Demon Team: Battle Phase T4TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportWe had a lot of trouble in the Scholarly Towers this month, as angelic saboteurs got all up in our business. They've taken to assassinating the leaders of our operations, and, worse, our Consorts of Desire. Fortunately, the groundwork laid by Magoc in months prior, combined with the fact that we could send operatives and supplies directly from the Forgotten City meant that we were still able to have some success with converting scholars (though some carried magical talismans that reduced the efficacy of our Consorts, there were enough who were susceptible). However, what really secured things for us was the Warcaster's Keep- the promise of forbidden knowledge proved powerful bait for the bookworms residing here. This has raised an interesting issue for us.
The scholars we have managed to lure to our side come from all over the Scholarly Towers province, but most of them are aligned- directly or indirectly- with one of the two major universities in the area. The two institutions are bitter rivals, have been since time immemorial; there is no possibility for compromise between them. We cannot strike a middle path and still hope to make progress in infiltrating the province- we must focus our efforts on one of the two factions, aligning ourselves with them. There is, of course, only one Evil choice, making this an easy decision. Obviously we will side with
Green University: Favours rigorous, methodical study. Members are slow to adopt new ideas, but are masters of their chosen field.
Orange University: Favours fast, unhindered experimentation. Members are always looking for new insights, but are often less well practised in any one subject.
((You have reached 3/5 control. Now you get to choose one of two factions to support. Your opponent will be railroaded into supporting the other. Despite what the text above says, there is not a "Good" and "Evil" option- both are equally viable. Once you have chosen (by the end of this turn), I will write up a fluff explanation of how the chosen faction was the obvious choice. This choice is mainly for aesthetic purposes, though it will have some minor mechanical effects, making certain infiltration methods slightly more/less useful, and slightly changing the rewards for infiltration.))
Meanwhile, the angelic presence is certain to be a thorn in our side for as long as it remains- which it does, for now.
2/5-->3/5The Lawless Capital was a disaster for us this month. We barely managed to maintain the control we have over the city, so devastating was the angelic sabotage. Sure, angelic saboteurs have caused us grief everywhere, but this month, it was extra bad here. The city's lawlessness is working against us, as the watch proves useless in stopping the death and destruction wrought upon us. Our Consorts
could have done well here- the few who managed to attend a few social events proved very popular, until they got shanked.
Our rivals, meanwhile, are evidently doing well for themselves, earning audiences with (minor) power-players all over the city- and these meetings seem to be working for them, as the city's (corrupt, weak) institutions start to operate in their favour.
2/5We have good news and bad news from the Fortified Frontier this month. The good news is that we have been approached by a low-ranking officer, who has explained that the leadership of the province is divided into two main camps; the Hawks and the Doves. He is a member of the Dove faction, who are less interested in military might than the self-righteous Hawks. Instead, he has proposed a partnership- he can divert some funds and waylay a few patrols, to help us bring Bootlegger's into the province, in exchange for our assistance in their ongoing struggle against the Hawks. We obviously accepted this generous offer, which should hopefully make infiltrating the province slightly easier in the future- although we do not have the ability to really act on this opportunity at the moment. Partly due to the bad news;
The same officer explains- and our spies confirm- that Heliel's followers have made contact with, and are to some extent cooperating with the Hawk faction. This puts them in a position to recruit some of the region's finest military minds... and more or less confirms their substantial presence here.
Not that we needed much confirmation, due to the worse news; angelic saboteurs ran roughshod over our operations here as well, rendering any attempt at expanding our operations moot. Worse, we're not sure exactly how much presence they have, as our eyes in the sky can only do so much to track their increasingly intricate control. It seems unlikely that they have already managed to infiltrate the upper ranks, but we wouldn't know.
1/5Dolgoth Infiltration Report Evidently Heliel's followers have less presence here than elsewhere, as we did not suffer the same level of sabotage. This allowed our Consorts to actually make contact with, get to know, and convert some of the region's officers and nobility. As in the Scholarly Towers, this has presented us with a "choice".
The Wartorn Wastes are... wasted by war. Everyone wants an end to the conflict, including the officers we have converted. However, there are two schools of thought as to
how to end the war. Some favour an all-out push to finally shatter the surely equally demoralised enemy. Others want peace at any cost. The leadership in the province is picking sides, and so, it seems, must we. There is, fortunately, only one suitable choice for ensuring Evil's triumph- we must support
Victory: After years of war, securing victory would vindicate the lives lost and money spent. The kingdom's situation would be strengthened- and more resistant to outside influence-, but most would be grateful to those who made this possible.
Peace: After years of war, securing peace is the only way to prevent more lives and resources from being wasted. The kingdom would be weakened- and more vulnerable to outside influence-, but many would resent being pushed into an unfavourable peace.
((See explanation in Scholarly Towers section above))
Unfortunately, we will have to be on the lookout for angelic saboteurs more next month, as they have taken advantage of their ability to avoid scrutiny to expand their operations- not to the same extent as ours, but still.
2/5-->3/5With the crackdown in the Ostentatious Capital ended (for now), we were able to bring in operatives from the Wartorn Wastes to do their evil work in larger numbers. This has paid off immediately, as large swathes of the population have joined our cult- and the nobility seem quite interested in getting to know our Consorts better.
Unfortunately, the Angel's followers have seen equivalent levels of success. At least here they cannot simply stab our agents in the streets with impunity.
1/5-->2/5Sometimes you get lucky, you know? Having (almost) tax-exempt status (for as long as that lasts) made Bootlegger's Bounty a
lot more profitable, and the guild protection of shipments made it a lot easier to distribute the stuff. The influx of new Bootlegger's Club members, as well as merchants looking for a cut of the profits, allowed us to expand our presence in the Trade City considerably.
Despite our corrupting cognac flooding the streets, it seems the angelic operatives did well this month as well. It seems that they've been able to apply their sabotage skills to help their own merchants get the upper hand over their rivals, and their missionaries have made contact with a number of important figures.
1/5-->2/5
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.
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
Pale Crows: Albino crows, with increased intelligence enabling them to perform more complex tasks, and lead the other crow types. They are also capable of seeing invisible magical beings, and damaging/destroying intangible magical beings. 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)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3+/5 |
1/5Lawless Capital:
3/5 |
2/5Scholarly Towers:
2/5 |
3/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3/5 |
2/5Ostentatious Capital:
2/5 |
2/5Wartorn Wastes:
2/5 |
3/5