Having finished interviewing your bewildered cultists, the Chronicler gives her thanks, and haphazardly grabs a few books from her cart and hands them over. Despite her nonchalant attitude towards them, on inspection they are revealed to be very valuable tomes, containing secret wisdom that would greatly benefit upcoming projects. There's also one on badger husbandry, but whatever.
It is now the Design Phase. You have 2 designs. You will receive 2 revisions 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 OBSOLETE
Hussars of Muu: Humanoid Cuttlefishkin, riding Drakegulls into battle. Armed with a brace of Spears of Light- javelins infused with Bottled Sunlight, that unleash their charge on impact. Also reasonably well equipped with a leather vest, coral-covered shield (very pretty), and iron sabre. 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
Reminder: This spoiler provides a brief summary of the factions in each Influence province- their goals, wants, and bonuses. When considering these elements, bear the following in mind:
Goal: To reach 5/5 control, your supported faction must dominate the province, and you must dominate your supported faction (either converting or replacing their leadership). The other faction does not need to be eliminated, but they must not be able to operate freely. You do not technically have to help your faction achieve their goal, as you could also just crush their opposing faction and elevate their position without pursuing their goals, but their control of the province will seem more credible if their goals are being advanced.
Want: A faction's wants are not absolute- they are guidelines as to what will most please (and aid) a faction, but more generic infiltration actions can still be effective.
Bonus: A faction will only provide a mechanical bonus if you have 3+/5 influence in the province. Any action where a faction's bonus is applicable will be easier, with the difficulty reduction depending on the level of Influence you have. At 3/5, it is roughly +0.25; at 4/5, +0.5; at 5/5, +1. If you aren't certain whether a faction's bonus is applicable to a proposal, you can always ask me.
Bountiful Quarries:
Angels sided with the Communalists.
Goal: Communal ownership of the mines and quarries.
Want: Unite the workers, protect the revolution from reactionaries.
Bonus: Mass Production
Demons sided with the Meritocrats.
Goal: Reform the administration for greater efficiency.
Want: Uncover corruption, ensure their members are promoted.
Bonus: Efficient Management
Gridlocked Capital:
Angels sided with the Centrists.
Goal: Build a broad political coalition.
Want: Persuade politicians to join the coalition.
Bonus: Negotiation
Demons sided with the Extremists.
Goal: One-party state.
Want: Rile up voters, suppress rival voters.
Bonus: Intimidation
Restless Satrapy:
Angels sided with the Assimilators.
Goal: Assimilate the Satrapy into Thpenos.
Want: Educate locals on Thpenian culture, prevent conflict.
Bonus: Conversion
Demons sided with the Federalists.
Goal: Provide the Satrapy with local autonomy.
Want: Sabotage the government, rile up locals.
Bonus: Harmony (of distinct elements)
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Pirate Haven:
Angels sided with the Privateers.
Goal: Regulating pirates, so they act as state-sanctioned privateers.
Want: Persuade pirates and magistrates to work together, organise/facilitate backroom deals.
Bonus: Stealth
Demons sided with the Blockaders.
Goal: Build up Xyranian navy, defeat the pirates at sea.
Want: Military tech (especially naval), discourage locals from pirate sympathies.
Bonus: Discipline
Schism'd Capital:
Not determined yet.
Raiders' Roost:
Angels sided with the Reliquars.
Goal: Stockpile and safeguard relics.
Want: Find relics, protect Reliquar vaults.
Bonus: Security
Demons sided with the Archaeologists.
Goal: Acquire and study relics.
Want: Find relics, unlock their secrets.
Bonus: Finding Things