Angel Team: Battle Phase T8TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportOur allies in the
Fortified Frontier were glad to have our cooperation in this time of strife, requesting extra shipments of Sunbows and more medics. They were not especially interested in our Investigators, though they did send a few squads to follow up on a lead they uncovered, capturing a shipment of Frag being smuggled into the province. Our Investigators are certain that Dove officers were involved in the shipment, but the Hawk soldiers either didn't find or didn't notice any evidence to that effect. Perhaps had they been less distracted by the ongoing rebellion, the Hawks would care more about the demonic threat.
And it
is a threat, as all our sources- Bright Shadows, Shadow Walkers, Directors, and Investigators- agree that the Doves are working together more closely with Magoc's followers than before. The chaos in the province probably helped the demonic cause as well, and investing in Frag was no doubt tempting to the greedy Doves. How it happened aside, their partnership gives the Demon access to the Dove's expertise- while they are less concerned with battles, they do know a thing or two about keeping soldiers fed and armed (and how to take a cut for yourself, of course).
4/5The Lawless Capital is a harsh mistress, the Investigator thought to himself as he tracked his target through a sullen slum.
I know how to handle a fiery gal though, he mused as he threw a thug into a brick wall.
The dramatic death of the ex-king could've been real bad news. The Monarchists were thrown into disarray by the development, as allegiances shifted even within the faction, and they were all too busy playing politics to mess around with angels. Fortunately, Heliel was there to take the case. With literally supernatural sleuthing skills, much charisma, and finally a very exciting chase sequence ((that I won't describe)), she tracked down the true culprit: a minor noblewoman, not affiliated with any major faction, who was having an affair with the king. A passionate encounter got a little wild with the involvement of a few bottles of Bootlegger's, and the drunken monarch stumbled over a discarded item of clothing- right out the window. So in a way, it was Magoc's fault.
Regardless, the Monarchist faction was thrilled to be presented with this evidence. Internal squabbles were set aside to offer Heliel gratitude, and a number of important Monarchists subsequently pledged their support to the angelic cause.
We now control a portion of Monarchist leadership. As in the Fortified Frontier, this gives us partial control over the policies and administration of the province. The benefits previously enjoyed (improved political skills) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
Of course, to expand our control further will not be easy. We need to ensure the dominance of the Monarchist faction- which in this case requires stabilising Lesimorian politics and rooting out Populist supporters-, and complete our takeover of their leadership.
But the main issue we face in furthering our control is that to
truly control the province, we need to control the eventual monarch. Problem is, anyone who has what it takes to be the king/queen of Lesimor will also have what it takes to resist an awful lot of angelic persuasion. The Monarchists will not accept us placing a puppet on the throne, unless their own desires are fully sublimated by their loyalty to Heliel. So our paths to dominance include either
truly convincing a powerful monarch that siding with us is the best thing for Lesimor, or replacing/indoctrinating the majority of the Monarchist faction.
On the bright side, power in the capital allows us to influence national policy to some degree, not just policy in the capital itself.
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.
Meanwhile, our regular Investigators dealt with the Demon's more direct efforts. While they were unsurprisingly unable to keep their criminal allies completely suppressed, they were at least able to deal with the most direct threats to our operations, ensuring our safehouses stayed safe this month. Trying to keep track of the Frag trade, however, proved a sisyphean task- for every Frag Den located, a dozen more sprung up, although perhaps sprung up is the wrong phrasing, since they didn't exactly make themselves obvious. They also had to juggle these efforts with their investigation of what the Populists were up to: it seems they are trying to incite widespread protests, and are likely seeking demonic assistance in doing so. Though Heliel's work reduced the people's ire somewhat, there is still an undercurrent of discontent that can be exploited.
3/5-->4/5The Green University scholars in the
Scholarly Towers were very impressed by Morceau in Major Key, admiring the efficiency and elegance. The efforts of Investigators in helping to root out the criminal elements sabotaging their assets was likewise appreciated, as was the uncovering of corrupt officials who were making the province's situation worse. Now that our influence in the capital is greater, it seems likely that another good month (that is to say, another bad month for the GU) could a number of senior wizards signing on.
Unfortunately, even our Investigators don't know much about what the Obsessive Scholar was up to. His ability to disguise himself is almost flawless, and the Demon's followers are now often negotiating behind closed- magically sealed- doors.
3/5
Dolgoth Infiltration ReportIt is sometimes hard to identify crime in the
Trade City. Deregulators will tell you taxation is theft. The Guilds will tell you that trading without a license is forbidden. Nevertheless, Investigators did their best to track down the
true criminals working together with the demon's followers. The chaotic situation made this difficult, but on the other hand it also brought us more Interventionists looking for allies. However, they'd really like to see us turn a profit before signing on.
3/5Our Investigators... did not have much to do in the
Ostentatious Capital. Not a lot of crime to be found, and besides, the local watch is suspicious of freelance detectives- it might not be
explicitly against the King's wishes, but sometimes it's better to be safe than sorry. Fortunately, we believe that the Demon's followers also had a hard time getting things done under the King's paranoid gaze.
3/5Our Investigators actually found themselves travelling south of the
Wartorn Wastes this month, seeking out information that will help our Directors improve their analysis of politics in the Southern Realm. The Peace faction is eagerly awaiting said analysis, which should be complete in the next month or two. Of course, they didn't neglect their demon-hunting duties, although the criminal elements in the province- bandits- are not their forte. While they were able to track down a few bandit groups, and direct friendly soldiers to wipe them out, the vast expanse of ravaged countryside is a lot harder for an individual to comb through than a city.
It is unclear what Magoc's minions are doing in the region, although it is believed that an Uruk Warlord visited for a meeting with several officers from the Victory faction- though it is unclear how close they are to securing full control.
3/5
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.
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
The First Warden: The soul of a fallen cultist whose stubborn refusal to stay dead grants an incredible resilience, making destroying his spectral form a temporary reprieve at best. Outfitted with custom full-plate armour and a greatsword, the former imbued with a variety of defensive enchantments, the latter with power-boosting and arcane-fire-generating enchantments. Not invincible, as damage can pass through his armour, eventually forcing him to abandon it- but he can use any discarded equipment that is not tainted with Evil. 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. Training in coordination improves their ability to provide ranged support in melee. 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 resilient & expansive military hierarchy, Cultist Officers impart a professional level of organisation at every tier, from individual squads to the army as a whole. This allows for more intricate manoeuvres and formations to be utilised, significantly expanding the tactical repertoire of the angelic army. Cultist Officers are distributed amongst all cultist units (Armed Cultists, Cultist Archers, Acolytes, etc).
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
Investigators: Highly skilled, heavily trained, and mutation-augmented detective. Their mutations have the side effect of causing their head to glow when in deep thought. Cooperate with local law enforcement, or operate independently to identify and unmask demonic operatives. 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 Mana/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
Morceau in Major Key: A far more powerful variant of MMK that sends forth a concentrated wave of (magical) sound instead of raw Mana. 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
Investigate: More effective information gathering techniques, only suitable for highly skilled operatives. Rare
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
Police Cooperation: Operatives work together with local law enforcement, legitimising their takedown of demonic agents while endearing themselves to the forces of order. 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.
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:
4/4 |
0/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
4/5 |
3/5Lawless Capital:
4/5 |
3/5Scholarly Towers:
3/5 |
4?/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
2/4 |
2/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3/5 |
3/5Ostentatious Capital:
3/5 |
3/5Wartorn Wastes:
3/5 |
4?/5