the Mountain Passes to 3/4.
Xa-NamThe Queen's court is travelling, as it does each spring, the royal barge and dozens of attendant vessels sailing along the river, stopping frequently at towns along the way so the Queen may receive subjects, and host great feasts where all are fed at her expense. In the evenings, her court wizards delight crowds of onlookers with a display of sparkle-spells, lighting up the night sky with bursts of vibrant colours, while handing out sparkle-wands to children. Few alive can remember seeing the spells modified to create these harmless distractions, for the land has been at peace for many decades.
But peace never lasts forever. When the sun rises, it illuminates- far away from the Queen and her celebrations- a small force of angelic warriors preparing to ford one of the Xa's smaller tributaries. In the field opposite, the haphazard camp of their demonic rivals blocks their way forward. Magoc's followers have posted sentries, of course, who notice the crossing attempt, and rouse the rest of the camp into action. However, they are slow to wake and get ready for battle, and by the time they have assembled into something resembling a formation, the first angelic warriors have already crossed, and are forming up themselves.
Someone suggests a charge, which seems a popular concept, given the large numbers of demonic spearmen who do so. The archers and acolytes launch a volley over their heads, which rain down upon the numerically inferior angelic troops, who- despite their shields and armour being superior to their rivals- suffer under the barrage. Seeing the enemy thus bloodied only encourages the spearmen, who all but fling themselves at the faltering angelic line.
Only the line is not faltering. Their injuries were apparently not as severe as it seemed, and the resolute warriors easily block the uncoordinated assault, before striking back at the unbalanced foe. Their superior equipment and discipline prove powerful boons, as they force the demonic troops to back away and reconsider. Even so, they are outnumbered, although more troops are joining them all the time, and so- with slightly more caution- the demonic troops charge forth once again.
Would the sinister soldiers have been able to drive the coordinated crusaders back into the river? Probably not, actually. But they may well have inflicted a significant number of casualties in the attempt, had it not been for the sudden burst of light and unfurling of many multicoloured wings, as Heliel herself revealed her presence. Any hope of victory was dashed by her radiant aura gradually healing her soldiers' wounds, the blasts of raw Good with which she struck down enemy cultists left and right, and her skilful wielding of the multiple spears held in her wings(?). In the face of this (seemingly) unstoppable foe, with no heavy hitters of their own, the demonic forces are swiftly routed, falling over themselves in their effort to retreat. The rest of the army, seeing this shameful display, opts to beat feet as well, as the angelic host, personally commanded by Heliel, is rapidly preparing to sweep them from the field. (Though the angelic soldiers who were in the melee with their demonic counterparts are too shaken from their heraldry to mount a pursuit, the rest of the angelic army is fresh and eager).
The demonic army is scattered, with bits and pieces tracked down and eliminated by Heliel's commanders. The remnants garrison an abandoned wooden fort overlooking a small, seldom-used bridge, but their fate is clear- Heliel smashes through the gate, scattering the defenders, and although she is injured in the process, the rest of the blessed host pours into the fort, requiring no further help to secure the "stronghold" in Heliel's name. However, the defenders do manage to cause a fair number of casualties in the process, and leave the survivors shaken and hesitant to push on. Even Heliel herself cannot cure their malaise in time to make another push, although next month the dark scourge will surely be pushed back to the Light Jungle.
Heliel's direct leadership, combined with her soldiers' superior training and equipment, was able to force the demonic army to quit the field- their tricky kegs, mist-sprayers, and a handful of misfit mutants proving insufficient to secure victory. Their heraldry does help, as it has elsewhere, by causing mental attrition- but with Heliel herself providing a constant reminder of their faith, the angelic army managed to maintain cohesion for long enough to win the day. Without Heliel's assistance, the battle would've been more hard-fought- although it would've almost certainly still resulted in angelic victory-, but the demonic army had no equivalent-of or answer-to her overpowering presence, securing an easy (though not free) angelic victory.
The Angelic Army pushes the front line in Xa-Nam, bringing their control of the River Crossings to 3/4.
(Reminder that the influence lanes have a slight random aspect, as mortals engage in their own activities that may help or hinder infiltration efforts)LesimorIn the capital of Lesimor, the current king celebrates two consecutive months on the throne by appointing his allies to key positions in the government, securing his position somewhat and shuffling the political landscape. He must be careful, of course, as to fire the wrong person could spark a coup, meaning he cannot scour the entire court in one swoop.These machinations in the upper echelons have little influence on the day to day functions (or rather, disfunctions) of the city. More relevant to the common people is the influx of a new brand of liquor, by the name of "Bootlegger's Bounty" channelled into the city through the criminal underworld, gaining many fans. An upswell of strange graffiti is noticed, although in the Lawless Capital strange graffiti is a rather mundane occurrence. A few people report seeing ghosts, but they are generally ignored.
West of the capital, the Archmage of the Colleges of Magic calls a conference to discuss some strange disturbances in the flows of magic, which is attended by many scholars from throughout the region. This highly unusual event required a lot of preparation- mainly in the form of diplomacy, both to get the attention of some of the more aloof scholars, and to convince scholars from rival institutions to set their grudges aside for long enough to attend. In the end, many of the attendees leave feeling like the event was a waste of time; no conclusion was reached as to the cause of the disturbance, and no long-term plan of action was established. However, many take to heart the warning to keep an eye out for suspicious activity, at least for the moment. Bootlegger's shows up here as well, although in lesser quantities.
East of the capital, the generals continue their vigil, instituting some policy changes and moving officers around, as they are wont to do on occasion. A few bottles of Bootleggers turn up, but not enough to make a real splash. There is some talk about wandering medics, as there are apparently several such groups offering free healing in the region.
DolgothThe Ostentatious Capital is not abuzz with news. Nobody gathers in quiet corners to discuss the happenings of the day, away from the watchful eyes and ears of the guards. They do not murmur about the King's latest act of brutality- the execution of a popular advisor on some flimsy pretext. Discontent does not flare up across the city, amongst both commoners and nobility. No, it is a normal, beautiful spring, and everyone is happy and loyal to the King. The glittering palaces hold opulent feasts where kegs of Bootlegger's are brought forth for the guests to try, while the common people obediently refrain from excessive drinking. A few instances of graffiti are noticed, but the guard doubles patrols in the affected areas, and the vandals cease. A brief spate of unlicensed charity is likewise cracked down upon, and order is restored. Surely the forced smiles of the populace do not conceal new loyalties to eldritch masters; that would be crazy.
To the south-west, the war drags on as usual. A few skirmishes occur, but no major battles, and life- such as it is- continues. Bootlegger's proves popular here, as the population is eager to drink itself into oblivion, although many are too poor to afford the same prices as elsewhere. A handful of wandering medics show up, and find themselves swamped with customers, as there are many injured people- soldiers, conscripts, the victims of raids- in need of assistance; they are forced to turn many away.
South-east, the King's agents extract vows of loyalty from all merchants inhabiting the Trade City (and surroundings). None dare voice criticism of the King or the nobility while his soldiers are actively on the lookout for dissenters, although the soldiers will inevitably get bored in time, and the vows of loyalty will mean a lot less without the consequences of breaking them so close at hand. Bootlegger's does not show up in any significant quantity here, as the merchants who control the alcohol markets crack down on efforts to smuggle the new liquor into the city. The Medics' Guild complains of charitable charlatans undermining their profits, but in truth they do little business amongst the poor anyway, so they don't complain too loudly.
Well then. There's your Battle Report. Oh, you want to know about the enemy's equipment? That's fair.
The Angelic Team has improved their baseline cultists considerably, establishing training camps to hone their skills and military workshops to improve their equipment. They also established a basic command structure, which amplifies their other advantages.
They also developed some very effective healing magic (Heliel's Touch), which they use both in combat, and in infiltration, with medics accompanying their missionaries to earn the trust of the populace.
Magoc's scouts were long baffled by the angels' scouting ability, until they were able to piece together- from reports of acolytes seeing shadowy figures, other 'sensitive' cultists regularly feeling a 'watching presence', and rumours of ghosts in the human kingdoms- that they must be using incorporeal spirits as scouts and spies. Indeed they are, and rather effectively at that.
They also modified the Magic Missile spell into 'Major Missile', which evidently has some flaws, most notably that the caster immediately passes out upon launching the blast, and is unconscious for about 24 hours after.
The Demonic Team chose to dabble in the mortal art of alchemy to augment their mutations; a tricky art to master, but one that offers some intriguing possibilities- while it is perfectly possible (and in many ways easier) to mutate things using pure Evil, alchemy allows for more 'stable' mutations, instilling greater powers without driving the subject completely insane. Their alchemical expertise manifests in, for example, the creation of the "Chaotic Mutagenic Draught", the effects of which are literally random, as there is no fixed process involved in production. Some cultists risk consumption just to see what will happen, which sometimes results in a notable and beneficial mutation, and induction into the 'Misfits' unit. A modified form of CMD is used by Mutamist Sprayers in battle, although not especially effectively.
Another use of their brewing expertise is the creation of Bootlegger's Bounty, a supernaturally delicious liquor that attracts many drinkers- slowly corrupting their minds, and earning the demons a nice revenue stream.
In addition to messing around with flasks and cauldrons, the demons practised the art of penmanship, learning to write empowered demonic runes using their own blood, that force their message into the viewer's brain- regardless of whether the viewer knows what they say, or can even read. These are deployed to aid infiltration in the form of graffiti and demonic scripture, and in battle in the form of heraldry.
Heliel: The benevolent leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique. Their Power is currently 20.
Mundane Units:
Armed Cultists: Equipped with fairly respectable equipment- a well-made gambeson, padded iron cap, sturdy spear, shiny dagger, and a solid shield-, combined with rudimentary training, mean that while these are not elite warriors, they would stand a chance against a real soldier. More importantly, they're cheap and plentiful. Like regular cultists, their dedication (and communal singing) makes them more resilient mentally than civilians. Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are not high-draw war-bows, but they're a good bit better than nothing. Also provided with gambeson and iron cap. Like regular cultists, their dedication (and communal singing) makes them more resilient mentally than civilians. Uncommon
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Angel. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists. Wear a gambeson, but forgo iron cap. There are not many Acolytes in a unit. Uncommon
Cultist Officers: Featuring a whole two tiers of military hierarchy, the sergeants and captains impart a modicum of organisation upon their fellow cultists. While not massively better than self-organised troops, it's still noticeable. They are distributed amongst all cultist units (eg Armed Cultists, Cultist Archers, Acolytes).
Summoned/Mutated Units:
Bright Shadows: Souls of fallen cultists (or other Good people), empowered with Good such that they may continue to serve in death as they did in life. Invisible and incorporeal, with an uncanny ability to find whatever they are looking for, they make for excellent spies and capable scouts. Immune to physical attack (but not magical attack). Not useful in actual combat. Uncommon
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Major Missile: A very dangerous spell... to the user. Produces a stronger blast than the standard Magic Missile, but has the unfortunate side effect of completely draining the caster's energy reserves, knocking them unconscious for ~24 hours. Not usable by Heliel, or other beings animated by Good and/or Magic. Common
Heliel's Love: A very efficient basic healing spell. A slight touch and channelling of angelic love initiates a self-sustaining healing process that can heal up to moderately serious injuries and diseases fairly rapidly. The magic has lingering effects even after healing is complete, leaving the subject healthier and more resilient for a few hours afterwards. Heliel casts this magic automatically on all in her vicinity (unless specifically choosing not to). Common
Mass Heliel's Love: A markedly less efficient variant of Heliel's Love, that affects all targets in a small area (~15 at a time). The healing effect is reduced, to the point where even stabilising moderately serious injuries is a gamble- sometimes doing enough for the patient to survive until more personalised healing can be applied, other times only giving the appearance thereof. It cannot be cast as often as Heliel's Love, but is still Common
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Good word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Travelling Medics: Acolytes accompany proselytising missions, curing the sick and injured in order to win over the local population. Uncommon
Spy: Agents of Heliel travel the land, seeking secrets, while going unnoticed themselves. Does not directly increase influence, but aids in most other infiltration endeavours. Currently only Bright Shadows are suitable for this role. Common
Infrastructure:
Basic Training Camps: Rudimentary facilities, where cultists learn the basics of combat and warfare. Singing is integrated into the training programme, serving to boost morale.
Basic Officer Training: A stumbling, amateurish step towards proper military organisation, the officers trained thus are still better than leaders chosen in the moment.
Military Workshops: A series of mines, smelters, forges and workshops that provide the forces of Good with arms and armour.
Magoc: The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique. Their Power is currently 20.
Mundane Units:
Armed Cultists: Being equipped with only a rusty dagger, a spear, and a wooden shield, combined with their lack of training, mean these are not elite warriors- they'd lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Their shield and tabard are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Their tabard matches those of the Armed Cultists. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Cultists carrying a tank of mutagenic liquid on their backs, connected by hose to a pump-and-nozzle contraption that sprays the substance over the battlefield, creating clouds of mist that induce random mutations in those exposed to it, as well as vastly boosting aggression. The range is pretty anemic, though, and the effects are temporary. Their tabard matches those of the Armed Cultists. Uncommon
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Demon. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists. Their tabard matches those of the Armed Cultists. There are not many Acolytes in a unit. Uncommon
Teachers of Magoc: Acolytes who specialise in the use of the Language of Inception. They primarily accompany missionaries and aid in late-stage conversion with their scrolls of dark scripture. Uncommon
Summoned/Mutated Units:
Misfits: A small band of mutants. What kind of mutants? Who knows! Cultists who consumed CMD and spun the wheel, ending up with some sort of beneficial mutation. Not much stronger than regular cultists, but kinda freaky, so that's fun. Rare
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Magical Equipment:
Chaotic Mutagenic Draught: A random assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids (usually brown, though). Consumption can have one of a wide range of effects, from nothing at all, to death, to moderately serious mutations. Used by infiltrators to cause havoc. Uncommon
Bootlegger's Bounty: An Evil-infused liquor produced by Magoc's followers. The taste is said to be sublime, to the point where many become addicted after a single shot. Comes in a trademark black bottle with red label, very classy. Sales are used to fund the cult's projects. Common
Bootlegger Barrel Bombs: Kegs of Bootlegger's that explode when struck by magic of sufficient force. Somewhat unreliable. Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Bootlegger Club: A recruitment method specifically aimed at addicts of Bootlegger's Brew, promising a stable supply of the liquor to reel in new members. Very effective. Uncommon
Language of Inception Graffiti: Demonic runes, drawn in blood, subconsciously impart their message onto those who view them. Painted on the walls of human settlements, they subtly steer the population towards evil. Common
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
Okay, that's it, for real. Return to your respective threads for turn 2.