Demon Team: Revision Phase T0TURNTURNTURNChaotic Mutagenic Draught
With our inexperience with alchemy and mutagens in general most of our experiments result in unstable mutagens that have unpredictable results when applied. This is not a failure however and these unstable mutagens can still be of use. Town wells can be poisoned with them, the water supplies of marching armies can be contaminated and willing cultists can take the plunge in the hopes of receiving a beneficial mutation. This will sow chaos and the mutated will naturally become outcasts from a society that views mutations as a sign that they are touched by Evil. This will make many of them vulnerable to recruitment by an organisation willing to accept them, at least those that survive the mutations and don't get lynched or murdered. Once they have been recruited frequent exposure to the runes of inception will correct any doubts they have about our cause.
Chaotic Mutagenic Draught: Normal: (4+1)=5: Average
Alchemy is a very complicated means of inducing mutation, which requires painstaking precision in order to achieve even simple results. Just throwing some stuff together at random is astronomically unlikely to do anything. That is, until you introduce Evil to the mix. Mutating people with Evil is easy. Just pour enough of it into their bodies without any sort of constraint or structure, and you'll probably see a number of interesting mutations take place. You are also likely to kill them, however. Combining the two, infusing a random assortment of ingredients with Evil, leads to a mutagenic draught with unpredictable effects, but sufficiently often ones of some interest. About 50% have no mutatagenic effect, causing mild discomfort at most. 10% are poisonous, with effects ranging from temporary sickness to death, depending on dosage and luck. 20% cause minor mutations of little note; small patches of green skin, loss or gain of hair (in various locations), slightly improved or worsened mood, etc. 15% cause moderate mutations, which are quite obvious; scales covering various parts of the body, teeth replaced with fangs, uncontrollable rage, etc (sometimes several in combination). 5%, though, are interesting- extra limbs, the ability to breathe fire, telepathy- are the three results you've seen so far, but who knows what else may occur.
Of note, the Draughtsmiths didn't take any notes when preparing these, so replicating the results, while possible, will not be any easier than starting from scratch.
The
Chaotic Mutagenic Draught has been tentatively approved for distribution in infiltrated regions. The use of volunteers and "volunteers" has also allowed the creation of a few small units of
Misfits ((placeholder name)), draught-takers with mutations that make them, in some way, slightly better at combat. Their eclectic mix of abilities, however, make them unreliable, and not significantly better than regular Armed Cultists when taken as a whole.
Use in infiltration is rated
Uncommon. Misfits are
Rare, and have a small unit size.
Teachers of Magoc
The Teachers of Magoc are Acolytes who have chosen to begin the spread of Magoc's Teachings. Most importantly, they are focused on the use of the Language of Inception, having all around better reserves with which to create the runic script. This in turn, allows them to impart ideas to others through this script. In time, as their knowledge improves, so too will their number of lessons to impart to the masses.
For now, their primary duty is to Teach that which Magoc offers, and gain new members with skills to pass down, which in turn. will be able to be taught in the future. 'The Sharing of Knowledge is a grand thing, which improves all. Those who hear it, and those who pass it down. For by sharing it, do new ideas appear to be shared.' That is the basic tenant of the Teachers of Magoc.
Teachers of Magoc: Normal: (1+4)=5: Average
Selecting those acolytes who show the most promise with writing the Language of Inception and having them dedicate their time to the matter is simple enough. Most time was dedicated to the educational aspect.
The basic principle of using the Language of Inception to aid in educational endeavours is sound, as it is easier to absorb lessons delivered through the medium (hopes of being able to deliver skills purely through use of LoI were very quickly discarded). It is somewhat trickier to assemble the necessary texts- Demontongue is a comprehensive language that can describe almost anything, but finding the right words can be tricky for those not fluent-, and then the inscription is of course a painstaking process as well. However, with your help, texts introducing the reader to the basics of your dark message are devised, and reproduction begins. These scrolls are then taken by the Teachers to aid in proselytising (being introduced at a later stage, to potential recruits who have shown a strong interest, as being shown a bunch of strange runes as a first impression might turn people away), serving to speed up conversions slightly. It is unlikely to have a huge effect at this stage, but the Teachers may independently expand their curriculum in the future, increasing their efficacy over time.
Teachers of Magoc will accompany proselytising missions automatically. They (currently) have no combat utility. As acolyte offshoots, any upgrades to acolytes will effect them as well. They are
Rare, due to the effort required to produce their learning materials, on top of their acolyte training.
By the end of the month, our preparations are nearing completion.
Scouts have plotted a route through the Rice Terraces and Light Jungle, 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, Lesimor's army regularly patrols the Scholarly Towers and would be unlikely to miss any military incursion, whilst any forces sent into the Wartorn Wastes would probably have to fight Dolgoth, their southern neighbour, and bands of deserters- an untenable proposition.
Meanwhile, missionaries have been sent forth. While the educated peasantry of the Scholarly Towers are somewhat less susceptible to conversion, the laissez faire attitude of the local rulers means our efforts go almost entirely unnoticed, and we are soon raking in recruits at a steady pace. The population of the Wartorn Wastes eagerly join our dark cause- having learnt well that life is all about taking what you want- while the warlords are not interested in anything but the ongoing war, and care not for a handful of strange missionaries and some curious graffiti. The pious citizens of the Rice Terraces, however, are confident in the leadership of the priesthood, and have no time for our preachers, while the denizens of the Light Jungle are happy and healthy, likewise limiting the appeal of our dark message.
Rumours from the east indicate that the Angel's forces are preparing an offensive of their own, and are doubtlessly seeking converts to bolster their righteous crusade. 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.
Magoc: The diabolical 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 their lack of 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 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 makes them more resilient mentally than civilians. Uncommon
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Demon. 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
Teachers of Magoc: Acolytes who specialise in the use of the Language of Inception. They primarily accompany missionaries and aid in late-stage conversion with their scrolls of dark scripture. Rare
Summoned/Mutated Units:
Misfits: A small band of mutants. What kind of mutants? Who knows! Cultists who consumed CMD and spun the wheel, ending up with some sort of beneficial mutation. Not much stronger than regular cultists, but kinda freaky, so that's fun. Rare
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
Magical Equipment:
Chaotic Mutagenic Draught: A random assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids (usually brown, though). Consumption can have one of a wide range of effects, from nothing at all, to death, to moderately serious mutations. Used by infiltrators to cause havoc. Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil 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
Language of Inception Graffiti: Demonic runes, drawn in blood, subconsciously impart their message onto those who view them. Painted on the walls of human settlements, they subtly steer the population towards evil. Uncommon
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
DARRIN (Combat)Rice Terraces:
0/4 |
4/4Mountain Passes:
2/4 |
2/4Dry Plains:
4/4 |
0/4LESIMOR (Influence)Scholarly Towers:
?/5 |
1/5Lawless Capital:
?/5 |
0/5Fortified Frontier:
?/5 |
0/5XA-NAM (Combat)Light Jungle:
0/4 |
4/4River Crossings:
2/4 |
2/4River Delta:
4/4 |
0/4DOLGOTH (Influence)Wartorn Wastes:
?/5 |
1/5Ostentatious Capital:
?/5 |
0/5Trade City:
?/5 |
0/5