Angel Team: Battle Phase T7TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportThings couldn't have gone better in the
Fortified Frontier. With the convenient demonstration of the Sunbow's value, the Hawks were more than eager to secure closer connections with us, and several prominent Hawk officers joined the cult.
We now control a portion of Hawk leadership. This, in turn, gives us partial control over the policies and administration of the Fortified Frontier province. The benefits previously enjoyed (improved officer & soldier training) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
To expand our control further will not be easy. We need to ensure the dominance of the Hawks- be that through strengthening their control, or weakening that of the Doves-, and complete our takeover of the Hawk leadership. Converting the remaining senior officers is one thing, but the most important convert will be the Hawk General; not someone to take lightly, the position implies great strength of will (and body)- not easily swayed by trinkets or empty words. It may be easier to simply remove him (by means fair or foul), and ensure that one of our existing followers takes his place (although this will not be simple either).
We must also be aware that our control is increasingly tenuous, and could slip if we do not maintain our efforts. It is possible that converts could be lost- exposed, killed, or swayed away-, robbing us of our progress.
Our demonic rivals, meanwhile, made little progress. Their criminal contacts have secured them a few extra smuggling opportunities, but not enough to substantially expand their reach- unsurprising, as the presence of so many well-trained soldiers itching for a fight is a great deterrent to criminal enterprise.
3/5-->4/5With Heliel's assistance, the Directors were able to assess the political situation in the
Lawless Capital quite well. While the Directors are sadly incapable of applying this knowledge, the same can not be said for Heliel. She enters the court at the invitation of a sympathetic Monarchist, where the combination of her unbridled charisma, flawless political knowledge, and immunity to being stabbed in the back allow her to make great strides in advancing the Angelic cause. Outside the court, she also helps to foil some criminal activity, but the coordinated activity is too much for one Angel to stop.
The Monarchists are dazzled by Heliel's charm and eloquence, and admire her near-flawless grasp of the political situation. They are enthusiastic about the prospect of enlisting Heliel's aid in unmasking and banishing the treacherous Republicans. Several prominent Monarchists seem ready to convert- but this is contingent on Heliel's continued presence; without her expertise, the Angelic cult will not be able to assist properly.
Magoc's foul tendrils have sunken into the city's sordid underworld, and many gangs now dance to his tune. This is a problem. Despite efforts to clean up the streets in recent months, the supply of ne'erdowells seems virtually unlimited. Supplies have been destroyed- not that we need much in the way of physical goods to do our work, but the manipulated criminals still managed to track down essentials- food, money, clothing- that our infiltrators rely on, without which they cannot feasibly operate. Speaking of which, cultists have been killed- Shadow Walkers, though canny of the ways of the rogue, are not immune to being surrounded, and medics and missionaries are easy prey for hardened killers. The criminals even managed to locate a safehouse where our Directors were lodging, though fortunately there were other safehouses and more Directors. All this is after Heliel's intervention reduced the impact. To be clear, we are not incapable of operating in the Lawless Capital, but we can expect to have a much harder time making progress.
In other news, analysis by the Directors has concluded that the Demon's minions have not managed to attain a higher level of influence than us, but it does seem that they are planning something together with Republican nobles, perhaps portending closer relations to come.
3/5 Bad news from the
Scholarly Towers; our Directors believe that Magoc has taken hold of the leadership of the Orange University- or at least, part of it; enough to attain a high level of influence, but not to the point where the demons could openly march through the province. ((Read: demons at 4/5))
Other operatives confirmed Magoc's continued presence- it seems that he is responsible for the rise in crime rate, likely aided by his OU allies. Said crime has had a negative impact on our operations, of course. Not as bad as in the Lawless Capital, but enough to make life difficult. Our contacts in the Green University are likewise troubled, with a shipment of rare books stolen, several properties damaged, and scholars harassed. They would likely appreciate assistance in mitigating the impact.
Speaking of the GU, they have expressed some admiration for the efficiency and efficacy of such spells as Major Missile, Heliel's Love, and the Song of Soothing- but tut-tut in response to Missile in Major Key and some of our other less-refined magics. They would enjoy seeing more refinement of our spellwork, and a more thorough (but cautious) exploration of the possibilities of spellsongs. Branching out into other areas will not actively harm our relationship, but even successes are less likely to evoke a positive response. For the moment, they enjoy studying our spellwork and conversing with the Minopostles enough to maintain cordial relations, but further advances would likely require greater efforts (especially if we don't make progress in the LC first).
3/5
Dolgoth Infiltration ReportBusiness as usual in the
Trade City meant no new business for us. Directors were some help in the province, mapping out business relationships to give friendly merchants a small edge, but the mysteries of commerce are not their forte.
Our demonic rivals were able to bring in Bootlegger's all-but unopposed, thanks to the assistance of local smuggling groups. However, that alone is unlikely to advance their cause all that much.
3/5Directors were a good fit in the
Ostentatious Capital as well. By identifying the leanings of various courtiers, they were able to provide missionaries a list of potential supporters of both the angelic and Local Dynasty causes, as well as a list of firm Foreign-Dynasty supporters to avoid. Unfortunately, the former list was fairly short this month, as the king's sudden return put many on edge.
Directors were also able to determine that the demonic operatives are hard at work trying to infiltrate the Foreign Dynasty supporters, but so far have made few significant inroads.
3/5The chaos in the
Wartorn Wastes served us well this month, as a number of existing converts were suddenly promoted. They remained hopeful that the assistance of Chosen Apostles will help negotiate peace, and so continued to support the cult, although their fellow senior officers were somewhat more hesitant. It is likely that more support from the OC, a gift of some defensive technology, or some other incentive could've secured the loyalty of enough to give us greater control.
Speaking of other incentives, Directors started work on an analysis of the politics in the Southern Realm. Although harder to pull off, what with having less intel to work with, completion will likely bolster the Peace faction's negotiation attempts.
Unfortunately, they also reported that many Victory officers are now siding with the demons, with a combination of recent promotions and Magoc's influence over bandit groups (who are plentiful in the province) helping to increase their influence.
3/5
It is now the Design Phase. You have two designs.
But wait, there's more.
You also have a design credit, to be used in the creation of a Unique Unit- be it a Champion (ie a human or near-human character), or a Unique Monster (for an example of this, see the
Titaneghoul from the first Demonhood). You may combine this design credit with a regular design for a High-Effort Unique Unit design. You may not combine all three designs into a Hyper-Effort design.
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).
Apostles of the Minotaurs: Students of moral philosophy and appreciators of the world. Their grasp of deeper concepts has the potential to win over those who appreciate a more intellectual approach. Rare
Graduates: Graduates of the Institute of Intrigue (making them reasonably competent political operatives), who have been augmented with a supernatural memory of local politics (making them very good political operatives), and are babbling lunatics (making them utterly useless political operatives). Uncommon
Directors: Graduates who have received no mental healthcare, but have been given the task of interpreting intel and providing reports based thereon, which they are capable of doing without having to talk about non-political matters. Bolster intelligence gathering and political operations.
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
Shield Minotaurs: Monks of Minos, equipped with large iron 'Barrier Shields'. The shields are embossed with glyphs, and when planted in the ground project a magical barrier above and to the sides, which blocks/diminishes magical attacks. The barriers last for several minutes before needing to be recharged. Operate in squads of 3. 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
Missile in Major Key: An offensive spellsong that unleashes a wave of magical energy at the foe. Cast by three mages singing together. Inefficient, but deadly to those caught by the wave. Uncommon
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.
The Bright Forge: A large workshop complex possessed of an angelic genius loci that accelerates production and enchantment. Geared towards producing enchanted equipment.
Export Workshops: A section of workshop space set aside for producing goods for export, especially enchanted items.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
4/5 |
2/5Lawless Capital:
3/5 |
3/5Scholarly Towers:
3/5 |
4?/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3/5 |
3/5Ostentatious Capital:
3/5 |
3/5Wartorn Wastes:
3/5 |
4?/5