Demon Team: Battle Phase T9TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportTouch/Caress of the Hemophile is exactly the sort of spellwork that our contacts in the
Scholarly Towers have been longing for. Unfortunately, the Inquisition executes one of our senior converts, and arrests two other senior Orange University wizards (only one of which was actually a follower of ours, the other being unaligned (but evidently dabbling in dark magic)). Subsequently, the name Magoc is regarded as toxic in the OU halls- wavering converts abandon the cause entirely, whilst the more loyal merely reduce all contact to a minimum, rendering their usefulness to the cause negligible. Despite the dark temptation of eternal youth, our control has slipped- though our operatives are positive that once the Inquisition's initial inertia is spent, they will be able to regain the cooperation of key figures.
4/5-->3/5Fortunately, the Inquisitors do not have the supernatural powers of Heliel's Investigators, and so our safehouses in the
Lawless Capital (which vex even the Investigators' abilities) remain relatively secure from Inquisitorial attention. A swathe of underlings and a few higher-up criminals go to the gallows, but the trade in Bootlegger's and Frag is lucrative enough to keep the rest loyal-ish. Unfortunately, Consorts and their noble clients are exactly the sort of people the Inquisition is targeted towards, and several of both are imprisoned, probably tortured, and executed upon confession. The Consorts who escape the Inquisition's initial sweep go to ground for the month, intending to resume operations once the Inquisition loses steam. Our efforts to sell Caress of the Hemophile were quickly abandoned amongst the upper classes, as now is not the time (in their minds) to suddenly look several years younger for mysterious reasons. The few Populists who remain in contact indicate the protests plan is on hold for now, until they figure out how much the Inquisition knows.
All told, we lost most of our influence in the halls of power, and will have to either figure out a way to circumvent the Inquisition or wait until it blows over before we can regain our control. Fortunately, the Inquisition is just as much a hindrance to angelic operations, and they have likely also lost ground.
3/5-->2/5The Doves of the
Fortified Frontier are not the firmest of allies. Though somewhat easier to sway to our cause than the uptight Hawks would be (had the Hawks been evilly inclined, that is), they are also quick to cut ties once things look dicey. Several Dove officers are captured by Inquisitors, and as the rest pretend they never heard of us, our influence in the region declines considerably.
3/5-->2/5
Dolgoth Infiltration ReportOur travelling Acolytes were able to win a few friends in the
Wartorn Wastes using Touch of the Hemophile to offer healing, but the angelic service is more convenient outside of the battlefield- the need for fresh victims to provide blood limits the appeal slightly. Devil-Rats were deployed to spoil Southern supplies, which was also appreciated by the Victory officers, and a few expressed some interest in Caress of the Hemophile, but at the end of the day nothing significant changed.
Heliel's followers do not seem to be making significant progress either, though we have noticed that a fair number have been travelling south, infiltrating the Southern Realm. It's not clear what the intention is, but no doubt it is at the behest of the simpering Peace faction.
4/5 Who in the world would be so morally corrupt as to condone human sacrifice to extend their lifespan by a few years? Well, plenty of folks, to be honest. Including many elderly nobles in the
Ostentatious Capital, who agreed to at the very least turn a blind eye to the promotion of our existing converts, while a few signed on themselves. This allowed us to take full advantage of the recent glut of promotions, and now a fair number of our converts hold senior positions in Dolgoth's administration.
We now control a portion of Foreign Dynasty leadership. As elsewhere, this gives us partial control over the policies and administration of the province. The benefits previously enjoyed (to intimidation and bribery) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
Of course, to expand our control further will not be easy. We need to ensure the dominance of the Foreign Dynasty faction- which means ensuring the populace is incapable of rebellion, and that the Local Dynasty supporters are put to flight-, and complete our takeover of the Foreign Dynasty leadership.
But the main issue we face in furthering our control is that to
truly control the province, we need to control the actual monarch. Problem is, the king, whatever his many failings, is extremely resistant to demonic persuasion (not immune, to be clear). The supporters of the Foreign Dynasty may accept a change in ruler, provided the new monarch is of the ruling dynasty, but converting a potential monarch and then ensuring their ascension will not be easy either.
On the bright side, power in the capital allows us to influence national policy to some degree, not just policy in the capital itself.
We must also be aware that (as mentioned elsewhere- and seen in Lesimor) our control is increasingly tenuous, and could slip if we do not maintain our efforts. It is possible that converts could be lost- exposed, killed, or swayed away-, robbing us of our progress.
3/5-->4/5Caress of the Hemophile is a popular product in the
Trade City as well, with a few powerful merchants indulging in it. The prospect of eternal youth and exorbitant profits is enough to convince them that joining our cause would be worth it- but unfortunately, the closing deals fall through due to a lack of resources. It simply isn't possible to import as much Frag and Bootlegger's as the powerful Deregulators want to buy. However, with our expanded influence in the capital, it should be possible to secure more trade routes next month, which will surely be sufficient to tip the scales in our favour.
3/5
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.
Champions:
The Obsessive Scholar: An undead being with the ability to absorb the appearance, memories, and personality of victims. Obsessed with knowledge. A powerful spellcaster, with a considerable repertoire of (especially divination-type) mortal spells in addition to being able to cast all of Magoc's spells. Physically relatively weak, albeit hard to kill. Needs to absorb Evil to survive. 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 Light Uruks. 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.
Light 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 (considering their ubiquity). A steel cap with nose/eye-guard and a padded gambeson provide decent protection. They have received enough basic training to reliably match a real soldier. They are plentiful, as well as being 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: Light Uruks who survived previous battles, provided with a mail hauberk in addition to their other equipment, making them substantially more resilient. They are specialised in tight formations. 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 Light 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 poisons those exposed to it, as well as vastly boosting their aggression. The range is short, and the effects are temporary. Their gambeson and helm match those of the Light 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 Blood-Drinker sword and partial plate armour (including a helmet with a nice red crest). They are distributed amongst all Uruk/CHAD units. The use of basic Coordination Drills gives them more options for commanding their underlings.
Uruk Warlords: Highest-ranked Commanders in Magoc's army. Oversee the hierarchy of other Commanders, bolstering their efficacy by ensuring the most capable rise to the top at the expense of the least capable. Also plan strategy.
Misfits: A small band of mutants. What kind of mutants? Who knows! Uruks who consumed a Mutagenic Draught or two and spun the wheel, ending up with some sort of beneficial mutation. Not substantially stronger than regular Uruks, but somewhat more effective, and kinda freaky, so that's fun. 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 (both weapon options are of the Blood-Drinker variety), 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
Monsters:
Soulfang Jaguars: Jet-black felines, mutated large enough to carry an Uruk into battle. Their saliva is toxic, damaging the soul of those bitten (physical flesh is not prerequisite to being bitten by them). However, they are somewhat unreliable. Operate in smallish units. Uncommon
Soulfang Packs: Alpha Jaguars (slightly stronger and significantly more obedient), ridden by Pack Lords (better trained Uruks), leading packs of smaller, less mutated Lesser Soulfang Jaguars. Unit size is increased. Still Uncommon.
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 (Uncommon) 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
Devil-Rats: Basically the rat version of a Devil-Crow. Common
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Mana/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
Manipular Missile: An upgrade to Magic Missile, allowing for magic density to be increased or decreased. Denser missiles have slightly increased range and piercing-power, less dense missiles arc downwards and have decreased range/damage. Uruks can only be programmed with one 'mode' of casting at a time.
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 concurrently 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
Touch of the Hemophile: An effective healing spell that uses blood as a vector to siphon vitality from a 'donor' into the target. Requires some concentration and a mostly-unmoving donor. Common
Caress of the Hemophile: A more advanced version that can, in addition to healing injuries and sickness, restore youth to the target- at the cost of the life of a young 'donor'. Uncommon
Magical Equipment:
Mutagenic Draught: A carefully selected assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids. Comes in three varieties; a beneficial-mutation type, a detrimental-mutation type, and an actually-poison type. Used sporadically 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
Blood-Drinker Blades: Weapons (need not necessarily be bladed), engraved with demonic runes, enchanted to 'drink' the blood of injured foes, 'feeding' the wielder to bolster their vitality and stamina. Provided to certain units.
Frag: A light blue crystalline substance, best used by inhaling vapours released by heating. Increases the flow of Mana through the user, resulting in intensified sensations and an improved spellcasting ability. Contains a small amount of Evil. Somewhat addictive. Provided to casters to improve their performance, and sold through Frag Dens as a revenue source (which is quite lucrative). 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
Leverage Criminals: Methods of taking control over existing criminal organisations, and having them work for the cult. Criminals can be encouraged to spy, kill, destroy, guard, steal, or smuggle on the cult's behalf- at which they are not as effective as a more zealous cultist could theoretically be, but it's definitely better than nothing. Also provides minor revenue stream. Effective rarity depends on local crime rate.
Frag Dens: Impressively secure locations where those with the coin to spare can enjoy a carefully administered dose of Frag in peace. Increase revenue from Frag sales, make recruitment easier, and provide safehouses for other operatives to fall back to. Uncommon
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:
4/4 |
0/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3?/5 |
2/5Lawless Capital:
3?/5 |
2/5Scholarly Towers:
3?/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 |
3/5Ostentatious Capital:
3?/5 |
4/5Wartorn Wastes:
3?/5 |
4/5