Angel Team: Battle Phase T3TURNTURNTURNBattle Report in core thread.
Infiltration Report: ThpenosOur new converts in the Bountiful Quarries make it clear that the current situation is not to their liking- the senseless exploitation of the workers, the relentless corruption of the overseers, the deterioration of productivity... all bad stuff. The only thing that is preventing them from
fixing the situation is that there are two opposing camps for
how to fix it, and they spend more time fighting each other than fighting the system. Angelic help would be just the thing to tip the scales, allowing one faction to finally get round to actually fixing the province. There is truly no hope of compromise between the two factions, but then we could only ever support the righteous
Communalists: "Who better to protect the workers than the workers? The government is democratic, so why not industry?" While the solution they propose is radical, and might cause some short-term disruption, the Communalists believe that their new economic worldview will eventually dominate all of Thpenos, and are willing to take drastic steps to achieve this. They seek assistance in encouraging workers to unite, and preventing reactionary elements from disrupting the revolution.
Meritocrats: "The problem with the current management is not that they stand apart from the workers, but that they are incompetent and self-serving." The Meritocrats do not seek to tear down the system, as they believe this would risk collateral damage- instead, they seek to root out the corrupt and incompetent elements, replacing them with carefully selected trustworthy and skilled individuals. They seek assistance in uncovering evidence of corrupt overseers, and ensuring their chosen candidates replace them.
((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.
Also, since the demon side had trouble intuiting what the factions
wanted, I've added brief descriptions of the assistance they seek. As for what the already identified factions seek:))
The
Assimilators would appreciate our assistance with educating the local population in the Restless Satrapy as to the virtues of Thpenian culture, and in preventing conflict that could deepen the rift between the two cultures.
The
Federalists are benefiting from Demonic assistance in stirring up the local population and weakening the influence of the central government.
Infiltration Report: XyraniaPirates! Are of course the main concern in the region. While interacting with the pirates themselves is important, they ultimately do not control the actual mechanisms of government in the region, as the Xyranian army is too powerful for the corsairs to make inland inroads. So, to make progress, we need to join forces with terrestrial authorities. But our recent converts reveal there are two schools of thought at play regarding the pirate problem, and an increasingly bitter feud between proponents of the two options. While neither option sounds appealing on paper, the underlying morals mean we can only support the
Privateers: "Piracy is endemic. The sooner we accept that, the sooner we can get them to work with the system instead of against it." By granting pardons and letters of marque, they hope to end the scourge on friendly shipping and coasts, and take a cut of the loot to boot. A military solution would be too costly and destructive, in their view. They seek assistance in convincing the pirates and local magistrates to cooperate, creating opportunities for ceasefires and opening backdoor communications.
Blockaders: "The reason pirates are able to operate freely is that the Xyranian navy is a joke." Rather than piecemeal efforts to root them out on land, the Blockaders want to rebuild the navy and defeat the pirates at sea. It's a more appealing proposal to the conservative elements of Xyranian society, and they have connections to official sources of funding. There are some minor concerns of collateral damage, but it's better than negotiating with terrorists. They seek assistance in bolstering naval strength (through military/magical advances), and ensuring the population is resolved to the pursuit of victory.
It is now the Design Phase. You have two designs. You will receive only one revision this turn.
Muu: The benevolent leader of your faction, a being of immense power. There is very little she cannot do. Needless to say, she is Unique
Champions:
The Good Doctor: Venturing forth with her trusty sword Moonlight (and an unnamed parrying dagger), with traces of Truesilver flowing through her veins, the Good Doctor strikes with surgical precision at enemy weak spots, absorbing their vitality (she's definitely not a vampire). Her sword is especially potent versus non-human foes. Unique
Mundane Units:
Cultist Spears: Reasonably equipped with an iron dagger, a bone-wood-amalgam shield, and bone-wood-shaft iron-tipped spear, though still lacking training. These are not elite warriors- they'd usually lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~50 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. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~25 Common
Acolytes: Cultists who have begun their exploration of the magical arts, studying under their angelic patron. 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. Unit Size: ~25 Uncommon
Cultist Missionaries: Cultists with a modicum of charisma and subtlety, sent forth as emissaries of their eldritch master. Unarmed and untrained, they serve no role in combat. Unit Size: ~10 Common
Summoned/Mutated Units:
Sea Servants: Deceased cultists, returned to unlife by the grace of Muu. Their mind and soul bound to a hivemind, their body strengthened and transformed into a more tentacle-y version. More vulnerable to damage than humans, but heedless of pain and danger. Used both as labourers and warriors. They are more effective in the presence of Muu, as she can control the hivemind (and a limited number of individual bodies) directly. Unit Size: ~100 Common
Drakegulls: Sea gulls, on a much bigger scale. Three-piece beak, extra eyes, sporadic tentacles, claws on both feet and wingtips. Ridable by cultists, who direct the beasts in battle. Very hungry- will sometimes stop mid-battle to snack on a corpse. Too heavy to fly, though they can glide. Unit Size: ~20 Uncommon
Liquid Light Elementals: A self-propelled mass of Liquid Sunlight, bigger and stronger than a human. A Cherub forms the core of the Elemental, and only by destroying said core will it fall for good. Unfortunately, the Cherubs burn with righteousness, and refuse to dim their light, meaning they must be transported in stasis, and introduced to large barrels of Liquid Sunlight prior to battle. Unit Size: ~15 Uncommon
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
Ymis Ward: A simple magic barrier that can reduce the impact of attacks both mundane and mystical- or be tuned to focus on one over the other. Opposite frequencies can be layered (with a small gap). Won't last long, but can be useful in a pinch. Common
Magical Equipment:
Bottled Sunlight: Sunlight, infused with Good, in liquid form. Can serve as a light source (either extremely bright but short-lived, or quite bright but lasting an hour), applied directly as first-aid (with risk of mutation), or thrown at enemy troops where the concentrated Good will burn Evil beings. Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Good word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, but it keeps the cult growing. Common
Worms of Muu: Parasitic/symbiotic worms that produce a worsening malaise unless the host engages in Good-producing acts. Worm will starve if deprived of Good for a week. Encourages good behaviour in a community, and causes the affected to be drawn together by exuded pheromones, forming strong bonds between Good-aligned individuals, who will easily trust angelic operatives while being extremely hard to lure into Evil. Uncommon
Gadflies: Individuals willing to die for a cause, trained in rhetoric and infused with emotion-amplifying hexes that trigger on death. They deliberately seek to be executed for standing up against evil, using the spectacle as an opportunity to give an impassioned speech that is amplified by their death. Even if they are killed before giving their speech, the hexes will still cause a significant swelling of sympathy for the Gadfly and their cause, even amongst the embittered. Unit Size: 1 Rare
Gadfly Funeral Expenses: By spending a (relatively) small amount of money to organise funerals for Gadflies (who specify it to be their desired funeral in their will), a large gathering is assembled where angelic missionaries can mingle with a receptive audience. The Gadfly's spirit lingers during the funeral, either instilling or reinforcing the effect of their death on attendees.
Corals of Community: Mutant coral, harvested from the waters around Tendril Village, sold as a decoration for aquariums (targeted at the wealthy). Being around the Community Coral will instil a desire to do Good and find a community, as well as rendering the customer susceptible to angelic suggestions. Uncommon
Infrastructure:
Forge of Cleansing: A magically-enhanced forge, where specially blessed water is used to make materials malleable (instead of using heat). This allows for greater use of metals, as well as the use of more exotic materials such as bone. Infrastructure
THPENOS (Influence)Bountiful Quarries:
3/5 |
2/5Gridlocked Polis:
2/5 |
3/5Restless Satrapy:
2/5 |
3/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
0/8 |
8/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
3/5 |
2/5Schism'd Capital:
2/5 |
2/5Raiders' Roost:
2/5 | [color=red3/5[/color]
WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
6/8 |
2/8Pestilent Marshes:
0/8 |
8/8