Angel Team: Battle Phase T5TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportOur contacts in the Fortified Frontier assure us that the delayed pay is due to the Dove faction siphoning funds into their own pockets, and not- as the Doves claim-, due to the Hawks themselves hiring more soldiers than they were supposed to.
The Hawks appreciate our support in these trying times, and those we've shown the Sunbow to admire its power, but they cannot mass-produce them. If we made the appropriate arrangements, they could establish an official procurement contract- which would go some way to convincing higher-ups of our value.
The Demon's minions have guards now- not very good guards, but still, it means Shadow Walkers have to stab three people instead of just one, and sometimes the actual target manages to escape. We still managed to stop most of the high-profile targets, but that did give some of their less important agents a chance to do their foul work. They have expanded the import of Bootlegger's, and have made inroads into converting frustrated soldiers. They will have to come up with some new tricks if they want to expand their operations much further, though.
3/5Needless to say, we could only side with those supporting a Stable Monarchy. They seek to end the chaos in Lesimor for the good of the people, and while they are not overly invested in any particular candidate, they do intend to ensure that the ultimate winner is a benevolent philosopher-king, not a selfish schemer. Those in favour of a People's Republic merely seek to harness the people's anger for their own ends, using hatred and greed to steer the "republic" to serve their own agenda. While the proponents of a Stable Monarchy we have contacted are somewhat hesitant to side with us- fearing we may further destabilise things-, but the Chosen Apostles manage to win them over. We may now call upon their aid- men and women who are masters of the murderous art of politics.
Unfortunately, our attempts to aid our new allies by intervening in politics on their behalf went poorly. The silk tongue of a Chosen Apostle got them into the palace complex, and won them some friends, but it also won them some dangerous enemies- though the Shadow Walkers were able to break them out of jail, they will not be able to show their face in court any time soon. We will need more refined methods to infiltrate the halls of power.
Our demonic rivals have, of course, been contacted by the Republican faction. For now, our efforts at keeping them suppressed is working out, especially with the King's seal of approval- we've sabotaged them and their criminal allies at every turn, and very few Consorts managed to slip through our net. Still, we must hope they do not step up their game, as the Republicans are desperate types, more than willing to side with a Demon to get their way.
3/5In the Scholarly Towers, we were somewhat surprised when a scholar wandered in to a safehouse our Shadow Walkers were using. The man assured us he was no threat, explaining that he was a member of Green University, come to warn us that dark forces had made contact with members of the Orange University. OU's reckless pursuit of knowledge and power was bad enough
before they sided with a literal Demon. He fears that the members of GU may not be able to stop them and their dangerous experiments without Angelic aid. He warned us that many of his colleagues are rather... set in their ways, and may be slightly reluctant to accept our aid, but ultimately they seek only to better the lives of the people, through ethical and methodical research. They are also, he boasted, far better mages than the unfocused Oranges.
Bright Shadows confirmed his story, although we cannot be entirely sure how much control Magoc's followers have- beyond a certain point, Bright Shadows alone cannot keep track of their increasingly intricate webs of contacts. It seems unlikely that they have converted high-ranking scholars already, but we wouldn't know. We continued to sabotage the demonic efforts as best we could, but even their feeble guards lowered the number of operatives we could waylay.
Our own efforts have been slow, as the bookworms of the province are not so easily swayed by an Apostle's pretty words- and some can clearly see the Orator Cherub over their heads, which can result in awkward conversations. We tried using Heliel's False Gift on some of the more elderly scholars, but our sales pitch wasn't that convincing.
2/5Dolgoth Infiltration ReportUltimately, we decided to side with the Interventionists in the Trade City. The less fortunate must be propped up- which is also best for the economy, as if everyone gets a slice of today's pie, they can contribute to making tomorrow's pie even bigger. The Baker's Guild member we spoke to wasn't totally on board with the metaphor, but he agrees with the sentiment. We can expect the support of the Guilds, and their craftsmen, if we continue to support this path. This no doubt means that Magoc will side with the Deregulators, whose disregard for others and mindless pursuit of profit will doom the city. Unfortunately, while they are mostly fiercely independent- not big fans of demonic brainwashing, probably-, they are wealthy, and willing to invest in experimental ventures.
As for our efforts to expand our reach... not much came of them this month. The good news was bad news for us, as it meant that everyone felt confident in the current system, and saw no need to side with eldritch forces to supplant it (fortunately, the same applies to our rivals). In the future we will likely need to show off our ability to turn a profit if we want to win more friends in the area.
3/5With the King away, we took the chance to approach minor nobles and wealthy citizens, converting them to our cause. Heliel's own presence was especially inspiring, her eloquence sufficient to win hearts and minds with a single sentence. We did struggle somewhat to lure people away from the gaudy festivities the Demon's agents organised, but ultimately Heliel tipped the balance in our favour. Many new members joined the cult- important people, who confided in us that the current King... might not be the best king ever. He
might be clinically insane. It
might, hypothetically, you didn't hear it from me, be better to replace him with someone more suitable to the role. The question is, who? There are, as ever, two modes of thinking, and only one Good choice. We must choose a successor from the
Foreign Dynasty: Wealthy, well-connected, and firmly in control. Whether under the current tyrant, or a successor of your choosing, the dynasty would offer a firm grasp over the institutions of Dolgoth- on the other hand, they would still have a firm grasp themselves.
Restored Local Dynasty: Downtrodden, exiled, but with the people's support. A hand-picked contender to the throne would offer a malleable puppet who commands the loyalty of the populace- though a lot less from those with money and swords.
While we make our choice, our demonic rivals are not far behind. While we attracted more to our side, they still managed to tempt a sizeable amount into their dark lord's service, and will undoubtedly continue to cause problems for us.
2/5-->3/5In the Wartorn Wastes, as in the Scholarly Towers, we were approached by potential allies. They introduced themselves as members of the Peace faction; a group of officers and noblemen who are tired of war- they have seen too many brave soldiers die in vain, all for a scrap of coastline and a king's pride. They seek to end the suffering in the Wartorn Wastes for good, even if that means an unfavourable peace. As one might expect, they are amenable to negotiation. They explained that their opponents- the foolish Victory faction, fanatics who see war as nothing but a game of numbers, and care only for victory no matter the cost- have made contact with dark forces, as even the violent xenophobes can recognise the value of such a deadly ally.
Having seen the power of negotiation our Chosen Apostles possess, and with the recent defeat fresh in their minds, they are all but begging us to aid them in their efforts to end the war. They offer a little military support, and their negotiating prowess- even Chosen Apostles might have more to learn-, if we will only help them make contact with representatives of the Southern Realm, and convince their fellow officers and noblemen to support a peace treaty.
Meanwhile, Magoc's agents negotiate with the Victory faction, and will no doubt have the chance to recruit some of their most fanatical officers, whose aggressive strategies are unmatched. As in the Scholarly Towers, we cannot know for sure how much progress they have made.
2/5-->3/5
News of the defeat and draw reaches the Blessed Desert. Of particular concern are the new Uruks, whose inhuman abilities put our mundane soldiers to shame. There is a silver lining, however.
Descriptions of the battles, and the opportunity to examine an Uruk corpse brought back from the front line, have shaken everyone, but especially the Monks of Minos. The Demon's willingness and ability to twist biology to such a degree on such a scale suggests he is a bigger threat than they anticipated. They come before Heliel, and offer their tentative support for her cause- while they are still reluctant to enact violence, they are willing to accompany our armies and fight to preserve the life of our soldiers. Their martial arts will allow them to incapacitate demonic soldiers in mostly painless and harmless ways. They will need more convincing to drop their reluctance to harm even their sworn enemies, but even their limited assistance should be quite beneficial to our efforts.
((To clarify, "more convincing" means a design or revision, it will not happen automagically))
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.
Champions:
The Silver Markswoman: A female archer who was accidentally imbued with the power of light, causing her to glow, granting her improved vision, and increasing her stamina when exposed to sunlight. Wears a hooded cloak when not fighting to conceal her glowing skin & hair. An expert archer, she harmonises with her Sunbow, giving it even greater range and power. Not particularly skilled at close combat, or provided with any special equipment. 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
Sunbow Skirmishers: Archers provided with Sunbows- recurve shortbows enchanted to double the force imparted on arrows, and cause said arrows to glow like the sun in flight and cause burning on impact-, and rigorous training in mobility, allowing them to move around the battlefield extremely rapidly- all but regardless of terrain. Are otherwise similar to regular archers in terms of equipment. Significantly smaller units than regular archers. 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
Angel's Voices: Acolytes who have discovered a song that resonates with their own 'Soul Song', granting them greatly improved magical ability, especially with regard to Spellsongs. They can sing any Uncommon Spellsongs, and cast most other Uncommon spells. No more physically adept than regular Acolytes. Wear white robes sown with golden thread, and wear little white masks over their eyes. 3-4 per 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.
Wailing Wyvern: Wyverns are taught to 'sing' a modified version of Refrain of Regret using their air-blast magic. This can be used to demoralise dozens of enemy soldiers at once, but the feedback will also cause the Wyvern itself to flee. Wyverns will only use this ability when directly ordered to.
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
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
Heliel's True Gift: A modified version of Heliel's Love that can reverse ageing by 15-20 years. Heliel herself can reverse ageing almost indefinitely. Uncommon
Heliel's False Gift: A modified version of Heliel's True Gift that reverses ageing by 5-10 years for up to a week, after which the magic abruptly ends- very painfully. Uncommon
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/Angel's Voices 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.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3/5 |
2/5Lawless 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:
3/5 |
3/5Wartorn Wastes:
3/5 |
3?/5E: Changed 3+ to 3?, to prevent confusion. 3?/5 means that the demons have at least 3/5, but you don't have the spying ability to know if they have a higher value.