Angel Team: Battle Phase T4TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportObviously we sided with the Hawks in the Fortified Frontier. Unlike the Doves, their intentions are pure and honourable, upholding their duty to protect the citizens of Lesimor with integrity (the Doves, meanwhile, are known to be corrupt and insidious, diverting military funds into their own private enterprises). Our cooperation with the Hawks means that we have access to the finest officers and soldiers in the region. Unfortunately, our Bright Shadows were on the tail of a known Dove, who met with representatives of our rival- no doubt seeking their aid. Though they are far from being able to make use of it, the Doves' willingness to do whatever it takes will make their infiltration efforts slightly (and I mean slightly) easier.
Meanwhile, the disease in Lesimor was quickly brought under control, winning us many friends and allies across the province. Hawk officers appreciate our offers of assistance, although not all are willing to trust an unknown outside force- not even the honeyed words of a Chosen Apostle are enough to sway these men of integrity. To further our cause here, a demonstration of our potential value, or assistance to lower-ranking officers in climbing the hierarchy may be required.
Our spying operations suffered minor setbacks this month, as Pale Crows sought out and eliminated our Bright Shadows. However, the demonic presence in the region was insufficient to put a serious dent in our abilities. The converse was not true, as our agents were able to sabotage diabolical plots at every turn, and eliminate high-ranking demonic figures (including one or two Consorts of Desire). This appears to have prevented the Demon's followers from expanding their minor presence in the region.
3/5Interesting tidings from the Lawless Capital. Heliel personally captured a notorious criminal (responsible for the murder of scores of people), and delivered him to a group of non-corrupt watchmen. "The Jester" was subsequently executed ASAP, as putting someone like that in jail is just asking for trouble. Some cultists seemed really excited at this news, for some unfathomable reason. This, along with our efforts eliminating demonic operatives (including a number of Consorts of Desire), won us many new friends amongst the non-corrupt sections of society. Chosen Apostles (and Heliel) also found success in converting some minor nobles and benevolent gang leaders. Which has presented another choice.
Many of those in power recognise that Lesimor is in shambles; a corrupt, poorly-functioning mess. There is a common desire to fix this situation. However, there is disagreement as to where the fault truly lies, and thus what the proper solution is. The two camps are diametrically opposed- their goals cannot be reconciled in any way-, and for us to win friends amongst the true power players, we will need to take a stand. Fortunately, this again is an easy choice. The only sensible choice is to strive for a
Stable Monarchy: Putting an end to the game of thrones will stabilise Lesimor, uniting it under the banner of a surely grateful leader. On the other hand, a more stable government is also more likely to reject foreign influence.
People's Republic: Deposing the monarchy will probably not solve Lesimor's chaotic situation, and will lead to an annoyed gentry. On the other hand, the new government can be moulded during its infancy to embody your values.
Meanwhile, the Demon's followers are struggling to keep hold of what power they still have. Our sabotage and assassination has seen them losing converts as their control slips, and their efforts to win high-profile friends made non-starters by our elimination of their Consorts. Bootlegger's proves too tempting to the gangs and populace of the city for them to lose huge numbers, but if the current situation continued, they would eventually have to downsize operations.
2/5-->3/5The Scholarly Towers again saw us sabotaging the demonic efforts quite competently. However, their presence in the area was quite significant to start with, and this close to their headquarters, they've been bringing in large numbers of missionaries and other operatives. To make matters worse, many scholars have been spied travelling west, presumably lured by the promises of forbidden knowledge- and we cannot feasibly hope to infiltrate the Demon's own base to destroy his library, nor would murdering every tempted scholar be liable to win us friends in the region. As a result, it seems that Magoc's control over this province has grown- we can only hope that it does not grow any further.
2/5Dolgoth Infiltration ReportEven in the midst of the influx of Bootlegger's, our efforts have not gone to waste. A copy of a ledger here, a destroyed shipment there, and a few threatening gestures for good measure resulted in the less righteous rivals of our converted merchants going bust, allowing ours to expand their businesses. In addition, Chosen Apostles were able to convince some merchants who already had a bigger presence to aid our cause.
As we have expanded our market share, we have begun to hear two schools of thought regarding the future of the Trade City. What all can agree on is that the current economic system is a mess, that needs to be replaced. They cannot agree on what system should replace it. Both factions insist that their policies will safeguard the Trade City's future and usher in a new golden age, whilst the other faction's policies will bankrupt the city. As seen elsewhere, it seems there is no possibility for compromise- we have to choose a side. This is a somewhat trickier choice, but ultimately the only viable option for us is to support
Deregulation: Allowing for free trade and free enterprise is surprisingly profitable, for some people at least. Less popular with guild leadership, and may lead to demands for free speech as well.
Intervention: Keeping the hand of the market visible ensures the winds of trade blow steady, even if they blow less hard overall. Unpopular with independent merchants, but ensures the support of the guilds.
Magoc's influence has also grown, as was inevitable with official protection on his side- even though his operatives were low in number, the favourable markets have seen many corrupted by Bootlegger's. Fortunately, in the ever-shifting market conditions of the Trade City, it is doubtful that this protection will continue much longer, and then we expect to be able to deal the demonic smugglers a heavy blow.
2/5-->3/5With the crackdown in the Ostentatious Capital ended (for now), we were able to bring in operatives from the Trade City to do their good work in larger numbers. This has paid off immediately, as large swathes of the population have joined our cult.
Unfortunately, the Demon's followers have seen equivalent levels of success. The Shadow Walkers assigned to the glittering city envy their comrades in the Lawless Capital.
1/5-->2/5Having received more or less official approval, our medics were able to set up shop all across the Wartorn Wastes, while other operatives were able to operate as 'nurses'. We raked in many converts this way, although we shouldn't push our luck- the political situation will not always be in our favour.
Meanwhile, we received bad news- without a large presence to counteract them, and their headquarters supplying agents from so close by, the demonic agents- especially their Consorts- have earned the ear of officers and noblemen in the region.
1/5-->2/5
It is now the Design Phase. You have two designs.
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.
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 and training with a bow are valuable assets in combat, harassing the enemy from a distance. Their bows are not high-draw war-bows, but they've received training from experts that renders them better and faster shots- the equal of the average archer in a human army. Also provided with gambeson and iron cap. Like regular cultists, their dedication (and communal singing) makes them more resilient mentally than civilians. Extended training programmes also increase the number of archers available, doubling the size of each unit.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
Bright Shadow Acolytes: Bright Shadows with magical potential, who have been further empowered to enable them to utilise such. Their spellcasting ability is rather weak, and they are easier to detect. Nevertheless, invisible spellcasters are nothing to sneer at. Rare
Shadow Walkers: Former criminal types, who found redemption under Heliel, and now serve her cause fanatically. They have been augmented with minor mutations that improve their stealth ability, and are skilled in all manner of underhanded activities. Uncommon
Chosen Apostles: Acolytes with a companion Orator Cherub bound to their souls. The Orator Cherub is a very minor angelic being with mastery of rhetoric, which both provides the Apostle with a script and augments their voice with angelic energy. Rare
Monsters:
Wyvern Harriers: Large (horse+ size) reptiles, their front limbs are powerful wings that (combined with inherent magic) enable them to fly. They can augment their breath into gale-force winds, though only once every few minutes. Scales provide moderate natural armour, though their wing membranes are vulnerable. Not particularly intelligent. Each 'unit' consists of a single Wyvern. Uncommon
Wyvern Riders: An uncomfortable saddle (for both rider and ride) with simply awful safety, combined with a wyvern's unease at having a rider, render these unlikely to see much use.
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 more powerful, but also more draining version of Magic Missile. Produces a stronger blast than the standard Magic Missile, but can only be cast a few times (depending on strength) before the user is drained of their spellcasting reserves. The user has a limited ability to direct the missile in flight. 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
Song of Soothing: A spellsong developed to heal and fortify the mind. The song must be initiated by a magic user, but once sufficient numbers are singing along it becomes self-sustaining. Cannot be used by or affect the undead. Common
Refrain of Regret: An inverted version of Song of Soothing. Listeners are compelled to sing along, thereby weakening their minds. This includes friendly targets. It is also not self-sustaining, as continued exposure renders one incapable of lending energy to the music. 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. Bright Shadows are most suitable for this role (Shadow Walkers can also help). Common
Exploit Intelligence: Using information gathered by other infiltrators, agents go forth to advance the Good cause while hindering Evil. Covers all manner of activity; theft, sabotage, blackmail, intimidation, even murder- all at the expense of the unrighteous, of course. Not extremely effective due to lack of specialisation, but not bad either. Shadow Walkers are most effective at this. Uncommon
Inquisition: More specialised towards the uncovering and elimination of demonic agents, especially high-value targets. Does little to actively advance the Good cause, but can throw Evil operations into disarray. Rare
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.
Monks of Minos: Half man, half bull, all pacifist. Strong, tough, and capable of channelling small amounts of Good into their strikes, these monks are built for war- but their minds have, over many generations, been honed for peace. Very effective warriors, despite their reluctance to cause unnecessary suffering and their rigid adherence to their brand of martial arts. Fight in tiny squads of 3-4 minotaurs. Uncommon
Monk Update: The current situation does not meet their criteria yet, although they will admit that things are getting worse.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3/5 |
1/5Lawless Capital:
3/5 |
2/5Scholarly Towers:
2/5 |
3/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3/5 |
2/5Ostentatious Capital:
2/5 |
2/5Wartorn Wastes:
2/5 |
3/5