Turn 2 - Late SpringTURNTURNTURNAn old man ambles along the shore. He occasionally stops to poke at one of the mangled corpses left lying upon the sand with his staff. Two younger men follow behind him, carrying a bundle of scrolls and glass orb respectively. The old man stops by one of the corpses, and kneels down to investigate it closer. Unrecognisably charred, traces of magic still linger, giving the air a faintly metallic taste.
"Can it still be stopped?", one of the younger men asks.
The old man shakes his head.
"Some things are inevitable."
Western Protectorate - Vast SteppeThe angelic camp is hard to miss- fortunately, Imperial patrols are extremely good at missing things. Several bright lights form a ring around the tents, with two guards per light keeping a close eye out for any sign of movement. The lights sputter out after about an hour, but are quickly replaced when this happens. This security proves unnecessary- no atempts at nocturnal sabotage occur, and the angelic force is free to operate unhindered.
The same can not be said for their rivals. Their march north is rudely interrupted when patrols and foragers turn up missing. Larger patrols and foraging parties soon discover the issue- angelic cavalry, shadowing their movement. Not horses- that would be far too plebeian for Muu's tastes. Instead, her cultists appear to be riding giant seagulls. Now, a regular seagull is already scary; one large enough to carry a man, with writhing tentacles and extra eyes, is terrifying. Fortunately, they don't seem to be able to fly, although they are nearly as fast as a horse, which is almost as bad on the open steppe.
The demonic army, with their scouting also hampered, simply opts to march north, in hopes of either running into the angelic force, or to entice them into interception. It's not the best strategy, but their options are limited. Fortunately, the angelic army obliges them, moving to intercept before they move too far north. The demonic army, worn down by skirmishes with the giant seagulls, are caught on the march, forced to fight in unfavourable conditions. Nevertheless, they line up to fight- retreat won't improve their situation.
The angelic formation is similar to that used last month (though the numbers are doubled), except that their spears are split into three sections, with one in the centre of their line, splitting the Sea Servant block in two. The gulls hang around the extreme flanks, evidently not seeking to execute a frontal charge.
The demonic formation is likewise similar, though some of their spears are held in reserve, covering the archers and acolytes. They have brought even fewer Acolytes to the field this month than last month, but standing amongst them are a dozen strange figures- covered in bandages from head to toe, bedecked with jewelry and wielding staves, with glowing green eyes.
There is a brief standoff, then the angelic army starts to advance. In response, a dozen demonic cultists drop dead. A bold move, let's see how it plays out for them.
As archers enter range, the role of the bandaged figures becomes apparent. The angelic Acolytes outnumber their demonic counterparts, but the newcomers are evidently also spellcasters, and more skilled at that; they deploy wards that are larger and longer lasting than those used by Acolytes. However, the fact that the angelic Acolytes are using Ymis Ward means they are more effective at stopping arrows, so in the end they still have the advantage.
However, when Magic Missile range is entered, some of the new spellcasters switch over to an offensive role, throwing Missiles at a higher rate, that do more damage on impact. With the angelic Ymis wards tuned to block physical arrows, they do nothing to stop the barrage of magic, and angelic cultists and Sea Servants start to fall in greater numbers than their adversaries.
There is another surprise before the melee begins- a significant number of angelic spearmen take out faintly-glowing bottles, use the attached string to twirl them around, then hurl them at the demonic warriors. Being hit by a bottle won't even cause a Ratman to flee, but when they break, bright flashes temporarily dazzle the victims. More importantly, the liquid sizzles on making contact with skin (or fur), causing painful burns for Ratmen and demonic cultists- and worse effects for the skeletal contingent, whose bones all-but dissolve where the liquid makes contact. Several Rememberers are knocked out of the fight, and two Recallers detonate prematurely, causing further damage.
Ratmen engage the angelic centre. It immediately becomes clear that the Sea Servants have received some improvements, as they move with improved speed and strike with greater skill- though, to be clear, they do not exceed the skill or agility of Cultist Spears. This upgrade serves them well versus the Ratmen, as they are now more likely to actually hit their targets. The Ratmen are still able to cause damage to them, so while it is not the one-sided slaughter of last month, the angelic side does not have a firm advantage. The Ratmen-Cultist matchup is also indecisive, as while the Cultists are more resilient than the Servants, they are outnumbered 2:1, which is always unpleasant.
On the demonic left, the spear v spear matchup is unchanged- the burns caused by the bottles are painful, but not crippling, and though the demonic forces are weary, the Magic Missile advantage has whittled down the angelic numbers. Spear v Servant allows the Servants to show off what their increased strength is good for- wasted on the Ratmen, who would flee after a single hit anyway, against a cultist the heavier blows give an advantage. The Servants also have the advantage of numbers, placing the demonic spearmen on the back foot.
The situation is similar to last month on the demonic right- the Recallers sprint forth, disrupting the angelic formation with their explosive sacrifice, then the Rememberers charge in to hack their foes to pieces. It is not quite as dire as last month- the bottles having reduced the skeletons' strength slightly-, but things still look pretty bad for the angelic side.
In all, the melee is more balanced than last month, but the demonic side still has the advantage. Of course, there is another element to this battle that has yet to come into play.
The mutant gulls, having curved around the demonic formation, now strike at the rear. Demonic archers treat them to volleys of arrows, causing injuries, but not sufficient to stop the charging birds in their tracks. The bandaged casters are a different story, however. Close observation of their regalia would show that the dark gemstones adorning them have gained a curious lustre over the course of the battle. Now, they unleash the energy within, hurling Magic Missiles that visibly brim with destructive potential at the oncoming gulls. A single strike by these empowered Missiles proves enough to shatter the bones of the gull-cavalry, sending bird and rider sprawling. (Incidentally, Ratmen fleeing the melee drop dead as they pass by the casters)
However, there are almost eighty of the gulls, and only a dozen of the bandaged figures. Many survive, and crash into the demonic archers. They peck at them with three-piece serrated beaks, or slash at them with the unnatural claws on their wingtips, while the riders use their spears in a spirited attempt to join in (though in comparison it isn't very effective). Some crash through to the casters, carving through the Acolytes, though the bandaged figures prove remarkably resilient (however, each time they get hit, a demonic cultist drops dead).
The demonic spears in reserve rush to drive the gulls back, and some from the right flank turn back as well. However, in most cases, the gulls are able to disengage and avoid retaliation- the exception being those who drove in too deep, or those who got distracted by the process of eating their victims. There aren't enough demonic spears to cover everywhere, and the gulls are able to pick and choose their battles. They certainly take losses, but the demonic rear is devastated.
On the other side of the field, the Rememberers are also carving into the rear, having broken through the angelic left flank (they took noticeable losses doing so). However, they are not as fast as the gulls, making it easier to respond. Some angelic spears are able to disengage from the Ratmen in order to face them, which combined with the Wards and Missiles of the Acolytes is able to slow their progress. After a while, the Sea Servants realise there is fighting happening behind them, and join the effort to push the Rememberers back. This overwhelms the remaining skeletons, though they fight to the last.
With the threat finally dealt with, attention turns back to the front line. A renewed ranged assault on the Ratmen tips the scales, triggering a mass rout. With their centre collapsing, and several gulls still threatening the rear, the remainder of the demonic army breaks as well.
The surviving gulls make some progress in running down the fleeing demonic troops, but with the battle over they quickly turn their focus over to feeding, allowing the demonic forces to escape total destruction. The angelic army did not come out of the battle lightly (though the demonic army suffered more), and thus maintain a degree of caution as they chase the retreating demonic army south.
While the new demonic spellcasters certainly proved potent, they could not match the value of cavalry on the steppe.
The Angelic Army pushes the front line in the Western Protectorate by 2 segments, bringing their control of the Vast Steppe to 4/8. They receive 1 Wealth Token.
Chegitha - Sheltered FjordsDetermined to capitalise on their momentum from last month, the demonic army eagerly marches north, in search of a good place to cross the first inlet. Equally determined to stop them, the angelic army gathers strength on the far shore, seeking to defeat the demons and push south. Mutant gulls swim across the water to harass the demonic army, while brightly-lit camps remain vigilant against potential vampiric interference.
The Fjords, of which there are definitely and always have been four, are not a place of sheer cliffs and impassible mountains, but weathered hills. On both sides are several beaches where an army could land fairly easily, and a plethora of abandoned boats- from a time when Chegithan fishermen sailed out of the inlets in large numbers, before the Thpenian navy restricted access to foreign fishing. The demonic army quickly begins to assemble a fleet. Though somewhat hampered by gull raids, they are soon ready to go.
Across the water, Muu's followers face a slight conundrum- though they are informed (by gull-scouts) of where the demonic fleet is being assembled, and how close they are to departure, there are two possible beaches that Nar-Carok's forces could land on. They eventually opt to place roughly a quarter of their forces at each beach, and hold the remainder in reserve between the two, hopefully able to reinforce the target beach before their rivals can fully come ashore.
The demonic fleet sets out on a misty morning, further delaying their detection. Upon sighting sails in the mist, the angelic detachment on the western beach send a gull messenger to alert the main force, and ready themselves to delay the landing.
As the demonic boats approach the shore, archers fire at the defenders on the beach. While firing from a rocking boat is not as effective as firing from dry land, they outnumber their counterparts, forcing the angelic cultists to back away from the water's edge, out of bow range.
The demonic fleet gets as close to the shore as possible, but keel touches sand with several meters to go, forcing the demonic soldiers to get out and wade the remaining distance. No sooner have they entered the water than Sea Servants- lurking beneath the waves- spring up to assault them. Though outnumbered by the demonic troops, they are in their element, while cultists struggle to fight effectively, and Ratmen can barely fight at all. Ranged troops still on the boats pick them off, however, and Nar-Carok takes the opportunity to reveal himself, scything through the watery warriors with a Rememberer's glaive, blasting others with Magic Missiles. The last of the Servants is cleared out, though at a heavy cost to the demonic army- both in terms of lives, and time.
Nar-Carok leads the charge on the beach, where he and his soldiers are met with a smattering of glowing bottles. NC himself avoids the worst of it, blocking the bottles thrown at him with wards, but his skeletal warriors are less fortunate. Nevertheless, the defenders are outnumbered, and significantly outclassed by Nar-Carok. The small number of gulls present serve to slow the demonic advance a little, distracting them with a mixture of feints and actual charges, but are too fragile to fully commit against demonic melee troops.
As the angelic spears are pushed back, demonic ranged units disembark, archers and acolytes wading to the beach, while the superior spellcasters are towed ashore in small rowboats.
At this point, the cavalry arrive. Gulls from the main force charge onto the beach, bolstered by the presence of Muu herself. With greater numbers, their charge is more disruptive, causing the demonic advance to falter. Muu lashes out with spear and tentacle at those nearby, and fires volleys of magic at the wading archers.
Obviously, if Muu and Nar-Carok are on the same battlefield, a duel is inevitable. The two polar opposites are drawn together, carving their way through the other's forces to face off. Nar-Carok permanently shadowy form is augmented with regalia similar to that worn by the bandaged casters, and like them, he uses the energy contained within to augment the magic he fires at Muu. Muu blocks most of it with magically-tuned Ymis wards, though one Missile gets through, leaving a blackened crater on her red and blue skin.
Muu retaliates by hurling several glowing bottles with considerable force and accuracy. Nar-Carok blocks several with wards, and shoots another with a quick Magic Missile. While he avoids a direct hit, several drops of the bright liquid splash onto his body, with corrosive effect (the brief banishment of his permanent shadow drives cultists witnessing the duel to insanity). The bright flashes also serve to dazzle him, giving Muu an opportunity to close the distance and strike at him with a bone-wood spear, causing yet more damage.
Nar-Carok recovers, and strikes back with his glaive. For a few minutes, the two duel with weapon and magic, neither achieving the upper hand. But the gulls begin to be pushed back as more of the demonic force reaches the beach, and Muu eventually opts to retreat before concluding the duel.
Nar-Carok has little opportunity to celebrate his victory, however. The rest of the angelic reserves begin to arrive on the beach, fresh and eager. Nar-Carok considers his own forces- tired, depleted, not in formation-, and determines that victory is out of reach. He makes the strategic decision to withdraw, rather than risk his entire army being destroyed, ordering his followers back to the boats.
The retreat is made more difficult by gull cavalry, but most of the surviving troops make it to the boats before the angelic infantry is upon them. Though defeated, disaster is averted.
Several days later, the angelic army crosses the fjord themselves. Demonic forces make a token attempt to stop them, but angelic cavalry being able to cross at will, and the advantage the Sea Servants have in an amphibious landing (further compounded by Muu's presence, as she takes direct control of some Servants, using them as elite troops), ensure that the depleted demonic army is not capable of preventing the crossing. They are able to prevent the angelic army from moving south freely, meaning the front line is not brought back to where it was at the start of the war.
Improvements in amphibious capability, or some other advantage will be required if Nar-Carok intends to contest the fjords again, but at least his personal presence prevented disaster.
The Angelic Army pushes the front line in the Chegitha by 2 segments, bringing their control of the Rolling Hills to 2/8. They receive 1 Wealth Token.
(Reminder that the influence lanes have a slight random aspect, as mortals engage in their own activities that may help or hinder infiltration efforts)ThpenosGridlocked PolisIt's election day. Again. Unsurprisingly, while some senators are ousted, and fresh faces take their place, no party is able to achieve a majority, and the overall balance of power remains the same. For the man on the street, it barely affects their life.
Angelic recruitment continues to steadily expand, as more missionaries arrive from the Bountiful Quarries. More districts are seeded with Worms, and another Gadfly goes to their death to highlight injustice and promote benevolence.
1/5 -> 2/5Demonic agents have a more interesting time. Basic recruitment efforts continue, bolstered by larger numbers coming from the Restless Satrapy, but more importantly, the reclusive Vampire Lord enters the region, sending his Thralls out to investigate the state of high society. They identify several upper-class targets who might be suitable converts, though it proves less simple to bring these into contact with Acolytes capable of using Dark Seduction. Some progress is made, slowly building rapport, but more time will be required to finalise conversion.
Additionally, the Masters of Rites enter the region, providing free funeral services- avec provocative sermons. In particular, they graciously provide their services to the bereaved acquaintances of the angelic Gadfly (who have no reason to suspect the motives of such well-dressed and generous people). In the accompanying sermon, they blame the death on those who manipulated the deceased into provoking the authorities. Those blinded by their own self-righteousness, who would sacrifice lives in service of 'morality'. This is troubling to many in the crowd- on the one hand, the sermon is well-delivered, hard to argue with. On the other, having been present at the Gadfly's execution, they are themselves fiercely convinced of the need for a moral crusade.
Most people are very unhappy to find that the enemy was within them the whole time. It is like a very bad and shitty magic feather! 1/5 -> 2/5Bountiful QuarriesA minor earthquake strikes the region- not too uncommon, but still disruptive. The authorities are distracted by repair efforts, providing a window of opportunity for those who would undermine them.
The angelic missionaries are unfortunately not equipped to take maximum advantage of the distraction. Though they are able to spread Worms of Muu to ever more communities, this only makes people more susceptible to their message- it does not help them to persuade those in power to risk their career to serve an eldritch cult. Another Gadfly operation (specifically targeted at a group of overseers who are considered potential future converts) does pave the way, making future progress an easier prospect.
2/5Meanwhile, their demonic adversaries are increasingly troubled by en-Wormed communities rejecting their message outright. While there are still many free of the Worms' influence, too many chances are lost for their proselytising to make significant progress. Masters of Rites do what they can to shift the popular mood in their favour, causing a number of people to have Shitty Feather breakdowns, but their task is explicitly not conversion. Perhaps with more missionaries coming from the Polis, future efforts will be easier.
1/5Restless SatrapyFresh troops arrive in the region, bolstering the existing garrison, reinvigorating efforts to police dissent. It is a bad time to try and convince people to switch loyalties. The feuding factions in the Thpenian administration tone down their rhetoric, though behind the scenes they seek allies in their efforts to control the province.
There was never really any choice; Nar-Carok could only ever side with the
Federalists. With their seductive promises of "Local Autonomy", they lure locals to their side- while knowing it is simply the easiest way to placate the Satrapish without actually giving them any rights in Thpenos proper. It would also mean having a region out of sight of the central government, perfect for concealing their own dubious practices.
While their motives are self-serving, their methodology is one of encouraging harmony. They excel at finding ways of combining the best aspects of distinct elements- and not exclusively in terms of culture. They have also experimented with combining Satrapish cavalry with Thpenian phalanxes, not to mention their willingness to combine their own efforts with that of a literal demon.
However, the Federalists will not be helping Nar-Carok to harmonise his forces this month. Though they appreciate the efforts of the Masters of Rites (who spread distrust for closer ties with Thpenos amongst the people, and promote the idea of self-governance), they do not feel this does enough. Acolytes do what they can to keep them on board, but requests to officially join Nar-Carok's cult are politely declined (especially given the increased policing dissuading them), and demonic influence noticeably declines.
3/5 -> 2/5Though the angelic missionaries coming from the Gridlocked Polis do what they can, the increased surveillance makes it hard to operate. This hinders the spread of Worms, and sees their Gadfly executed faster than expected, before a smaller crowd than hoped.
Even with their relatively insignificant presence, they are still contacted by a lone member of the
Assimilators. Concerned by rumours that the Federalists have joined Nar-Carok, she sought out the only power capable of counteracting such an eldritch ally. Though ideally they'd not have to rely on foreign methods, the contact considers herself a pragmatist, and will do what must be done to save the people of the Satrapy from exploitation at Federalist hands. She explains that despite Federalist propaganda, they do not want to erase local culture, but wish to share the wonders of Thpenos with the region, enriching their lives and allowing them to fully integrate into the nation. Assimilators believe that all citizens of Thpenos should be equal, and do not want to see an entire province reduced to a second-class dependency.
Close cooperation between the Assimilators and Muu is some ways off, but their skill at convincing others to adopt their way of thinking could be useful for the angelic cause- most obviously with regards to conversion, but there are other ways in which thinking alike can be beneficial.
1/5
XyraniaSchism'd CapitalThe holy festival of Imber's Deluge is celebrated. Probably. Different sects disagree on which exact date the festival is supposed to take place on, resulting in an uptick in 'vigorous theological debate', or 'drunken street brawling', depending on who you ask. This only serves to heighten the average citizen's disillusionment with the whole Xyranian edifice.
Angelic efforts continue apace, aided by recent events. More mahallas are seeded with Worms, another Gadfly is employed to sway the people, and more middle-class citizens are brought into the fold, expanding Muu's influence.
1/5 -> 2/5Masters of Rites strike again, inspiring more mental breakdowns in those torn between a supernatural inclination to Good and exceptionally convincing arguments to reject it. They do have to be extra careful, though- while their sermons are theologically sound, in other regions they can afford to
bend things a little further, whilst here a zealot could be in the crowd who would object to such lenient interpretations. Regardless, demonic missionaries make progress as well, raking in middle-class converts to expand Nar-Carok's influence.
1/5 -> 2/5Raiders' RoostThe rulers of the province- that is, the highest ranking adventurers, not the government-, engage in some self-pruning. Several are banished for cheating at a dice game- something they take very seriously in these parts. This has little impact on day-to-day affairs, however.
More Worms, another Gadfly- but here, the influence of Master of Rites is quite noticeable. Shitty Feather breakdowns disrupt their recruitment efforts, which combined with the limited number of agents prevent the angelic cause from being significantly expanded.
1/5Meanwhile, demonic agents begin to seek out low-ranking adventurers and other influential people, looking for opportunities to convert some to the dark cause. Dark Seduction is less effective against these targets, as any adventurer worth their salt has a protective talisman or two on their person, lessening the impact of magic. More conventional proselytising does begin to darken hearts, but it will take at least another month before progress is made.
2/5Pirate HavenThe army launches yet another operation to root out piracy. A pirate cove is razed, and some members of government are removed due to suspected pirate sympathies. As before, this does not do anything to diminish the pirate threat, or really cause any significant changes.
As in the Bountiful Quarries, angelic efforts at converting the masses continue to pay off, but have less success with those in power. Again, some inroads are made, but it will take more time or better methods to reel in the big fish.
2/5With more missionaries coming in from the Schism'd Capital, demonic efforts are able to build a small support base despite being hampered by angelic efforts. Masters of Rites are only present in insignificant numbers.
0/5 -> 1/5
EVENT - The Merchant, ConclusionAfter considering the Merchant's inventory, the two sides make their choice.
Muu opts to take the
Truesilver Extract.
"I should've seen that coming", the Merchant says.Nar-Carok goes for the
Broken Shackle.
"Let your creativity run wild", the Merchant comments.The man subsequently packs up his stall, and presumably leaves, although no one sees him doing so.
Knowledge is powerLet's take a closer look at the new tech seen this turn.
Angelic AdvancesMuu taunts the Death of Suns by using the sun's power against his forces.
Bottled Sunlight is produced using intricate (expensive) mirror arrays that infuse sunlight with Good and then convert it to a liquid form, which is stored in sealed glass bottles. The sealed bottles have a faint glow- a meagre substitute for a regular torch-, but when uncorked the liquid sunlight boils off, all-but turning night to day in the immediate vicinity. This only lasts about five minutes, however, so a diffuser is also available that regulates the release of sunlight, producing a less extreme light that lasts for about an hour. Additionally, the high concentration of Good allows liquid sunlight to be used as makeshift medicine, healing minor injuries at the cost of causing minor mutations (more serious injuries can sometimes also be treated, but leave the patient heavily warped in mind and body). Finally, the same principle that allows the liquid to heal Good-aligned individuals also means that Evil-aligned folk will be burned by the substance, and those who rely on Evil to function (eg Rememberers... or demons) will suffer destructive effects. Also there's a string tied to the bottle, this is very important.
The common seagull is already a terrifying monstrosity. Adding in vast quantities of mutative Good just make
Drakegulls worse. With a beak that splits into three (all three parts with serrated edges), a variable number of eyes in mixed configuration, and sporadic tentacles emerging all over their bodies, the only mercy is that these giant birds are too heavy to achieve true flight- though they can still glide. They also have quite the appetite, slowing strategic speed (due to extra food supplies weighing them down, or extra foraging required), and sometimes causing them to pause mid-battle to snack on a corpse.
The shambling undead shamble no more, as the improved
Servant Motor Skills give them improved control over their unnatural forms. Better motor skills, situational awareness, and hivemind intelligence render them more useful both economically and in battle. In terms of movement speed and skill at arms, they are almost at Cultist Spear level, although their equipment and resilience is still worse. When Muu is personally present, she can not only direct the hivemind rapidly (as before), she can also assume direct control over a small number of Sea Servants, using them as if they were her own limbs- making them very skilled fighters, certainly as compared to regular cultists.
Demonic DevelopmentsMasters of Rites are Nar-Carok's answer to Muu taking advantage of people who are going to die to spread her message. The Masters take people who
have died, and use them to spread his message. Dressed in ornate but tasteful robes, familiar with the burial customs of every culture in the region, and offering free funerary services, they lure in customers in droves. The sermons that accompany the burial are well-crafted, theologically flawless, tasteful and personalised- but also happen to inflame a desire for vengeance in those listening, directed towards whichever entity the Master pins the blame for the individual's death on. Though not magical in nature, these sermons are- as seen- persuasive enough to cause internal conflict even in those affected by Gadflies.
As it happens, the priesthood of Thpenos and Xyrania had
something to say about these newcomers muscling in on their territory by offering free funerary services. Namely, "Thank you so much, we really don't like dealing with the dead. Please take over running cemeteries for us as well, kthxbye". Consequently, Nar-Carok, through the Masters of Rites, owns most graveyards, catacombs, charnel houses and so on in the both countries. While this places some administrative burden on the Masters, it more than makes up for it by providing the keys to vast reserves of corpses and deathly energy.
The more flashy development on the demonic side this month were the
Soul Magi. Once living members of the Cult of the Eternal Soul- an Evil cult headquartered in the Buried City millenia ago-, they had themselves mummified on death, preserving their bodies, while they bound their own souls in Soul Gems to preserve their mind as well. Nar-Carok uncovered their sarcophagi, and was intensely interested in the potential for these undead necromancers. He spent a sizeable sum to restore their Soul Gems to pristine condition. Unfortunately, he was unable to revive them- the method for doing so lost to history.
Or at least, misplaced to history. The Eternal Soul's rites trickled down over the years, leaving traces of their lore in the funerary customs of the entire region. By examining evidence located in the oldest catacombs in his newfound collection, Nar-Carok was able to track down an abandoned tomb whose walls held the secrets of the Eternal Soul's
Ancient Rites. Though incomplete, this provided enough to work with for him to roughly reverse the process of placing the Magis' souls in stasis- and thus reviving them.
The revived Soul Magi must consume Evil souls to survive- the more active they are, the more they need to consume. This is considered a small price to pay for their improved arcane abilities, which outshine Acolytes by several times. Their spells are only made even more potent by their ability to consume more souls (not necessarily Evil ones) to fill the Soul Gems in their regalia, which in turn fuel their spellcraft. So long as they have Evil souls to feed on, their undying forms are remarkably resilient- but if cut off from them, they will quickly wither.