Demon Team: Design Phase T6TURNTURNTURNThe jungle in which we reside is unfortunately metal poor, which has inhibited our ability to produce decent military equipment. However our draughtsmiths have once more risen to the occasion. Centuries ago, when a Demon first gifted alchemy to the world, one of the first things he demonstrated was transmuting lead into gold. That seed of greed has stayed within human alchemists ever since. Using that as a touchstone, our draughtsmiths have been able to eke every grain of metal from the ore our mines extract, and then convert the resultant waste into yet more iron in a similar display of alchemical transmutation. This gives us enough resources for our cultist smiths to produce the following for our entire army:
- Iron rimmed kite shields, tall enough to cover an Uruk from neck to shin
- One handed axes, maces and cleavers, all simple weapons that benefit from brutish chopping attacks
- Iron spears with hardwood hafts, the staple of every army
- Padded gambesons for cheat and flexible protection
- Iron helms with war masks for protection and fear
- Bodkin arrows and recurve shortbows, powered for killing armored men at a distance rather than a frightened rabbit
- Half-Plate for CHADs and Commanders, as fits their elevated status, with their red berets replaced with red crests upon their helms for ease of identification
Additionally, they will be able to produce a respectable number of mail hauberks and corselets to wear over the gambesons, enough to outfit companies of Heavy Uruks, who will have much more staying power both in melee and at range.
Alche-smelting: Hard: (4+4)-1=7: Superior Craftsmanship
While your story of alchemy's origins may have been pure fabrication (the actual origins of the art being lost to history- but given the lack of Evil required to perform it, it is unlikely to have been Demonic in origin), it certainly proved motivating to your followers- especially the endless gold part. The Draughtsmiths worked double shifts in an attempt to crack the secrets of limitless wealth, which is extra impressive given that their standard shifts are twelve hours long. Although they were forced to abandon this sleep-defying pace, they still managed to attain remarkable results in a short timespan.
Turning lead into gold is not possible (with alchemy, at least). But turning lead into tin? Doable. Tin into iron? Likewise. Iron into copper? Go for it. Copper into silver? Can do. And then, finally, silver into gold? Yes, the proper alchemical procedures can turn silver into gold. Unfortunately, the steps grow progressively more complex, and the reagents progressively more expensive, to the point where even turning iron into copper barely breaks even, and turning silver into gold would be an excellent way to bankrupt the cult. (Reversing the steps is also possible, if you wanted a whole bunch of lead for some reason)(Demonstrations of taking lead and ending up with gold are enough to somewhat impress the visiting scholars (though they still want to see actual spells)).
Fortunately, your goal was not to create gold, but iron. This was doable. Purifying the iron ore available in the jungle, and transmuting other base metals provided a steady supply of high-quality iron. There was a slight problem, in that the alchemy was
too good. The result was pure iron- unalloyed. Despite what certain sources may tell you, this is not a good thing. Fortunately, the problem was caught early on, and the eager Draughtsmiths redoubled their efforts to find a solution. They tried a variety of alloys, rapidly putting each one through a battery of tests, taking extensive notes, and refining the process. Eventually, they managed to figure out a feasible process that produces weapon-grade steel (the process requires that the smelters be cursed with Evil, and a number of interesting alchemical reagents be added, but the cost is manageable). It does require more finesse to smith properly, but the results clearly outclass normal iron.
Meanwhile, the efforts of the previously incinerated cultists did not go to waste, as a markedly more competent group turned a district of the Forgotten City into an industrial hub, replete with smelters, forges, and workshops of all kinds. They were forced to make some last-minute changes to accommodate the new steel's production and processing requirements, but they handled it with aplomb. In short order, the smoke of industry rises over the city, as cultists work night and day to produce equipment for your forces.
The shields are solid, sturdy, yet not overly encumbering. The hand weapons are uniformly deadly. The spears are well balanced and strong. The gambesons are resilient and comfortable. The helmets, while not providing full coverage (consisting of a cap covering the top of the head, and a half-mask protecting the eyes/nose), will drastically reduce the lethality of blows to the head region. The bows are of a good quality, with an improved range and accuracy, and the arrows provided are significantly more lethal (neither the bow nor arrows are near the level of the angelic Sunbow, but then it is enchanted).
The makeshift armour provided to CHADS is replaced with much more respectable stuff, although 'half-plate' proved a step too far, cost-wise. Most are only given slightly better coverage, although said coverage is of a markedly higher quality. The Commanders and CHADmanders, however, are provided with the half-plate requested, greatly enhancing their odds of survival, plus the new crested helmets look way cool.
The cost- in both labour and materials- of providing every armed Uruk with mail would, of course, be infeasibly high. Your cult benefits primarily from a surplus of manpower, allowing for large armies to be fielded comprised mainly of cheaply equipped troops. However, equipping a smaller selection of veteran soldiers with mail is possible. Though their skill is only marginally better than their compatriots, mail hauberks will make them significantly more resilient (and intimidating).
Alche-smelting does not modify the rarity of any units, although it does put an end to your budgetary surplus from Bootlegger's sales (due to the cost of reagents and other imported materials).
Heavy Uruks are basically Armed Uruks with a mail hauberk and slightly more experience. They are
Uncommon, with a unit size equivalent to Armed Uruks.
By channeling magic into a small focus held the palm, the caster can form it into translucent objects that exist halfway between the mundane and spiritual realm, these objects could be tools, tankards or weapons. Whilst no better than an equivalent iron sword or shield, an ethereal set can be used in places that involve strict control of contraband, such as cities and fancy parties. Additionally, thanks to their ethereal nature, these items can harm spiritual targets.
We expect this spell to primarily be of use to our Keepers of Desire, but Warcasters and Acolyte in the field, as well as other magical influence agents may find use in terminating Shadows, or when they need a bit of extra punch.
Spell: Ethereal Armament: Normal: (4+4)
(wat)=8: Unexpected Boon
Your mages were excited to finally have something new to cast, and so were just as eager about this project as the Draughtsmiths were about theirs. With (some of) the knowledge of the Scholarly Towers at their disposal, and the Warcaster's Keep ready and waiting, they were able to create a spell that is even better than envisioned.
First, the casting of the spell. Initial work used a small iron focus to anchor the magic, but as development proceeded it became apparent that this was not necessary. The caster could be completely naked, and still be capable of pulling a sword out of nowhere. Some concentration is required during casting, but for a practised user, this can be achieved even while performing other basic actions (eg walking, but not talking). It takes anywhere from two seconds to several minutes to form the magical framework, depending on how familiar the caster is with the object they are creating- effectively, Acolyte-level casters will be limited to a repertoire of one or two objects they can create quickly, while Warcasters can manage four or five. However, with enough time to cast undisturbed, almost anything (of a certain size) can be created.
The spell is remarkably efficient, consuming only slightly more magical energy than is required to 'fill in' the object. Once the object is created, it will continually drain small amounts of energy to maintain itself, until the caster dispels it. Acolytes can create and maintain a small sword-esque object (ie <1kg) almost indefinitely, and create objects with mass up to 10kg (higher than that, and the amount of magic required to form the object in the first place becomes prohibitive for them), with the time that they can sustain the object dropping as the object increases in mass. Warcasters can indefinitely maintain objects of <5kg, and create up to 50kg. The volume of an object is also important- nobody can create objects much bigger than a human. Creating multiple objects at once is possible, but the drain is increased exponentially for every object beyond the first, to the point where more than 5 becomes almost impossible. The caster must remain in contact with, or in the close vicinity of any created object, or else it vanishes. There are other rules and requirements, but you get the gist.
The objects appear to be made of very dark glass, albeit also sort of... 'fuzzy'. They are fully tangible, but are also fully made of magic, and therefore capable of damaging things that would not be affected by purely physical damage.
There was an accident during the development of the spell. A warcaster, who had perhaps had one too many bottles of Bootlegger's that evening, was struggling to turn normally intangible magic into a tangible thing. In frustration, he sort of... wiggled the spell, trying to get it to work. In so doing, he somehow managed to
reverse the spell. Instead of projecting a tangible magical object, he transformed himself into intangible magic. He remained in this form until he ran out of energy, whereupon his intangible body dissolved into nothing. Sucks to be him. However, before he passed, he was able to provide some notes to his colleagues, on the assumption that they were going to fix his problem with the knowledge. They didn't, obviously, because anyone stupid enough to pull that sort of stunt is just a liability, but they were able to use the knowledge to develop a spell that would mimic the effects temporarily.
"Dumb Drunkard's Detangibiler" (working title, actual name TBD) proved remarkably effective, and potentially very useful. Depending on the casting strength the user can become intangible for between a few seconds and a whole minute. In this state, they are obviously impervious to mundane weapons (although more vulnerable to magical damage), and can even pass through solid objects- such as locked doors. This could have several uses as is, but to make things better, the effects can be applied to up to two 'passengers' who are holding on to the caster, although doing so does reduce the duration proportionally. Casting takes about 30 seconds, requiring considerable concentration- but the spell can also be maintained in a cast-ready state with a little effort, and activated at the speed of thought, although no other spells can be used while keeping DDD primed this way.
Ethereal Armament is a
Common spell, although for a variety of reasons (lack of energy, time to practice, and utility) Uruks will not use it.
Dumb Drunkard's Detangibiler is an
Uncommon spell. Warcasters have been roped in as guards, allowing them to escort Consorts and de-tangiblise in an ambush. Other uses would require more specialised infiltration techniques.
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 gambeson 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
Keepers of Desire: Acolytes given a creepy white mask, nice clothes, and a club & dagger, and told to protect the cult's infiltration assets. They are not especially well trained, however. 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: Equipped with a one handed weapon, a solid spear, and a sturdy kite shield- all made with steel-, make these remarkably well armed warriors. A steel cap with nose/eye-guard and a padded gambeson provide decent protection. However, their limited training means they are not as effective as they look- they may still struggle versus a real soldier. They are plentiful, however, and they are stronger and tougher than most humans. Their shield and gambeson 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
Heavy Uruks: Armed Uruks who survived previous battles, provided with a mail hauberk in addition to their other equipment, making them substantially more resilient. Uncommon
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, although they wield well-made recurve bows, and have a quiver full of steel-tipped arrows, making them fairly effective. Their increased strength slightly improves their archery as well. Their gambeson and helm match 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 gambeson and helm match 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 partial plate armour (including a helmet with a nice red crest). They are distributed amongst all Uruk units. The use of basic Coordination Drills gives them more options for commanding their underlings.
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. 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 sparse steel plate armour. 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
Ethereal Armament: A simple cantrip that can conjure any inanimate object the caster desires, with certain limits. Casting time depends on the complexity of the object and the caster's familiarity. Duration of magic depends on mass of object, and number of concurently summoned objects. Common
Dumb Drunkard's Detangibiler: An unusual spell that briefly turns the caster and up to two passengers intangible. Casting takes some time, but can be held at the edge of activation for an extended period. Uncommon
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
Mediocre Guarding: A not-especially effective attempt at protecting infiltration assets, hampered by slapdash planning and a lack of training. Nevertheless, any guards is a lot better than no guards, and the efforts are not inherently suspicious. Common
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 |
2/5Lawless 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:
3/5 |
3/5Wartorn Wastes:
3/5 |
3/5