Demon Team: Design Phase T5TURNTURNTURNCultist Baptismal Indoctrination (High Effort Project)
As Magoc's power and influence grows, so too should the abilities of It's cultists. Of course, by empowering the cult, Magoc stands to gain even greater power, but nobody should look a gift horse in the mouth.
Our attempts at improving the arms and armor of our cultists have failed spectacularly time and time again, and so Magoc, the scholars of the Keep, and the Draughtsmith alchemists have concocted a procedure to convert cultists into something more fitting for the armies of Magoc.
Shallow pits are filled with a potion developed by the cult's combined efforts, and cultists are laid down in the concoction, completely submerged (yet not struggling to breathe) for up to an hour before they are removed. Once removed, it is clear that changes within the cultists have occurred. Their skin is thickened, muscles strengthened, bones hardened, ears pointed, and faces flattened. On top of the physical changes, the evil concentrated within their reddened veins is in high enough amounts to allow a casting or two of the most basic spells during the course of combat. Baptism is reserved for our combat-designated cultists who do not have a natural inclination toward magic, and so it is not a procedure used on our Acolytes, Teachers, or Warcasters, as well as any other magical cultists we may eventually see bolster our numbers.
Combat training for Baptized cultists includes familiarization with their new body as well as the techniques to utilize the magical abilities, however minor, now available to them.
Cultist Baptismal Indoctrination (High Effort):
Very Hard Hard: (
1+4+3)-1=6: Above Average
"If at first you don't succeed, don't admit you tried"
-Magoc, regarding improving cultist equipmentMaking slightly stronger and tougher soldiers would've been a walk in the park. Making the procedure simple enough to apply it to everyone... trickier, but still well within the Draughtsmiths' abilities. Providing them all with a reserve of Evil that could be used to power magic- also doable.
It was when you mentioned the requirement that every single cultist soldier should be capable of casting spells that people got nervous. But with plenty of time to work with, and your personal oversight of the matter, they did their very best.
A few magically talented individuals were cut open to check if there was some special trait they all shared that could be replicated. Unfortunately, their guts appeared to be fairly similar to those of the average sacrifice. Their brains were more magically conducive, though, so the Draughtsmiths decided to see if they could replicate that- without going over budget. Cultists were sent all over to search for alchemical ingredients. Some promising samples had to be discarded after it emerged the cost of acquisition would be too high, others when they turned out to have a 97% fatality rate. Eventually, however, they were able to strike a balance between cost and efficacy that allowed them to successfully stabilise a mutation that added a new lobe to the brain, specifically designed to channel magical energy. It put another dent into monthly income, but fortunately Bootlegger's sales still keep the ink black (for now).
The new lobe is, in the words of one Draughtsmith "[a] janky hack, mate", but it works. Those possessing this lobe are able to faintly feel the passage of magical energies (be they mundane, Good, or Evil) in a passable facsimile of how actual mages perceive the world. Actually manipulating the energy proved trickier, but with considerable training it is doable. Actually manipulating the energy in such a way as to form it into a working spell proved trickier still, and with the cost of training pushing the limit already, the Draughtsmiths had to come up with a creative solution to the problem. Which they did; in conjunction with scholars at the Warcaster's Keep, they devised a way to let a Warcaster (or similarly skilled magic user) impart a 'hard-coded spell template' into the artificial lobe. At the moment, this means Magic Missile, but in principle any Common spell could be installed. The procedure does take a while, so changing spells in combat is not feasible, but the template does not deteriorate, meaning the subject can cast the spell as many times as they like without needing to be 'reprogrammed'.
Thus, after a much quicker process that added some physical boosts to the mixture, the first Uruk was born. Or made, rather. Emerging from their muddy pool slightly taller than they went in, with not a hair on their head, skin stained grey, and face flattened, the Uruk is quite clearly no longer human. It is stronger and tougher than an unaugmented cultist (though not nearly as strong or tough as a CHAD), and- crucially-, possessed of the ability to cast two or three spells per hour (at a lower power level than an Acolyte, but still respectable). Its mind remains reasonably sane, although thoroughly tainted by Evil.
Some basic training is provided to help Uruks to get used to their newfound strength, although more time is spent teaching them how to use their new magical abilities.
The cost is just about doable. The number of cultists you can field will be reduced, but not massively so- 10% less, give or take-, and the reduced numbers are easily made up for by their improved quality. And magical abilities. Mustn't forget about those.
Uruks will replace all non-caster combat cultists. They will not modify rarity, although unit sizes will be slightly smaller. They can be programmed to cast all Common spells (unless noted otherwise).
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:
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.
Summoned/Mutated Units:
URUK: A cultist who has undergone Cultist Baptismal Indoctrination. Submerged in a muddy pool of mutagenic muck for an hour, they emerge with a strikingly distinct appearance, improved strength and toughness, and most importantly, the ability to cast a pre-programmed spell two or three times an hour. Their spellcasting strength is lower than acolytes, but they can in principle cast any Common spell. They do not modify rarity, although unit sizes are slightly reduced.
Armed Uruks: 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. Plus, they are stronger and tougher than most humans. 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
Uruk Archers: Uruks 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 increased strength slightly improves their archery as well. Their tabard matches those of the Armed Uruks. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Uruks 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 Uruks. 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.
Uruk Commanders: Mean, tough, with a basic understanding of tactics, Uruk 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 Uruk 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