Angel Team: Revision Phase T0TURNTURNTURNTraining Camp Revision: Officer Training
By implementing a basic command and leadership training scheme for the more intelligent and charismatic cultists that are not acolytes, we can start to produce capable officers for our ranks and further improve the capabilities of our forces. Our forces should be much more 'agile' and responsive with the introduction of proper leadership.
Training Camp Revision: Officer Training: Normal: (1+3)=4: Below Average
Unfortunately, none of the veterans amongst your cultists held officer positions, requiring them to try and piece together a command structure from vague memories of being yelled at. Nevertheless, the result seems passable. Those cultists showing an aptitude for combat and a hint of leadership abilities are appointed [squad leaders], while those who display clear signs of tactical intelligence and charisma are appointed [company leaders]. The overall commander of forces in a region is either yourself, or a [company leader] elected to the position.
The newly-appointed officers are given time to discuss strategy and tactics, and though they seem to be stumbling at times, it's certainly better than organising something at the last minute. You expect a minor but noticeable improvement in the planning and execution of military manoeuvres by cultist forces (which is, at present, all forces).
Mass IANH’s Love:Revision to IANH’s Love
Instead of healing just one person at a time, spread the love, heal multiple! Lower the intensity and spread the bandwidth! Each use is generally 4X as powerful as the standard spell, able to be used about half a dozen times. It can be used well over a general squad of cultists, still healing minor wounds rather quickly, and can stabilize major injuries to be later cured by the regular spell. It can also be cast preemptively before a charge to grant increased resiliency and help them survive in the fray just a bit longer.
Mass IANH’s Love:Revision to IANH’s Love: Normal: (1+3 (yes, really))=4: Below Average
If you- an incomprehensible being who transcends reality and defines what it is to be Good- can cast your healing Love over a wide area, why not your acolytes? Put it like that, and their struggles seem understandable. While the principle is sound, in practice it proves very difficult for your acolytes to divide their attention over a large area, and still channel the requisite magical forces. They are forced to further tone down the complexity of the spell in order to maintain a quick casting time. The healing effect is reduced to the point where even healing cuts and fractures (of the sort the original cures in seconds) often takes a second casting, and while it may sometimes remove the immediate danger of deeper wounds, other times the intensity is simply too low to mitigate the damage, leading to a superficial appearance of recovery while below the surface the injury is all-but untouched.
The spell "Mass Heliel's Love" should still prove useful, allowing acolytes to heal large groups more quickly than they could by healing one at a time, but is not as useful as it could've been. It is still Common, although it is nearing the boundary of what acolytes are capable of.
By the end of the month, our preparations are nearing completion.
Scouts have plotted a route through the Dry Plains and River Delta, identifying abandoned forts that we could use should the war come to those theatres. The militaries of Darrin and Xa-Nam are as weak as the stories say, and will be unlikely to interfere with our operations. However, moving military forces into the Fortified Frontier would be an extraordinarily bad idea, while Dolgoth's navy and sizeable garrisons make miltary action in the Trade City a no-go as well.
Meanwhile, missionaries have been sent forth. The peasantry of the Fortified Frontier made eager converts, tired of taxes and conscription, while the generals seemed oblivious to our growing influence. In the Trade City, we found native islanders receptive to our words, as they chafe under foreign rule, while the merchants are too absorbed in their own struggles to care about a few eccentric missionaries and medics. The pious citizens of the Dry Plains, however, are confident in the leadership of the priesthood, and have no time for our preachers, while the denizens of the River Delta are happy and healthy, likewise limiting the appeal of our message of hope.
Rumours from the west indicate that the Demon's forces are preparing an offensive of their own, and are doubtlessly seeking converts to bolster their dark legions. The war is all-but inevitable at this point, so we'd best ensure we're ready for it.
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. Their Power is currently 20.
Mundane Units:
Armed Cultists: Being equipped with only a rusty dagger, a spear, and a wooden shield, combined with rudimentary 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. 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 designed for hunting, not piercing armour, but they're better than nothing. 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. There are not many Acolytes in a unit. Uncommon
Cultist Officers: Featuring a whole two tiers of military hierarchy, the [squad leaders] and [company leaders] 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:
You don't start with anything in this category. Feel free to ask whether a proposal is viable, at least until you have a grasp of difficulty.
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
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
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.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
2/4 |
2/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
1/5 |
?/5Lawless Capital:
0/5 |
?/5Scholarly Towers:
0/5 |
?/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
2/4 |
2/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
1/5 |
?/5Ostentatious Capital:
0/5 |
?/5Wartorn Wastes:
0/5 |
?/5