Demon Team: Design Phase T4TURNTURNTURNInfrastructure: Warcaster's Keep
Warcaster's Keep is the implementation (finally) of the plans meant for the Obsidian Spire. The Keep is spacious enough to house our spellcasters, contain a large library of ancient, evil, and forbidden knowledge (as well as the more mundane), an internal training area for practice in a controlled environment, and an open yard in the center where more intense training occurs. Some of our more magically adept Acolytes are promoted to Warcasters and responsible for overseeing the training of the cult's acolytes as well as their organization on the battlefield.
Warcaster's Keep is not kept secret, either. Circles, cabals, schools, and covens of spellcasters are informed of the unrestricted studies available at the Warcaster's Keep. The only fee is devotion to the cult!
Warcaster's Keep: Normal: (3+4)=7: Superior Craftsmanship
Curiosity is a powerful motivator. It is said that if the gods were to grant a man a spell to destroy the entire world, he would cast it just to see what happens. Unfortunately, you don't have any spells of that magnitude sitting around, so you cannot test this theory. But you do have a shiny new repository of knowledge, sure to attract many a reckless scholar.
The Warcaster's Keep has been established on the outskirts of the Forgotten City, a three-story building of dark volcanic rock, replete with disconcerting engravings and unnecessary spikes. Your cultists in the Scholarly Towers were able to channel some of the wealth from Bootlegger's sales into acquiring a respectable collection of tomes, to which you added a few diabolical dissertations for the advanced student. There is certainly room for improvement in the library's selection, but you've set aside a portion of Bootlegger's income to be spent on acquiring exotic books, ensuring a steady stream of new reading material. Already there have been some discrete indications of interest from various scholars, hoping to peruse forbidden knowledge without 'ethics and safety' getting in their way.
The other facilities are all top-notch; the sturdy structure should survive all but the most explosive of magical accidents, and a selection of targets and dummies is available in the courtyard, meaning mages can practice to their heart's content. Training in the Keep will give your acolytes a very noticeable edge over their angelic rivals, as even the humble Magic Missile can be cast more often, more rapidly, and with more power.
Perhaps more importantly, the newly promoted Warcasters hold great promise. Though few in number, their natural skill combined with the opportunity and materials for intensive study has seen them surpass regular Acolytes with aplomb. Their finesse and improved reserves of magical energy (both mortal and Evil) theoretically allow them to cast more advanced spells, and definitely allow them to cast simpler spells with greater
oomph; their Magic Missiles are easily twice as strong as an Acolyte's (an Acolyte who has trained in the Keep, that is).
Though their magical study takes up much of their day, their dedication to your cause has seen them find the time to also study with your Cultist Commanders, learning the basics of leadership and tactics, as well as some self-defence (making them considerably less squishy in close combat). They have added a sword to their equipment, and have made a point of ensuring their black cloak-coat is made of thick leather, increasing survivability by a small but relevant amount. Their stupid felt hat is sure to raise a few eyebrows as well, although the actual effect on enemy morale is unlikely to be significant.
Of note, Warcasters consist only of those magic users who showed natural talent above their Acolyte peers. It is conceivable that more Acolytes could reach their level of skill with a more widely applied training programme, but this was not your focus. As a result, Warcasters are not especially numerous- there are enough to deploy one per unit of Acolytes, and no more.
The Warcaster's Keep improves the performance of all casters, and will entice seekers of knowledge into your service.
Warcasters are capable of casting Common and Uncommon spells (unless noted otherwise), at considerably higher strength than Acolytes. They will supplant Cultist Commanders in mage units. If deployed alone (or in Influence lanes), they would be considered single-individual units at an
Uncommon level.
As we all know, Good is boring and unfun, prohibiting such enjoyable activity as overindulgence in fine food & drink, exquisite clothing & artwork, pleasurable company, the suffering of others, and depraved acts of self-gratification. To protect these cornerstones of Evil enjoyment and thus entice those who can appreciate the finer things in life, a combination of Evil and alchemical concoctions provides the chosen with a voice as sweet as honey, a body as flawless as the Dolgoth crown jewels, and the ability to both read a person's desires and then magically enhance the sensations they feel. When a Consort of Desire is present, silk never felt smoother, Bootlegger's never tasted more delicious and the prick of a knife never felt so delightfully sharp. Once the Consort of Desire has left, everything will feel grey and lifeless until they return.
Consorts of Desire: Normal: (3+4)=7: Superior Craftsmanship (not a typo)
You have outdone yourself, to be sure, with these newly-minted Consorts of Desire. So potent is their alluring aura that even you find yourself longing for their presence- for a moment, at least. The effect on mere mortals is devastating. Trials have seen some spurned by a Consort throwing their lives away, so meaningless does existence seem without their presence. The exact strength of the effect varies from person to person, and also depends on how much effort the Consort themselves is putting into their powers, meaning you can not expect them to instantly convert literally everyone they meet. However, with time to prepare, and luxury goods on hand, they are expected to have a very respectable rate of success.
The creation of a Consort of Desire starts with a cultist who is already considered attractive. They soak in a bathtub full of an alchemical concoction infused with Evil for several hours, during which any blemishes they may have had fade away, and the essence of indulgence seeps into their bones. They emerge from their bath a changed man/woman, whose appearance is now somewhat indistinct, in the sense that no two observers can quite agree on all the details- but all can agree that they are perfection personified. Their minds, as one might expect, are warped into a vessel for purest hedonism; a downside to the Consorts is that they demand- nay, require- a higher standard of living than other cultists, forgoing water for the finest spirits (which never seem to render them more than pleasantly buzzed), linen for silk (even though they would look good in sackcloth), and a full night's rest for endless celebrations (which never drain their boundless stamina).
You have no objections to their cost of living, however, and not just because watching a Consort of Desire enjoy themselves is in itself a sublimely satisfying experience- they are also very useful. The Consorts are embodied temptation, capable of sharing their own appreciation for life's pleasures with those around them, an intrinsic power over which they have some control. Combined with their effortless beauty, this allows them to find a warm welcome wherever they travel, often allowing them entry to the halls of power. Once within, their charm will quickly win them admirers, especially if combined with luxurious gifts. If they can manage to arrange a 'private audience' with someone, that (un)lucky individual is almost guaranteed to fall under their sway.
Of note, the efficacy of a Consort's abilities may be reduced by warding talismans or spells, and will likewise be less effective on those sworn to Good. Larger crowds also dilute the effect, making them less effective at mass conversion.
Consorts of Desire are sure to have a major impact on our infiltration efforts. Using their signature infiltration technique,
Temptation, they will target primarily important individuals in an attempt to recruit them into the cult. Their carefully crafted nature requires considerable alchemical and mutational work, and their lifestyle costs further exacerbate this, rendering them
Rare. Temptation, due to the careful planning and expensive vice-enabling substances required is also
Rare.
It is now the Revision Phase. You have two revisions.
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.
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. Their shield and tabard are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. 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. Their tabard matches those of the Armed Cultists. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Cultists carrying a tank of mutagenic liquid on their backs, connected by hose to a pump-and-nozzle contraption that sprays the substance over the battlefield, creating clouds of mist that induce random mutations in those exposed to it, as well as vastly boosting aggression. The range is short, and the effects are temporary. Their tabard matches those of the Armed Cultists. Uncommon
Mutamist Globadiers: Globadiers carry a satchel of glass flasks filled with the same mutagenic compound as the Sprayers, which they can sling (using a sling) at the enemy, where they shatter and unleash large clouds of the mist. Carry less of the compound than Sprayers, but have much greater range.
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- and further enhanced by studies in the Warcaster's Keep. Their tabard matches those of the Armed 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. Uncommon
Warcasters: Graduated Acolytes, with a greater aptitude for the magical arts, who have undertaken intense study in the Warcaster's Keep. They can cast any Common or Uncommon spells (unless noted otherwise), and more effectively than regular Acolytes. In addition to their magical training, they have found time to practice the arts of command and close combat as well, making them effective leaders and passable fighters. Provide improved leadership to Acolytes (one per unit). Wear a black leather coat/cloak & stupid felt hat, and carry a sword.
Cultist Commanders: Mean, tough, with a basic understanding of tactics, Cultist Commanders instil a modicum of order and discipline, while also being capable combatants themselves with their exclusive sword and fancy red beret. They are distributed amongst all Cultist units.
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
Devil-Crows: Crows infused with a small amount of Evil, increasing their natural intelligence slightly, and making them subservient to Magoc and his followers. They are larger than an average crow and have an unnatural red glint in their eyes, but are otherwise hard to distinguish. They are capable scouts and spies, having sufficient vocabulary to convey at least a decent summary of what they have seen. Murders of Devil-Crows may be deployed in battle to harass the enemy, in limited numbers. Common
CHADCrows: Larger, meaner, enhanced Devil-Crows. Their sharpened talons and beaks make them a deadly threat, especially when working together. Typically operate in small murders. Uncommon
CHADS: Tall, intimidating mutants, suffused with Evil and Alchemy. They are stronger, tougher, and faster than even a well-trained regular human. Their every waking moment is consumed with thoughts of violence, at which they excel, although they are less well suited to intellectual pursuits. To make matters worse, they are better equipped than regular cultists; in their arms they wield either a sturdy two-handed hammer or a one-handed axe and a massive tower shield, while their bodies are clad in mismatched iron plates strapped over vulnerable areas. Operate in small units. Uncommon
Consorts of Desire: Beautiful, enticing mutants, imbued with Evil and Alchemy. Aside from being breathtakingly attractive, these men and women have the ability to share their own enhanced hedonistic senses with those around them, making all of life's guilty pleasures seem that much more enjoyable, and making life seem grey and meaningless when they depart. Unrepentant hedonists, they insist on a high standard of living. 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
Bootlegger's Bounty: An Evil-infused liquor produced by Magoc's followers. The taste is said to be sublime, to the point where many become addicted after a single shot. Comes in a trademark black bottle with red label, very classy. Sales are used to fund the cult's projects. Common
Bootlegger Barrel Bombs: Kegs of Bootlegger's that explode when struck by magic of sufficient force. Somewhat unreliable. 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
Bootlegger Club: A recruitment method specifically aimed at addicts of Bootlegger's Bounty, promising a stable supply of the liquor to reel in new members. Very effective. Uncommon
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. Common
Temptation: Consorts of Desire ply important figures with luxurious pleasures, enticing them into a frenzy of indulgence. Once enthralled, the target is recruited into the cult, or otherwise persuaded to cooperate with the demonic cause. Rare
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
Warcaster's Keep: A facility for magical education, including a large library of forbidden knowledge that entices reckless scholars to visit.
DARRIN (Combat)Rice Terraces:
0/4 |
4/4Mountain Passes:
4/4 |
0/4Dry Plains:
4/4 |
0/4LESIMOR (Influence)Scholarly Towers:
?/5 |
2/5Lawless Capital:
?/5 |
2/5Fortified Frontier:
?/5 |
1/5XA-NAM (Combat)Light Jungle:
0/4 |
4/4River Crossings:
4/4 |
0/4River Delta:
4/4 |
0/4DOLGOTH (Influence)Wartorn Wastes:
?/5 |
2/5Ostentatious Capital:
?/5 |
1/5Trade City:
?/5 |
1/5